Managing expectations
There's some things to be aware of relating the DK2 that you should know so you aren't disappointed when you get it.
It has a lower perceived resolution than the HD prototype. This is due to the subpixel arrangement. It's a pentile display so there are less red and blue subpixels than standard RGB. The resolution is higher than the DK1 if you've tried that but if you are expecting things to be as sharp as your 1080p TV or monitor you might be underwhelmed.
There is still a Screen Door Effect. This basically is like looking through a thin mesh and is due to pixel fill rate (space between pixels). Due to the pentile subpixel arrangement it's different to the square pattern on the DK1 and HD prototype and some people have said it's less noticeable. After a while you'll stop seeing it without looking for it but it will probably be apparent when you first use it.
The screen is in portrait mode. The screen in the DK2 is basically a phone screen (Samsung Note 3 so evidence suggests) so it's pixels refresh top to bottom in portrait mode rather than landscape. This means that the pixels refresh left to right (or Right to left) in the DK2 so there are synchronisation issues between the left and right eyes. I don't know how big an issue this will be but nobodies noted it an any hands on impressions I've seen.
There is a known ghosting issue. Ghosting is where you basically see an after image when you turn your head quickly. Oculus know of it but were unable to fix it for the DK2's production. May get fixed by a firmware update if we're lucky.
The
optimum experience with the DK2 is games at a constant 75fps(it supports 60hz, 72h and 75hz). The reason for this is two fold. One of the awesome new additions to the DK2 over previous iterations is low persistence, which is turning the pixels on for only 2ms and then turning them off. This reduces smearing of the image which is said to be one of the major causes of simulator sickness (feeling queasy). A high frame rather also provides a lot smoother experience which looks great and helps reduce nausea. A constant frame rate is important because if it drops too low nausea may set in and you may experience flickering due to the low persistence.
Due to this requirement for high frames in side by side 3D at 1080p this means you will need PC umph for the better looking VR games (like E: D) more than you would for just running 1080p at 60fps (old and simple looking games should run much better).
Weight, it's heavier than the DK1, not massively so but a small amount. I only used the DK1 for relatively short periods and was fine so I dunno how this may affect long play periods (a DK1 owner could maybe comment). You may have to keep adjusting it if it slips
It's a dev kit. Pointing out the obvious but be aware that the DK2 will require much more faff getting it working well and you will face uphill struggles at times. It will not just be plug an play.
If you are thinking of getting a DK2 then be aware of the above. It may be worth waiting for the consumer version as it will probably fix/reduce all the above and then some.
Saying all the above I cannot wait for my DK2, ordered it as soon as I was able to, July can't come soon enough. After playing about with a DK1 I could see that this was the future of gaming and I wanted in!
