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

Although it is a pain to ensure you have saved everything you need, and to re-install everything else, I wish I'd done it a week ago :)

I probably won't re-install half the rubbish I had on there....

Even if it doesn't fix it, at least you will know you have eliminated just about all software problems...

Yeah, I do a fresh install about once a year. It's amazing how fast the crap builds up on your PC.
 
Ps just FYI your oculus config util actually shows a different message to mine. Yours says "(No HMD detected)" mine says "No Device Attached". Maybe just an old image you saved?

Interestingly Mark, after the re-build even in Extended mode the OCU can now see the Rift, and the blue light stays on on the camera, and I can run the demo scene.

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Yeah, I do a fresh install about once a year. It's amazing how fast the crap builds up on your PC.

Yeah, I have re-gained about 100GB on my SSD C: drive...
 
Congratulations on getting it to work. Did you have any kind of screen capture/grabbing software installed? I know those type of applications can override certain values regarding screens. Glad to know you got it working, any FPS increase since you're running in extended mode?
 
Interestingly Mark, after the re-build even in Extended mode the OCU can now see the Rift, and the blue light stays on on the camera, and I can run the demo scene.

That all sounds good to me mate.

To be honest because mine worked I've never really paid much attention to the lights. So I just tested :
1) Turned off HMD and rebooted PC
2) Logged into windows, HMD & camera = no lights on either
3) Turned on HMD (in extended mode)= blue light & no light
4) Opened Oculus Config Util = blue lights on both
5) Close Oculus Config Until = blue light & no light

Personally I've never used the external power supply on my HMD so not sure if that makes a difference. I guess a long as it all works happy days :)
 
\o/ IT WORKS!

*dances around the room*

Clean install of Win 8, Nvidia 344.48, OR runtime 0.4.3, Direct X kit and it all popped into life and works fine with ED :D

A big, big, thank you to all that helped try to get me running... you all got me to the point were a complete re-install was the only option - at least we know that should cure anyone that gets the same as me :)


Off for another look in-game :D

Very happy for you, though quite aghast it took a complete re-install of the OS. My guess is something at a driver level got corrupted and couldn't be fixed by re-installing them.

That all sounds good to me mate.

To be honest because mine worked I've never really paid much attention to the lights. So I just tested :
1) Turned off HMD and rebooted PC
2) Logged into windows, HMD & camera = no lights on either
3) Turned on HMD (in extended mode)= blue light & no light
4) Opened Oculus Config Util = blue lights on both
5) Close Oculus Config Until = blue light & no light

Personally I've never used the external power supply on my HMD so not sure if that makes a difference. I guess a long as it all works happy days :)

Interesting I'll have to double check, but I've annoyingly found that turning on my PC will turn on the HMD (blue light). Its annoying because I pack up the headset to keep it dust free, but leave it connected. So if I forget to turn it off after starting my PC it just remains on. Maybe i'm forgetting to turn the HMD off before I shutdown or something, i'll have to double check.



FYI: For those who might be interest GOG have today released X-Wing and Tie Fighter, very tempted to get them, shame they wont work with the rift ;)
 
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Beta 3:- Oculus Rift/Direct Access: Allow the window to be resized to the desired dimensions (the ones specified in the options menu), while making sure the swap chain is created respecting the size of the Oculus Rift display, when Direct Access is enabled.

Finally :))
 
Beta 3:- Oculus Rift/Direct Access: Allow the window to be resized to the desired dimensions (the ones specified in the options menu), while making sure the swap chain is created respecting the size of the Oculus Rift display, when Direct Access is enabled.

Finally :))

Nice, I don't want to get carried away but the part about swap chain sounds like it 'might' fix the 37.5fps in direct mode? To be honest if Direct mode does work properly (that's a big if) - it would be quicker than I was hoping.

Other bits
========
- Avoid a crash that may happen when switching from side-by-side mode to Oculus Rift in the main menu
- Make camera view in system map less incorrect for Oculus Rift
- Oculus Rift/System map: Tweak the min/max dolly distances when OR is enabled, to try and get the same feel (sizes, proximity) as when OR is disabled
- Oculus Rift/System Map: While wearing the Oculus Rift, allow moving the camera even closer to planets, but hiding the UI elements while the camera is quite close to them
- Oculus Rift/Galaxy Map: Billboards are now closer to the camera than they were, and have also a larger scale, and the billboard reference technique breaks for them
- Oculus Rift/Loading Screen: Push the ship models forward to prevent clipping artifacts if the camera gets too close to them
- Hide System Map UI when the dolly distance is small (if the user is using Oculus Rift
 
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A few additional notes regarding optimizations, performance, and quality.

- Only perform shadowing on the cockpit when using high or ultra material setting
- Updated bloom to have different settings per quality level
- Fixed low quality bloom so it doesn't attempt to render to the same texture it's sampling from
- Added galaxy map quality settings
- Line Rendering fixes
- Galaxy map optimisations
- Poly trail rendering optimisations
- Stars not showing up for systems with dual core processors fixed
- Reset the multi-GPU task tracker when the ring instance is destroyed, so that the ring texture can be regenerated the next time the simulation ring becomes visible
- Optimisations to improve the performance of Greeble rendering
- A lot of the hanger cameras which were near the floor were clipping slightly when viewed on the Occulus Rift. Have moved the affected cameras upwards slightly which should improve the issue
 
Beta 3:- Oculus Rift/Direct Access: Allow the window to be resized to the desired dimensions (the ones specified in the options menu), while making sure the swap chain is created respecting the size of the Oculus Rift display, when Direct Access is enabled.

Finally :))

Lovely, hope to get some time in the next few hours to download and test this out.

Also for those using sli I noticed this in amongst the massive list of changes and fixes
- Striped planets when SLI is enabled fixed
 
So, anyone else having a huge performance hit with beta 3?

Edit: never mind, it ran smooth in extended mode.
 
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So, anyone else having a huge performance hit with beta 3?

Edit: never mind, it ran smooth in extended mode.

Well thats a bit disappointing, I figured the point of some of the fixes mentioned was to address the Direct Access mode.

What version of Oculus are you using? I've not bothered to update to 0.4.3 and as that ws only last week I wonder if it has any impact on performance in ED B3?
 
Same here direct to rift just as bad as in 2.06. Extended is fine tho

Oh and the system map finally works as intended :)

Indeed, performance is almost on single diplay level now, the colour bugs are gone and the map works... pity I get disconnected constantly, though.
 
Indeed, performance is almost on single diplay level now, the colour bugs are gone and the map works... pity I get disconnected constantly, though.

Colour bugs... do you mean the washed out look coming out of a jump? Did not have a chance to check before the servers died.
 
Same here direct to rift just as bad as in 2.06 .....

I don't have the best internet connection so my Beta download was slow. As a result whilst waiting I read several posts saying no improvement in Beta 3.0 Direct mode and was a bit disappointed (especially as the release notes hinted at fix).

I've just played for an hour in Direct mode (1920x1080 at 75Hz) and it clearly still has problems. HOWEVER it was the first time I personally have ever seen over 37.5fps in this mode. I flew over to Styx to buy my old Eagle back and was surprised to regularly get 75fps.

So it's very possible my Beta 2 Direct mode testing was too limited and I didn't understand the problem fully. But it's also possible Frontier have taken a step in the right direction?

This thread is very long and there is a specific DK2 / Beta 3 thread so will head over there for this topic.

Cheers
M
 
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Great news, my oculus rift will be in by next week. Perfect timing actually. I just found these two items,

http://www.amazon.com/dp/B009O7YUF6/ref=wl_it_dp_o_pd_nS_ttl?_encoding=UTF8&colid=1G9MI6VZBW856&coliid=IEUR8L85TVNZX
-AMD CPU 8 cores 4.4ghz

http://www.amazon.com/dp/B00371R8P4...TF8&colid=1G9MI6VZBW856&coliid=I1VGCAZSFPBBS7
-The flight stick of the Gods AKA Hotas Warthog

which I'm also gonna buy hopefully mid January. I think it's time for a big upgrade. So far the end of the year has been good to me.
 
I don't have the best internet connection so my Beta download was slow. As a result whilst waiting I read several posts saying no improvement in Beta 3.0 Direct mode and was a bit disappointed (especially as the release notes hinted at fix).

I've just played for an hour in Direct mode (1920x1080 at 75Hz) and it clearly still has problems. HOWEVER it was the first time I personally have ever seen over 37.5fps in this mode. I flew over to Styx to buy my old Eagle back and was surprised to regularly get 75fps.

So it's very possible my Beta 2 Direct mode testing was too limited and I didn't understand the problem fully. But it's also possible Frontier have taken a step in the right direction?

This thread is very long and there is a specific DK2 / Beta 3 thread so will head over there for this topic.

Cheers
M
I can't select 75Hz when in direct mode. What is the trick?
 
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