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

SlackR

Banned
OK
Rolled back NVidia drivers to 337.88
Clocked the i7 4770K to 4600MHz
SLI Disabled
Remaining 770GTX
----Core Voltage +1
----Core Clock +310
----Memory Clock +206

High in Elite then:
Shadows Medium + Ambient off

And now judder/jitter is gone except for a bit in stations. CPU is still barely touched. Maybe this will help someone else

You think overclocking the CPU makes a difference?
 
You think overclocking the CPU makes a difference?

Right now I'm not convinced, but I have been struggling for days to get a smooth game play experience whenever I had free time so I just included everything that I have set now.

Once I had my fill I will start trying to pinpoint a change again. I think it is most likely the NVidia drivers (337.88) + F.Lux (Safe Mode) + Clocking the GPU just a bit more than I did before.

This was the first time those 3 were in this state together according to my notes. While the CPU has been clocked fairly high in almost all tests.
 

SlackR

Banned
Damn.... that certainly gives me ideas for a rift-up 2 :D

But... the DK2 has a lot of potential for improvement in terms of wearing comfort, and lenses.. so I think I'd rather wait for the CV1.

What was the issue in the end with setting up your rift and what part of the instructions were incorrect? If they need changing TJ can edit it :)
 
Maybe this is my problem as well. I get no tracking.
Will have to download this tool.

I can shut down OVR service, and Oculus configuration utilities (straight out of task manager and tool bar) but Windows script engine doesn't appear in the processes list for me....am I doing something wrong?


Also, once I shut down Oculus Configuration Utilities, the blue light on the track camera goes out ....does it still work for people in Elite: Dangerous anyway?

< Windows 8.0 wscript.exe
>Win 8.0 Microsoft (r) windows based script host
 
1. Download the runtime and (optional) SDK

Remove the SDK from here, it'll just confuse. :) If you're a developer, you know what you are looking for. ;)

7. Not sure about AMD, but for NVIDIA cards you will need to change the orientation of the screen, so that it appears the correct way round. This can be done in the NVIDIA control panel. Whilst you are in there, create a 3d settings profile for ED and set antialiasing and triple buffering to on. if you get stuttering, try disabling the triple buffering

No explanation for why we are supposed to turn on Triple Buffering here. It may be useful, or it may just be one more setting to complicate things even further.

9. Ok now open up the oculus config file again and hit Ctrl , Alt and Del. in task manager, close wscrip.exe and ovservice.exe in processes.

Several typos here confused at least me to begin with. It's not wscrip.exe, and it's not ovservice.exe. It's wscript.exe and ovrservice_x64.exe or ovrservice_x86.exe. You also forget to mention that the player has to turn off the OculusConfigUtil.exe completely at this point. This was what stopped positional tracking from working for me. And indeed several folks on this thread gave me the impression that the OculusConfigUtil.exe was still required to be on as you start Elite: Dangerous. There was only in an obscure Reddit thread that I found out I had to actually shut down the config util.

Here is a simpler way to do it, perhaps less confusing:

1.Follow the manual, normal install
2.Install the Oculus Runtime by OculusVR and reboot the computer.
3.Make sure the Oculus Rift Display Mode is set to "Extend Display", keep DK1 compatibility enabled.
4.Make sure in Nvidia or AMD control panel that the Oculus Rift DK2 is set to 1920x1080p, and that the Hertz is set to 75Hz. You may have to rotate it 90 degrees, but you can go back and check that afterwards.
5.Install the Oculus Runtime Utility by Bilago
6.Make sure the OculusConfigUtil.exe is running, and showcase demo tested and calibrated
7.Start Bilago's Oculus Runtime Utility, and press "Stop"
8.Start Elite: Dangerous
9.Make sure you have a key bound for "Reset Oculus Orientation" inside Elite Dangerous controls - most people use F12, but use what you wish. You may then press that button while still in the main menu.
10.Start a mission or online play
 
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SlackR

Banned
Remove the SDK from here, it'll just confuse. :) If you're a developer, you know what you are looking for. ;)



No explanation for why we are supposed to turn on Triple Buffering here. It may be useful, or it may just be one more setting to complicate things even further.



Several typos here confused at least me to begin with. It's not wscrip.exe, and it's not ovservice.exe. It's wscript.exe and ovrservice_x64.exe or ovrservice_x86.exe. You also forget to mention that the player has to turn off the OculusConfigUtil.exe completely at this point. This was what stopped positional tracking from working for me. And indeed several folks on this thread gave me the impression that the OculusConfigUtil.exe was still required to be on as you start Elite: Dangerous. There was only in an obscure Reddit thread that I found out I had to actually shut down the config util.

Here is a simpler way to do it, perhaps less confusing:

1.Follow the manual, normal install
2.Install the Oculus Runtime by OculusVR and reboot the computer.
3.Install the Oculus Runtime Utility by Bilago
4.Make sure the OculusConfigUtil.exe is running, and showcase demo tested and calibrated
5.Start Bilago's Oculus Runtime Utility, and press "Stop"
6.Start Elite: Dangerous

That's cool... We can ask TJ to change that.. The configutil doesnt need closing for me (win 7) ... This came to light after the notes were published as a windows 8 / 8.1 fix. If its not in the first post it should also be added, though it has been mentioned plenty of times. If the closing app is working for everybody then it would make sense to rewrite the procedure with that in to simplify things. Although hopefully none of this will be necessary in a week or two :)
 
Remove the SDK from here, it'll just confuse. :) If you're a developer, you know what you are looking for. ;)

No explanation for why we are supposed to turn on Triple Buffering here. It may be useful, or it may just be one more setting to complicate things even further.

Several typos here confused at least me to begin with. It's not wscrip.exe, and it's not ovservice.exe. It's wscript.exe and ovrservice_x64.exe or ovrservice_x86.exe. You also forget to mention that the player has to turn off the OculusConfigUtil.exe completely at this point. This was what stopped positional tracking from working for me. And indeed several folks on this thread gave me the impression that the OculusConfigUtil.exe was still required to be on as you start Elite: Dangerous. There was only in an obscure Reddit thread that I found out I had to actually shut down the config util.

Here is a simpler way to do it, perhaps less confusing:

1.Follow the manual, normal install
2.Install the Oculus Runtime by OculusVR and reboot the computer.
3.Install the Oculus Runtime Utility by Bilago
4.Make sure the OculusConfigUtil.exe is running, and showcase demo tested and calibrated
5.Start Bilago's Oculus Runtime Utility, and press "Stop"
6.Start Elite: Dangerous

Excellent, I shall try this tonight. :)

Thanks to SlackR for providing all the tips :D
 
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Dumb question but, I've never used a rift so, if you know, please enlighten me :D

My only experience with this sort of thing is 3D Imax, which I love. How does the rift experience compare?
 
Dumb question but, I've never used a rift so, if you know, please enlighten me :D

My only experience with this sort of thing is 3D Imax, which I love. How does the rift experience compare?

The rift is not like watching a 3D movie it is like being in a 3D movie. Imagine looking left, right, all around you and being able to see the entire game world around you as you do in real life with real scale. It is the first really good implementation of VR.
 
The rift is not like watching a 3D movie it is like being in a 3D movie. Imagine looking left, right, all around you and being able to see the entire game world around you as you do in real life with real scale. It is the first really good implementation of VR.

So the depth and overall, looking straight forward, 3D is better? Thanks for the reply btw ;)
 
The rift is not like watching a 3D movie it is like being in a 3D movie. Imagine looking left, right, all around you and being able to see the entire game world around you as you do in real life with real scale. It is the first really good implementation of VR.

Even though I couldn't head tracking working yet ....so much this.

Its not like looking into a movie/tv screen and seeing a little bit of depth. Its like you're inside the screen and the depth is infinite.
It was very strange ....
 
Even though I couldn't head tracking working yet ....so much this.

Its not like looking into a movie/tv screen and seeing a little bit of depth. Its like you're inside the screen and the depth is infinite.
It was very strange ....

Oh no, on occasion at imax I get a bit dizzy in certain scenes. If I'm one of those that gets sick I'll cry.
 
Found this on reddit

So today I did some experimenting. I wanted to see if I could supersample on the DK2. I didn't try too many resolutions, but I found I could go to 2560x1440 without too many issues.

I've only tried this in ED so far, but the difference is night and freaking day. Text is a LOT sharper and easier to read, and as expected a whole lot less jaggies which has the effect of making everything feel so much better.
I don't seem to be getting any jitter or judder from FPS issues, but I do seem to have a "stereo separation" issue when I move my head. Its most noticeable on very fast movements, but basically its like the two eyes can't keep up or something, and I see a double image until it does catch up.

For those who don't know how to do this (shame on you!): Supersampling is the process of essentially forcing the game to render at a resolution HIGHER than what you monitor can display, and then that higher resolution image is downsampled to your monitors native resolution. It is often called many, many different names, but supersampling is where it all started. You might see it called Downsampling, or something really technical like OGSSAA (Ordered Grid SuperSampling AntiAliasing), woah what a mouthful. Its supersampling.

Do some Googling to learn more, and there are some good guides out there on how to do it. Here is a fairly ok one: http://www.tested.com/tech/pcs/454383-aliasing-be-gone-how-downsample-pc-games/

But essentially what you have to do is using the Nvidia or AMD control panel, you create a custom resolution for your DK2 "monitor" that is higher than 1920x1080, and you tell the GPU to scale to the monitors native resolution. Then once you have that custom resolution created, it will appear (or should appear) as an option in your games.

It isn't 100% foolproof and won't work in every game, but works in most. Also bear in mind that you are essentially rendering at that higher resolution, so obviously it takes more horsepower to do.


Make sure to turn FXAA OFF. When I had it on, it looked worse. With it off, it's significant.
 
The rift is not like watching a 3D movie it is like being in a 3D movie. Imagine looking left, right, all around you and being able to see the entire game world around you as you do in real life with real scale. It is the first really good implementation of VR.
I've also never experienced the Rift, so I'll expand on the question: Are you looking at a 3D screen at a very close distance, or is there stuff in your peripheral vision as well (as in real life)?
 
I've also never experienced the Rift, so I'll expand on the question: Are you looking at a 3D screen at a very close distance, or is there stuff in your peripheral vision as well (as in real life)?

It's 110 degrees field of view left to right and 120 up and down which means nearly ALL of you peripheral vision is also filled. You only have the edges of your peripheral vision not yet seeing an image.

It's really very good. You aren't looking at a TV with goggle on, you are IN it. When you turn your head to look for the edge of the screen you turn your head in game. It's like turning your head in real life to try and see the edge of the screen!
 
No explanation for why we are supposed to turn on Triple Buffering here. It may be useful, or it may just be one more setting to complicate things even further.

I really don't think triple buffering is useful at all in VR. It just adds multiple frames of latency between you moving your head and you seeing an updated image.

Several typos here confused at least me to begin with. It's not wscrip.exe, and it's not ovservice.exe. It's wscript.exe and ovrservice_x64.exe or ovrservice_x86.exe. You also forget to mention that the player has to turn off the OculusConfigUtil.exe completely at this point. This was what stopped positional tracking from working for me. And indeed several folks on this thread gave me the impression that the OculusConfigUtil.exe was still required to be on as you start Elite: Dangerous. There was only in an obscure Reddit thread that I found out I had to actually shut down the config util.

FWIW, I never shut down the Oculus Config Util.

^ Okay, appears it's a windows 8 thing, which is why I'm not getting issues on win 7.
 
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Darn, makes it sound very desirable... :/

It is brilliant.

aside from maybe plotting routes (incidentally my hope is going forward ED offer some sort of key press to change rift to 2D mode for when in the maps) but aside from plotting routes I doubt i will ever play ED on a standard screen when I am home ever again.

The decision imo is not "Do I get VR" it is "Do I get devkit VR full of issues or do i get CV1.

I would say if you are in doubt, find someone to let you try it out. I would be more than happy to let a local forum member from here have a go on my rig, just PM me (I am 15 miles from Cambridge UK)
 
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