How to get the DK2 working

yeah im getting a little stutter but ED is power hungry.

Im running a 670 with on oc'd 4.5ghz 2500 and im probably dropping frames.

to keep this smooth at 75hz with no stutter this needs a top rig at the minute!

there is still some screen door adam, but its like looking at newspaper print rather than squares. its much less than dk1

This is good to hear. Palmer already stated on Reddit the stutter comes from dropping below 75 fps.

I have a 780 Ti Classified and i7 2600k, and already running the game normally at 2560 x 1440 so when I get the Rift I'll run it at 1080p and turn down a setting or two like shadows to make sure I don't drop below the 75 fps threshold.

Also, Hicks not sure if you saw my last post, how is the FOV in game? I've heard some people reporting in other demos that its less than what the FOV was on DK1.
 
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This is good to hear. Palmer already stated on Reddit the stutter comes from dropping below 75 fps.

I have a 780 Ti Classified and i7 2600k, and already running the game normally at 2560 x 1440 so when I get the Rift I'll run it at 1080p and turn down a setting or two like shadows to make sure I don't drop below the 75 fps threshold.

Also, Hicks not sure if you saw my last post, how is the FOV in game? I've heard some people reporting in other demos that its less than what the FOV was on DK1.

Yes I can confirm any reports of "stuttering" is a drop in FPS below 75. I have a 660Ti, and can just about squeeze 75 out of it as long as my settings are on low. There are also things which need optimisation with the engine, but since a new version is out on Tuesday there's not much point testing a lot right now.

FOV feels the same, maybe a fraction smaller, but if the lenses aren't aligned, you get a lot of chromatic aberration and a funny vignette effect at the edges which wasn't present on DK1. I've not quite figured out how to strap myself in so the lenses are perpendicular and correctly seated.

The text is all readable, although only just, and its lovely to rise up out of my chair and see down the front of my ship at the weapons!
 

SlackR

Banned
Ok, now since I got it working here some feedback on how well it works:

1) Head tracking: Amazingly nice
2) Graphics: Cockpit and controls look good. Planets look great. Space stations look terrible. I guess the level of detail is not high enough. It would be great if there would be an option somewhere to reduce it
3) Star paths (the circular lines around stars that indicate where the moons/stations move) hardly visible. Maybe one should be able to switch those off?
4) Body: While the body looks quite slim, there is a clear presence of "love handles" on the waist. Looks a bit odd I thought.
5) There needs to be some cans of soda or such floating around behind the chair the space is too clean and too empty.
6) The position of the head is off. I have to move 40cm towards the tracker so that the collar does not show up in my face or the plate of the seat above me.
7) the plate of the seat above my head should move further up.
8) most importantly: There is a permanent, frequent jitter in the graphics. It's quite annoying. It's not when I move, it's always there. all lines appear to flicker in position and in copy some millimeters right above it.

Otherwise this is still by far the best VR experience that I could find since I got the DK2.

6... Move your chair back as far as you require and then reset the rift orientation (F12 I think)
8. Jitter is either a v sync issue or a drop in frame rate.

Plus we don't know yet what this workaround is in itself doing to throw things off. :)
 
Ok, now since I got it working here some feedback on how well it works:

1) Head tracking: Amazingly nice
2) Graphics: Cockpit and controls look good. Planets look great. Space stations look terrible. I guess the level of detail is not high enough. It would be great if there would be an option somewhere to reduce it
3) Star paths (the circular lines around stars that indicate where the moons/stations move) hardly visible. Maybe one should be able to switch those off?
4) Body: While the body looks quite slim, there is a clear presence of "love handles" on the waist. Looks a bit odd I thought.
5) There needs to be some cans of soda or such floating around behind the chair the space is too clean and too empty.
6) The position of the head is off. I have to move 40cm towards the tracker so that the collar does not show up in my face or the plate of the seat above me.
7) the plate of the seat above my head should move further up.
8) most importantly: There is a permanent, frequent jitter in the graphics. It's quite annoying. It's not when I move, it's always there. all lines appear to flicker in position and in copy some millimeters right above it.

Otherwise this is still by far the best VR experience that I could find since I got the DK2.

Hi

sorry if you already said this and I missed it, however what are your rig specs? and what is your indicated frame rate?

thanks
 
Hi Michael...

Is the workaround needed due to an update needed in the rift software, or is it an update needed on your end?

Apparently using the new direct mode you get a few extra FPS which by the sounds of it a lot of us are going to need when playing in VR :)

thanks

Mike.
 

Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
I'll add the thread to Michaels one to help keep things together. :D
 
I just unpacked the DK2, graphics work, head tracking does not. The head tracking light does not go on.

If you have a logitech headset make sure you deactivate the logitech software for it. The "Lcore.exe" process conflicts with the headtracker. So the headtracking won't work.

After you quit the Lcore.exe process, go to the control panel --> devices and printers and "tracker" device. Remove the device, then unplug and reconnect the Rift ("usb is enough"). The tracker will then reinitialize/reinstall itself and it should work. Also, make sure you run the SDK calibration first and test that the tracker is functional in the original Oculus Tuscani Demo before you attempt to run Elite Dangerous with it, just to make sure that the Rift is setup correctly and that there is no hardware defect.
 
I just want to make sure. Can we still use the work around that was posted here for the beta update tomorrow? Or will tomorrows update completely break DK2 compatibility even with the work around.
 

SlackR

Banned
I just want to make sure. Can we still use the work around that was posted here for the beta update tomorrow? Or will tomorrows update completely break DK2 compatibility even with the work around.

No reason it shouldn't work
 
Not found a working solution yet. Can get it working through the headset but no headtracking or on a monitor in Rift mode but not both. Oh well, patience and all that....
 

SlackR

Banned
Not found a working solution yet. Can get it working through the headset but no headtracking or on a monitor in Rift mode but not both. Oh well, patience and all that....

I made a guide over in general... Should get it up and running :)
fix for DK2 until SDK is updated...

1. Download the runtime and (optional) SDK
2. Set up the Rift by following the instructions ...

http://static.oculusvr.com/sdk-downl...ion_Manual.pdf

3. Make sure you update the firmware.
4. Test using the small room demo and / or oculus world using direct mode.
5. If they work, calibrate your IPD and tracking zone using the config app and small room. I find putting the camera on the back wall and moving the desk forward allows for more wiggle room.
6. If everything is cool, switch to extended mode inside the config app. For the moment keep the monitor set to primary.
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.
8. Lastly in the NVIDIA control panel, set the Rift refresh rate to 75 hz.
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.
10. If its NOT Elite Dangerous you are wanting to play at this point, you will need to set the rift now as the primary monitor. If its Elite Dangerous you want, just open the game.
11. In options / graphics make sure the refresh rate is set to 75 hz and v sync is on. Switch to oculus mode and set display to secondary monitor.
12. Once in game, lean back in your chair and hit F12 to reset the rift and avoid clipping. If you are still not happy, move your desk away from the wall and reset again. (Assuming you have the camera mounted in the wall behind the desk.)
13. Done


*If you are getting a message saying oculus service not available, go to your oculus folder and open the inside the services folderovrservice_x86 or x64. Then open the config.exe inside the tools folder.
 
Followed the steps and got it working. It is beautiful. I hope the next update will make it a little easier to get going, but grateful to those who worked it out for now. Thanks!
 
I made a guide over in general... Should get it up and running :)
fix for DK2 until SDK is updated...

Thanks very much Slackr, I managed to get it working. It was the first proper thing I have managed to use with the Rift and it is amazing the difference it makes to your perception of the game. On a regular monitor the cockpit feels very snug, but when you are in the Rift you feel like you are in a room.

On the downside, you see how low res the rift is, even the DK2 version, seeing the pixels close up isn't pretty, and I am getting quite nauseous in there, hopefully the next release will have full SDK 0.4 support and I won't feel so bad :D
 
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