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

Glasses / movie 3D is more like a 'cheat' and doesn't give proper depth. I have a recollection of reading an article which explained that anaglyph 3D has a limited number of depth planes, or something.

Rift 3D is 'true' 3D. It's mimicking as closely as possible what your eyes would see in reality.

It's amazing. I can't play Elite without it, now.

Not true.

Stereo 3D is Stereo 3D, be it with blue / green glasses, stereo shutter glasses or a HMD like the rift.

What is different, is how a 3D game implements stereo 3D. Some games use a fake 3D mode which calculates the 3D effect from z-Buffer I believe (Crysis 2 / 3). True Stereo 3D rending,like what most native Rift games use will give you natural 3D. It's really down to the developers and or game engine. Elite uses proper 3D as opposed to fake 3D.

I'm not sure how compatible Nvidia's 3D vision driver is with E: D but just because we have good stereo 3D on the Rift doesn't mean you will have it using say Tridef or NVidia 3D drivers. Shadows in 3D Vision are often problematic for example.

I guess any anomalies you see wearing those red / green glasses are by products of not a yet completed 3D Vision or native anaglyph implementation. NVidia and / or Frontier will fix this should they choose to officially support that hardware. Either that or NVidia's lazy ass with implement a lame fake 3D effect at driver level rather than fix the issues properly themselves.

In regard to things looking like they do not have as much depth: If you can use 3D Vision it is highly configurable, you just need to enable the advanced options under the 'Hotkeys' section of the 3D Vision section in the NVidia control panel and assign some keys to Convergence increase / Decrease. Increasing the depth and convergence using the hotkeys will resolve this for you. Be aware that at high levels you will start to see ghosting (crosstalk, resulting in a faint image of what the right eye sees in the left eye and reverse).

As the Rift uses "Side by Side" rendering and completely separates each eye crosstalk or ghosting is not an issue.
 
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Not sure if this has been highlighted, but it's a pretty cool video of the DK2 & Elite:

http://youtu.be/jNgKm8AfWhY?t=28m36s

Stuff like this doesn't help my sanity; every day I have to fight through the hours with the resolve that I WILL wait until the CV1 is released and every day that battle gets harder and harder... :D
 
I mean all circled in red is seems to have dimmension but all further than the vertical line(white) seems like to be 5 meters away 2d wall. Cant really describe it until u use cyan/red glasses/ Think my screenshot should show u how it works.

...

Basically it looks like 3d cockpit with the 3d roof bars then 5 meters of nothing then a flat wall with Eranin and background stars.

Edit: I mean that the vertical SC line i have circled in white is the farthest thing that seems to have deepness. "Behind it" theres like a gap and then a flat, 2d background. I just wonder if its the same in OR. .


I'd say the problem with that screenshot is that only the cockpit is separated into red and green and the line/stars aren't so only the cockpit has a 3d effect with red/green glasses. With the rift you have two separate images (on one screen) for the eyes so everything has the parallax effect.
 
Having played with anaglyph 3d and with the DK2, yes the anaglyph 3d does fail to work much beyond 20 meters.

On the DK2 however you can look at a space station 15km away with a planet 1000's of km behind and really feel you re looking at a huge structure and a gargantuan sphere far, far away. An Anaconda docking a Kilometre away is a massive ship far away. It is true 3d.
 
With the rift you have two separate images (on one screen) for the eyes so everything has the parallax effect.

I disagree, you do get a better overall experience of 3D in the DK2 because the images are directly shown to each eye, but most importantly, you get much better visual cues for determining depth due to head translation and to a lesser extent, head rotation, which gives the brain more visual cues to determine depth of objects.

Note as previously said, content on 3D TV's has generally faked 3D where the separation is highly exaggerated, as it has to be to enable the effect to be evident, the rift doesn't need this exaggeration (because its fed directly tto your eyes), it simply recreates what you eyes would see in the real world (ie perfect 3D) :)

Also note that it seems that currently ED doesn't exaggerate SBS or anaglyph stereo modes, so they will look a little flat on a monitor.
 
Rejoice...new NVidia cards now offer awesomeness :D

NVIDIA-Maxwell-GM204-Press-Slides-40.jpg
 
Anyone else had performance issues since the last update?

I bought Lakon 6 to try how it looks and everyone was right it is awsome. I actually find entering and exiting the station more difficult because the ship in OR feels so much bigger :)
Anyways I tried twice yesterday and just now and both times my game froze after 2 or 3 minutes. Seems OK, when playing first from combat scenarios, maybe it doesn't like the space stations.
Anyways my opinion is that current OR implementation needs lots of fixing, so I'm waiting patiently for beta 2.
 
I just got my DK2 today. It was a mostly painless experience to set ED up for DK2. Had to fiddle a bit, but once I got in, I was able to experience a whole new world. The DK2 still has low resolution (way better than the DK1 though) and it felt like I was sitting in the cockpit of a Cobra.

Its just a great experience IMO.
 
Anyone else had performance issues since the last update?

I don't know about 'since the last update' but I'm definitely seeing a lot of judder and dropped fps when using the frameshift. More so even than when inside a station which I thought was supposed to take the hardest toll on the Rift.
 

Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
I just got my DK2 today. It was a mostly painless experience to set ED up for DK2. Had to fiddle a bit, but once I got in, I was able to experience a whole new world. The DK2 still has low resolution (way better than the DK1 though) and it felt like I was sitting in the cockpit of a Cobra.

Its just a great experience IMO.


Welcome to the "I'll never play Elite D again on a monitor" club. :cool:
 
From what I now read about it, it sounds as if they worked on the hardware to make VR Direct and VR SLI possible. But maybe that's just a case of "We'll create this awesome new feature and say it only works on the newest graphics cards to sell more of them! ..and then down the line we'll quietly integrate it into the drivers for the old graphics cards..."
 
Awesome and I don't know what half those acronyms
mean. Hopefully the improved efficiency means at least one manufacturer
makes a version that is a little shorter than my AMD 6950.

9aai6t.jpg

I had no idea what those acronyms meant either. I thought MFAA was Samuel L Jackson describing how good the anti-aliasing was.

I found the truth at:-

http://blogs.nvidia.com/blog/2014/09/18/maxwell-virtual-reality/

Baseline latency: Our engineers worked to cut all aspects of the connection
between the game and the GPU, significantly improving latency. - See more
at:
http://blogs.nvidia.com/blog/2014/09/18/maxwell-virtual-reality/#sthash.3Nk1yQcB.dpuf

MFAA: Using a new technology called multi-frame sampled anti-aliasing, or
MFAA, Maxwell can combine many AA sample positions, producing what appears
to be a higher-quality image. And it does this without the performance hit
caused by other anti-aliasing technologies. - See more at:
http://blogs.nvidia.com/blog/2014/09/18/maxwell-virtual-reality/#sthash.3Nk1yQcB.dpuf

Asynchronous Warp: This starts with the last scene rendered, and lets the
GPU update it based on head position information. By warping the image later
in the rendering pipeline, Maxwell cuts discontinuities between head
movement and action on screen. And by doing it asynchronously, it avoids
stalling the GPU, robbing it of performance. - See more at:
http://blogs.nvidia.com/blog/2014/09/18/maxwell-virtual-reality/#sthash.3Nk1yQcB.dpuf

SLI: We're also tuning the way our GPUs work together when they're paired to
drive virtual reality experiences. In the past, our GPUs would alternate
rendering frames when joined in SLI mode. For VR, we're changing the way our
GPUs work in SLI, with each GPU rendering one display. - See more at:
http://blogs.nvidia.com/blog/2014/09/18/maxwell-virtual-reality/#sthash.3Nk1yQcB.dpuf

DSR: With the displays in a VR headset resting close to the user's eyes,
higher resolution can improve the VR experience. Dynamic Super Resolution
(DSR) - which we're introducing with Maxwell - helps us take the resolution
from 1 megapixel per eye to 4 megapixels per eye. - See more at:
http://blogs.nvidia.com/blog/2014/09/18/maxwell-virtual-reality/#sthash.3Nk1yQcB.dpuf

GeForce Experience: Rather than asking users to tweak all these settings
when using VR, we're implementing them to run automatically with our GeForce
Experience software. - See more at:
http://blogs.nvidia.com/blog/2014/09/18/maxwell-virtual-reality/#sthash.3Nk1yQcB.dpuf

Optimized content: Few applications support VR headsets. So we're bringing
VR support to games that already work with NVIDIA 3D Vision. - See more at:
http://blogs.nvidia.com/blog/2014/09/18/maxwell-virtual-reality/#sthash.3Nk1yQcB.dpuf
 
Please keep the following text in when updating, so everyone knows what's what...
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If you quote the text to edit, remove the quote block before saving otherwise others can't then use quote to update.

01/07/2014 @ 09:42 PDT - Baton
01/07/2014 @ 16:12 PDT - Anthony Jones
04/07/2014 @ 02:54 PDT - Juniper
11/07/2014 @ 02:00 PDT - brumster
23/07/2014 @ 12:28 PDT - Jhondidfool
25/07/2014 @ 02:38 PDT - Technotica
27/07/2014 @ 01:54 PDT - Mark D
28/07/2014 @ 03:31 PDT - Mumrah
02/08/2014 @ 12:15 PDT - RaistlinUK
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05/08/2014 @ 05:59 PDT - Mikevet
06/08/2014 @ 04:53 PDT - Hadron42/Cmdr Jonathan E
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08/08/2014 @ 04:07 PDT - Tomas
08/08/2014 @ 14:13 PDT - Ceud
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23/08/2014 @ 02:44 PDT - si77
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28/08/2014 @ 02:07 PDT - Jim Chapman / CMDR Turnip
29/08/2014 @ 12:51 PDT - MadMossy / CMDR MadMossy
31/08/2014 @ 12.10 PDT - Kroenen

Aaaand that's me got the shipping email. Set to arrive on Monday 22nd. :)
 
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