Another CV1 impression post, and a couple of questions

Hello gentlemen,

Finally got my CV1 yesterday, after a four month wait. I played ED with a DK2 for over a year (simply can't play it on a flat screen after seeing it in VR) so I'm no stranger to VR. Perhaps my observations may help someone decide if a CV1 is what they're looking for. Also, I'm looking for some advice from experienced CV1 users about certain aspects of the headset. So here goes:

Visuals: If you've never seen ED in VR, a CV1 -- assuming your computer can run it -- will blow you away. 'Nuff said, as there is no point in describing the experience. It must be tried. If you're coming from a DK2, however, the visual upgrade is...a mixed bag. The image seems somewhat clearer throughout the field of view. SDE has been attenuated although still obviously present. But the so-called god rays are, pardon the pun, god-awful. How did this clear testing ? They're more obvious in darker environments but, well, this is a space game, so there are a lot of darker environments. For me this is the biggest immersion breaker, more so than limited FOV or lingering SDE. In the final analysis, image quality improvement over the DK2 is a question of personal preference. Are slightly sharper graphics worth immersion-breaking visual artifacts ? Your call...

Ergonomics and ease of use: No question, the CV1 is vastly superior in every way to the DK2. Better built, much lighter, better weight distribution on the head, etc. Set-up is straighforward and, more importantly, no need for fiddling with files to make it work properly. No need to swap lenses. All in all, very comfortable to wear for extended periods of time.

Sound: My biggest surprise. To put matters in perspective, I game with a Sennheiser Game Zero, which is one of the better gaming headset on the market and probably has the best mike out there. I was ready to take off the CV1 flimsy-looking on-ear sound pads but decided to give them a try first. Boy, am I ever glad I did. The sound in ED is phenomenal, truly 3D. I heard sounds in-game that I'd never heard before. The sound is crisp and well-defined. And the mike is a huge bonus. Works just fine with Voice Attack and Teamspeak. I can't tell you what a joy it was to just put on the headset and not have to worry about extra hardware and cables to be able to hear and talk.

Overall then, the CV1 is not a huge leap forward -- if it is a leap at all -- in terms of visual quality, but I find that the ease of use, ergonomics and surprisingly good sound and speech hardware make the transition worth it. Is it worth 700 Euros to a DK2 user with a decent headset ? Again, your call. For me it was.

Now, a couple of questions:

1) Any way to attenuate the god rays ? I know you can turn up gamma but the game looks pretty terrible when it's too bright. Not expecting any solution but it doesn't hurt to ask.

2) Noticed that the graphics options now seem very very limited. I understand how to SS with the Debug tool, but is there any way to force AA ? Couldn't find one.

Thanks guys, hope you find this useful and would appreciate any comment on my questions.
 
Visuals: If you've never seen ED in VR, a CV1 -- assuming your computer can run it -- will blow you away. 'Nuff said, as there is no point in describing the experience. It must be tried. If you're coming from a DK2, however, the visual upgrade is...a mixed bag. The image seems somewhat clearer throughout the field of view. SDE has been attenuated although still obviously present. But the so-called god rays are, pardon the pun, god-awful. How did this clear testing ? They're more obvious in darker environments but, well, this is a space game, so there are a lot of darker environments. For me this is the biggest immersion breaker, more so than limited FOV or lingering SDE. In the final analysis, image quality improvement over the DK2 is a question of personal preference. Are slightly sharper graphics worth immersion-breaking visual artifacts ? Your call...
I agree, my DK2 might be at a lower resolution than my CV1 and the SDE more noticeable but the lenses produced a crisper image in my opinion. Oculus (and the Vive) moved to Fresnel lenses in order to reduce the weight but personally I never found the weight to be a problem (and I played it for hours and hours). I'd much rather they switched back. In fact I would go as far as to say the CV1 and Vive should have come with interchangeable lenses so the user could decide which they preferred to use knowing their strengths and weaknesses.

Ergonomics and ease of use: No question, the CV1 is vastly superior in every way to the DK2. Better built, much lighter, better weight distribution on the head, etc. Set-up is straighforward and, more importantly, no need for fiddling with files to make it work properly. No need to swap lenses. All in all, very comfortable to wear for extended periods of time.
Partly agree. The CV1 is smaller and better built however the lack of interchangeable lenses I think it is a step backwards. The one solution fits all approach is far from ideal. As for comfortable to wear, perhaps but this is where the Vive wins. It is far more comfortable on the face but that is a separate topic.

Sound: My biggest surprise. To put matters in perspective, I game with a Sennheiser Game Zero, which is one of the better gaming headset on the market and probably has the best mike out there. I was ready to take off the CV1 flimsy-looking on-ear sound pads but decided to give them a try first. Boy, am I ever glad I did. The sound in ED is phenomenal, truly 3D. I heard sounds in-game that I'd never heard before. The sound is crisp and well-defined. And the mike is a huge bonus. Works just fine with Voice Attack and Teamspeak. I can't tell you what a joy it was to just put on the headset and not have to worry about extra hardware and cables to be able to hear and talk.
I was also surprised by it. The headphones really are good and the mic is as sensitive as my Turtlebeach headset. Certainly enough for VoiceAttack and the in game comms to my friends.

Overall then, the CV1 is not a huge leap forward -- if it is a leap at all -- in terms of visual quality, but I find that the ease of use, ergonomics and surprisingly good sound and speech hardware make the transition worth it. Is it worth 700 Euros to a DK2 user with a decent headset ? Again, your call. For me it was.
Not a leap, more a slight evolution really although in my opinion Oculus have taken a step back in some areas. The DK2 should not be better in anyway but that is simply not the case.

1) Any way to attenuate the god rays ? I know you can turn up gamma but the game looks pretty terrible when it's too bright. Not expecting any solution but it doesn't hurt to ask.
Not that I know of outside of switching off Bloom.

2) Noticed that the graphics options now seem very very limited. I understand how to SS with the Debug tool, but is there any way to force AA ? Couldn't find one.
I find it better to set all the AA stuff in the Nvidia panel instead of in game. As for the debug tool. I found it makes very little difference to the quality to make it worth the performance hit.
 
Hello gentlemen,

Finally got my CV1 yesterday, after a four month wait. I played ED with a DK2 for over a year (simply can't play it on a flat screen after seeing it in VR) so I'm no stranger to VR. Perhaps my observations may help someone decide if a CV1 is what they're looking for. Also, I'm looking for some advice from experienced CV1 users about certain aspects of the headset. So here goes:

Visuals: If you've never seen ED in VR, a CV1 -- assuming your computer can run it -- will blow you away. 'Nuff said, as there is no point in describing the experience. It must be tried. If you're coming from a DK2, however, the visual upgrade is...a mixed bag. The image seems somewhat clearer throughout the field of view. SDE has been attenuated although still obviously present. But the so-called god rays are, pardon the pun, god-awful. How did this clear testing ? They're more obvious in darker environments but, well, this is a space game, so there are a lot of darker environments. For me this is the biggest immersion breaker, more so than limited FOV or lingering SDE. In the final analysis, image quality improvement over the DK2 is a question of personal preference. Are slightly sharper graphics worth immersion-breaking visual artifacts ? Your call...

Ergonomics and ease of use: No question, the CV1 is vastly superior in every way to the DK2. Better built, much lighter, better weight distribution on the head, etc. Set-up is straighforward and, more importantly, no need for fiddling with files to make it work properly. No need to swap lenses. All in all, very comfortable to wear for extended periods of time.

Sound: My biggest surprise. To put matters in perspective, I game with a Sennheiser Game Zero, which is one of the better gaming headset on the market and probably has the best mike out there. I was ready to take off the CV1 flimsy-looking on-ear sound pads but decided to give them a try first. Boy, am I ever glad I did. The sound in ED is phenomenal, truly 3D. I heard sounds in-game that I'd never heard before. The sound is crisp and well-defined. And the mike is a huge bonus. Works just fine with Voice Attack and Teamspeak. I can't tell you what a joy it was to just put on the headset and not have to worry about extra hardware and cables to be able to hear and talk.

Overall then, the CV1 is not a huge leap forward -- if it is a leap at all -- in terms of visual quality, but I find that the ease of use, ergonomics and surprisingly good sound and speech hardware make the transition worth it. Is it worth 700 Euros to a DK2 user with a decent headset ? Again, your call. For me it was.

Now, a couple of questions:

1) Any way to attenuate the god rays ? I know you can turn up gamma but the game looks pretty terrible when it's too bright. Not expecting any solution but it doesn't hurt to ask.

2) Noticed that the graphics options now seem very very limited. I understand how to SS with the Debug tool, but is there any way to force AA ? Couldn't find one.

Thanks guys, hope you find this useful and would appreciate any comment on my questions.

Well written and balanced short review, after reading this along with a lot of other reviews I have decided to hold off purchasing a HMD of any type until some of the more obvious shortcomings are overcome. Thanks for sharing the info.
 
I agree, my DK2 might be at a lower resolution than my CV1 and the SDE more noticeable but the lenses produced a crisper image in my opinion. Oculus (and the Vive) moved to Fresnel lenses in order to reduce the weight but personally I never found the weight to be a problem (and I played it for hours and hours). I'd much rather they switched back. In fact I would go as far as to say the CV1 and Vive should have come with interchangeable lenses so the user could decide which they preferred to use knowing their strengths and weaknesses.


Partly agree. The CV1 is smaller and better built however the lack of interchangeable lenses I think it is a step backwards. The one solution fits all approach is far from ideal. As for comfortable to wear, perhaps but this is where the Vive wins. It is far more comfortable on the face but that is a separate topic.


I was also surprised by it. The headphones really are good and the mic is as sensitive as my Turtlebeach headset. Certainly enough for VoiceAttack and the in game comms to my friends.


Not a leap, more a slight evolution really although in my opinion Oculus have taken a step back in some areas. The DK2 should not be better in anyway but that is simply not the case.


Not that I know of outside of switching off Bloom.


I find it better to set all the AA stuff in the Nvidia panel instead of in game. As for the debug tool. I found it makes very little difference to the quality to make it worth the performance hit.

NVidia panel settings affect the HMD ? I thought they were only applied to the image on the monitor. Are you sure ?
 
NVidia panel settings affect the HMD ? I thought they were only applied to the image on the monitor. Are you sure ?

The monitor is just a display device that isn't head mounted. The Nvidia panel settings will affect anything that is being rendered by the GPU including your attached HMD. There are limits of course because it is a symbiosis between the GPU and the game which is why some things work (AA settings for example) but some don't (DSR for example).

Try it out and you'll see.
 
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The monitor is just a display device that isn't head mounted. The Nvidia panel settings will affect anything that is being rendered by the GPU including your attached HMD. There are limits of course because it is a symbiosis between the GPU and the game which is why some things work (AA settings for example) but some don't (DSR for example).

Try it out and you'll see.

Ah, wonderful. I'll try it after work. Any other settings that work that you can recommend ?
 
The monitor is just a display device that isn't head mounted. The Nvidia panel settings will affect anything that is being rendered by the GPU including your attached HMD. There are limits of course because it is a symbiosis between the GPU and the game which is why some things work (AA settings for example) but some don't (DSR for example).

Try it out and you'll see.

Thank you! So i can finally have dark planet night sides again. This dynamic color range, that brightens everything, when a scene gets darker really is ugly. Back to Alien movie moods with semi lit planetary features :)
 
Thanks for the review, especially from a DK2 user. I am very happy with the DK2 (except for resolution) and the only reason I will upgrade is for a massive image improvement (at least double the pixels of the DK2), so at this point I'll hold off for the next Gen.
 
The monitor is just a display device that isn't head mounted. The Nvidia panel settings will affect anything that is being rendered by the GPU including your attached HMD. There are limits of course because it is a symbiosis between the GPU and the game which is why some things work (AA settings for example) but some don't (DSR for example).

Try it out and you'll see.

Sorry but this is opposite to what Oculus have stated, people have been trying to get the Nvidia settings working for a while. There is currently no workaround unless you go back to older SDK's and extended mode.

https://forums.oculus.com/community/discussion/33730/does-the-nvidia-control-panel-work-in-cv1
 
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Hmpf, not what i was hoping for. I will have to take a closer look at the debug tool then. Those dynamic colors are not what i want.
 
Sorry but this is opposite to what Oculus have stated, people have been trying to get the Nvidia settings working for a while. There is currently no workaround unless you go back to older SDK's and extended mode.

https://forums.oculus.com/community/discussion/33730/does-the-nvidia-control-panel-work-in-cv1

Well it works well for me and I'm using the latest Nvidia drivers and the latest Oculus runtime.

Enabling SLI enables me to push the quality higher (Ultra on most things that offer an Ultra) which is more than my single 980Ti can handle.

If you switch the rendering mode from "Nvidia recommended" to "Force Alternate Frame Rendering 2" and the Vertical Sync to "Adaptive" then this unlocks it.

Believe little that Oculus say. They said the DK2 would not work with the 1.3 runtime but actually it does and very well too.
 
2) Noticed that the graphics options now seem very very limited. I understand how to SS with the Debug tool, but is there any way to force AA ? Couldn't find one.

Just seen your post on the Oculus forum. The graphics options are the same as for monitor (except of course HMD quality is extra). If you are still having this problem then please post a screenshot.
 
personally I do not even notice any godrays in Elite! I have a Rift since 10 days or so... I see them in logo Screens like the White on black cccp logo or Hugo or what it called the demo with the hedgehog... there is a bright orange game titel Screen on black.. there I had godrays...

When in Elite I dont have any - sure if I triy to concentrate to see one I can see very small ones occasionally but I honestly dont understand the complaints?!
I red a while ago that People with blue eyes might be having more Trouble with them - I do have Brown eyes... so maybe you giuys with bad godrays got blue eyes or do you wear glasses or contact lenses?!

Also the Rift sits perfect on my face no light bleed throuhg the nose like some have... maybe that helps?!
 
...Also the Rift sits perfect on my face no light bleed throuhg the nose like some have... maybe that helps?!

I did notice god rays and i used a little piece of black cloth to close the gap between the goggles and my nose, when wearing the Rift. This indeed reduces the rays.
Also the correct placement before your eyes dramatically affects god rays. Experimenting with the Rifts position in extreme contrast scenes can help a lot.
 
personally I do not even notice any godrays in Elite! I have a Rift since 10 days or so... I see them in logo Screens like the White on black cccp logo or Hugo or what it called the demo with the hedgehog... there is a bright orange game titel Screen on black.. there I had godrays...

When in Elite I dont have any - sure if I triy to concentrate to see one I can see very small ones occasionally but I honestly dont understand the complaints?!
I red a while ago that People with blue eyes might be having more Trouble with them - I do have Brown eyes... so maybe you giuys with bad godrays got blue eyes or do you wear glasses or contact lenses?!

Also the Rift sits perfect on my face no light bleed throuhg the nose like some have... maybe that helps?!

I have green eyes. Wonder if that's really a factor though. I'll test it with my wife and son, both of whom brown have eyes.
 
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I just found this mod:

http://www.vrspies.com/vrgamerdude/oculusrift-fov-mod/

I don't have the GearVR padding, but tested the Oculus without the default padding and FOV increased nicely. Also the first impression was that the image was little bit sharper. Need to test this more.

I tried and discovered this long time ago, only issue is that is less comfortable and my big nose after a while greases up the lens where is touching my nose :D

I really don't know why Oculus decided to eliminate the telescopic option on the RIFT, to move back and forward the headset

Thread Open
 
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