ED and the Oculus Rift Developers Kit 2 (DK2) Discussion Thread

Got set up last night and managed an hours play before bed.

I played without any nausea at all, but I did find text hard to read at times. I'm wondering if there are tweaks I can perform to improve things now. Ultimately it was completely playable and I thoroughly enjoyed flying in combat and around planets, stations etc.

I notice that if I look to the outer edges of the rift there can be a really defined split in the red/green/blue 'pixels'. Is this something I can correct? I'm still running on high settings and I don't know which anti alias sing profile suits best. I'm running a GTX 760 and needed to flip the display in order to render correctly if that makes any difference. Also main monitor is still in 1080p @ 60Hz.

There are some hard coded settings in the elite.exe that can be changed via hex editor, the info is here in this thread... but I will just wait for the next official version.
 
One more good point for FD to upgrade to SDK 0.4.1 would be to be able to start the game via SteamVR and this gives you access to the SteamVR Browser to use with some of the web tools for trading. But right now ED only works with service off and SteamVR only with service on.
 
First my own question, below an answer to a previous post:

Does anyone else playing with the "brute force" solution (no DK2 drivers left, so it's playable with an older AMD CPU) know if there's a way to keep the "drift" of the viewpoint as low as possible? I have noticed that usually my viewpoint drifts to the right at a random speed. Sometimes I can play for half an hour before it rotates 90° from the starting point, sometimes I have to restart the game after ten minutes. Sometimes it even drifts to the left.
It's a real pain. F12 doesn't help, of course as it only works with functional head tracking.
So I have a "proper PC" that runs ED on high with AA etc but with only (drifting) rotational tracking and a laptop that can't run ED at an acceptable FPS but with full tracking... AAArgh!
Help very much appreciated.

Now for the answer ;)
I played without any nausea at all, but I did find text hard to read at times. I'm wondering if there are tweaks I can perform to improve things now.

I notice that if I look to the outer edges of the rift there can be a really defined split in the red/green/blue 'pixels'. Is this something I can correct?
After using the "hex fix" (some pages up this thread) the colour aberration disappeared completely for me. Also this made text much easier to read. Admittedly, reading the smaller prints is half reading and half guessing (It' pretty obvious usually), but manageable. So it might fix both your biggest problems. Especially if you do have head tracking (in which case leaning closer to the respective monitor helps a lot)
 

SlackR

Banned
I'm almost 100% certain that when we get the next update it will include DK2 support.

I really hope so, but there are issues with implementing the new SDK that weren't foreseen. The issues are from Oculus' side, not Frontiers, so they are waiting for a resolution - fingers crossed though. Might well be a case of needing to wait for the NEXT SDK before anything can be done.
 
I really hope so, but there are issues with implementing the new SDK that weren't foreseen. The issues are from Oculus' side, not Frontiers, so they are waiting for a resolution - fingers crossed though. Might well be a case of needing to wait for the NEXT SDK before anything can be done.

It would be enough if they replaced their OWN tracking with one compatible with the old AMDs. I don't mind killing the Oculus process as long as I can use positional tracking. As it is now, the Frontier's OWN tracking causes the crash on these CPUs.
 
I really hope so, but there are issues with implementing the new SDK that weren't foreseen. The issues are from Oculus' side, not Frontiers, so they are waiting for a resolution - fingers crossed though. Might well be a case of needing to wait for the NEXT SDK before anything can be done.

I would like to learn more about the issues, I know there were some Unity issues. But I thought FD had there own Cobra engine... do you have a source or some more information on this topic?
 
It would be enough if they replaced their OWN tracking with one compatible with the old AMDs. I don't mind killing the Oculus process as long as I can use positional tracking. As it is now, the Frontier's OWN tracking causes the crash on these CPUs.

Indeed ..it could be as simple as the AMD fix ,on or off
Hopefully Frontier thought of that or something simillar. A good funtionall ED on the Rift draws a lot of attention.
 
The benefits of Oculus does not compensate for disadvantages (horrible and oppressive helmet, nausea, eye strain, according to some users)

:)

You think those are the disadvantages? Check this guy out.
riftaholic_zps4234b863.jpg
 

SlackR

Banned
I would like to learn more about the issues, I know there were some Unity issues. But I thought FD had there own Cobra engine... do you have a source or some more information on this topic?

It's not for me to say, as I think it may well have been an "off the record" conversation I had with with Mr Brooke's, but the big picture is that new model SDK didn't behave as expected and caused more problems than it fixed.
 
New HUD

Did anyone else see the new HUD shown off in the video in this week's newsletter and think the subtler edges and colouring in the new cockpit menus would make things worse for Rift users?

I suppose we have to wait to try them, but that immediately lept to my mind.
 
OK Finally got it going, not sure how, after having 2 images.

Good news

Framerate is much higher than DK1 at 1080p (about double) can just about get 75 fps in the dock with everything on high but shadows (Med)

Tracking is great, love the 6DOF, makes it so much more natural. Text is so much more readable.

Worries

Getting o lot of chromatic aberration (is that the term? So halos on some text and hud elements. The worse thing though is a lot of smearing on the black areas of space. Looking through the Cobra front windscreen the bottom area is black and the top/sides are smeary grey. It looks like it corresponds to where the scratches/marks are when using a normal screen but they are just big smeary grey areas. Same effect in Hyperspace.

Anyone else see this?

Hi,

sounds like you get some pretty good framerates even in the Cobra. Do you also get big drop into the 30s when looking around the cockpit (LOW/MEDIUM settings)? My rig is starting to date a bit now with a i7 2600k and gtx 680. Could you tell me what hardware you have so I can rest a little easier knowing that it is nothing to do with any settings I have.

I don't seem to have any issue with the smearing you mentioned but this seems specific to only some setups.
 
Won't that interfere with the head tracking from the rift?

I wouldn't have thought so, as it specifically mentions the Rift. It would be great if my hand positions were replicated in VR.

Then the only thing missing would be a virtual keyboard, so I could use the galaxy map search function without having to lift the Rift up.

It's an odd coincidence, but I spoke to a couple of the devs at LaveCon 2014 and said how great it was if E:D supported VR gloves.

They did look a little scared when I said it though, because I was asking for the impossible. However, I did say not to worry, because I doubt the technology even exists yet, but just to make it a consideration for the future.

Well it seems the future is almost here, so...
 
No head/position DK2 Tracking

I could use a little help. I got ED up and running fine, but after going back and playing some different demos I'm having problems with tracking now.

I can't get the OVRService_x64 to force quit in the task manager. It automatically keeps reopening, and I think this is what is stopping the tracking from working on my DK2.

Could someone explain what I'm doing wrong?

Thanks
 
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