How to get the DK2 working

With the previous SDK (supporting DK1), there was no API for head tracking (translation as opposed to rotation). Therefore, FD wouldn't have any code moving the camera based on non-existent head position inputs.

It will be simple enough for them to do with the new SDK though, so hopefully will see it soon! :)
 
My DK2 keep crashing the game, at launch.
"Work" only if I unplug the camera...but I must play without headmov tracking, no way to reset position (F12) and a lot of jittering on head rotation movements.
 
My DK2 keep crashing the game, at launch.
"Work" only if I unplug the camera...but I must play without headmov tracking, no way to reset position (F12) and a lot of jittering on head rotation movements.

You maybe have an early RISC AMD SSE4.1 less CPU wait till Tuesday like the rest of us!
 
I would just add that nothing has changed (for me) from beta 1 to beta 2.02.

I still have to do exactly the same things to get it working...

A) Set to Extended mode

B) Pause the Rift Service (If I don't do this, it works ok but colours are messed up)

C) Ensure your graphic settings (in game) are set to 75hz. If you every accidently start the game on the monitor, it resets it back to monitor (60hz)... and then doesn't automatically change back to 75hz if you switch back to Rift. I also noticed that if you change to 75hz, you have to completely quit game and restart from login for the change to take effect!

To be honest, except for now using the new SDK I cannot tell any difference in the kerfuffle setup procedure... it isn't any easier to get working perfectly!
 
To be honest, except for now using the new SDK I cannot tell any difference in the kerfuffle setup procedure... it isn't any easier to get working perfectly!

When you say you have it working perfectly do you have no judder at all ?

Can you tell me what GFX card you have and how you have that set up ?

Cheers
 
Oculus DK2 Elite isn't recognizing

So before update 2 could get DK2 working the standard way extended pause or stop service.

After Beta 2 update can get game to show in DK2 but it isn't detecting that it is a dang DK2 my view is like crosseyed and I have no head tracking. Refresh is set to 75hz on desktop monitor and DK2. Resolution is set to 1920x1080. Have restarted the computer the client the service drivers everything. But it just doesn't work....

Does anybody have any ideas as to what to do??? I have searched and read a lot of threads on this and they are old and relating to old beta or they are talking about how great it is working in direct mode and extended mode.... No help at all.
 
I would just add that nothing has changed (for me) from beta 1 to beta 2.02.

I still have to do exactly the same things to get it working...

A) Set to Extended mode

B) Pause the Rift Service (If I don't do this, it works ok but colours are messed up)

C) Ensure your graphic settings (in game) are set to 75hz. If you every accidently start the game on the monitor, it resets it back to monitor (60hz)... and then doesn't automatically change back to 75hz if you switch back to Rift. I also noticed that if you change to 75hz, you have to completely quit game and restart from login for the change to take effect!

To be honest, except for now using the new SDK I cannot tell any difference in the kerfuffle setup procedure... it isn't any easier to get working perfectly!

When I go to the oculus mode, its like the Stereoglyph 3D is kicking in KIND of... there seems to be red ghosting... Now I think this is very visible in the main menu.

And can be caught with a screen capture.

I reckon I've played too much with my settings...
 
having some issues with beta 2 feels off.

i got excited at first because direct mode worked with the display replicating, but horrid horrid judder.

in extended mode i have it set to 75hz but low persistence is not enabling. still playing around. will see what i can else i can do.

also the CA in extended mode is horrible with out the reddit fix i had implemented.

ah beta games with dev kit hardware. the fun never stops :D:D:p
 
having some issues with beta 2 feels off.

i got excited at first because direct mode worked with the display replicating, but horrid horrid judder.

in extended mode i have it set to 75hz but low persistence is not enabling. still playing around. will see what i can else i can do.

also the CA in extended mode is horrible with out the reddit fix i had implemented.

ah beta games with dev kit hardware. the fun never stops :D:D:p

please elaborate on this "reddit fix" I can't find this anywhere.
 
Bad DK2 implementation

After lots of fiddling with the settings I was able to get the game to show up in my DK2, however the graphics setting screen has no option to set the refresh rate higher than 60hz. I've tried it with the Rift as set to primary monitor as well as secondary.

Obviously being stuck to a max 60fps means I lose low persistence and is not at all acceptable for a good VR experience.

Beyond the FPS issue I'm also getting all kinds of judder. I have an r9 280X, 16GB RAM and i5 2500K. Might this be related to not being able to get 75fps?

Also is direct to rift supposed to be working? When running the game with direct to rift I see the split view on my monitor but my DK2 stays dark.

Thanks for any help or insight into any and all of these issues.
 
As far as I'm aware "direct to rift" is not working. I think it explains somewhere in ED docs for beta 2 about using extended mode.

Have you tried adjusting the settings for the rift in windows. I'm pretty sure it should default to 75Hz anyway. You might want to turn of vertical sync in the GFX card settings before entering the game.
 
As far as I'm aware "direct to rift" is not working. I think it explains somewhere in ED docs for beta 2 about using extended mode.

Have you tried adjusting the settings for the rift in windows. I'm pretty sure it should default to 75Hz anyway. You might want to turn of vertical sync in the GFX card settings before entering the game.
Yeah in ATI control panel it has the Rift listed at 75hz.

I'll try turning off vsync first.

Thanks for the info.
 
Best Practices (Pre-flight) for using Oculus Rift in Elite. (Beta 2.03)

Make sure you have updated your Oculus Runtime to 4.2

Make sure you have flashed/updated the new firmware to your Oculus from the 4.2 runtime

In the Oculus configuration utility set the Rift Display mode to Extended. (Direct to Rift, isn't fully supported for Elite.)

Recommended that you have the power supply that came with the Oculus plugged in, (I've experience bad head tracking without it.)

Make sure the OVR Server is Running, (Previously you had to disable this, not any longer.)

Make sure to temporally disable any virus scanning software, this can lead to performance issues.

Make sure to temporally disable any backup software. (Anything causing heavy disk action will cause your machine to slow down.)

Shut down any extra machine services/applications you might be running.

Once you start Elite, if the game doesn’t appear in the Oculus you will need to go into the graphic setting and switch the monitor to Secondary or Tertiary, depending on your setup.

Make sure to turn on 3D (experimental) for the Oculus in the graphic settings.

If you’re still having issues, try restarting your machine. (I’ve had issues with my Oculus not being recognized by my machine until after a restart.)

The easiest way to solve the Jittering / Judder issues is to lower the resolution, that the Oculus screen is rendering, (The new Oculus quality slider, seems to do this also, but without having to guess a resolution to jump to) if it cleans up the issue then you know, you need to lower some of your setting. Each machine is different; it’s up to you to find what’s comfortable.

A good place to test the highest dependency on frame rate is when inside or near a station.

Adjusting shadow quality will provide the biggest adjustment to frame rate. (Especially if switched to off)

Adjusting Anti-Aliasing to Off, or SMAA if you have extra bandwidth.

Adjusting Ambient Occlusion to off will provide some frame rate.

You might want to adjust the Bloom, depending on your preferences.

You might want to adjust the Blur, depending on your preferences.

The blurring that people are seeing, I believe is the time warping that has been implemented in Beta 2. This is to help with low frame rates, but if your fame rate is too low, it can get really bad.

The Oculus is very GPU intensive, I'm using a GTX 480, and while I'm almost jidder/jutter free, I have to run without shadows on.

I'm sure I've missed something, but I'm just trying to make life a little easier for those having issues, by providing a preflight-checklist.
 
After lots of fiddling with the settings I was able to get the game to show up in my DK2, however the graphics setting screen has no option to set the refresh rate higher than 60hz. I've tried it with the Rift as set to primary monitor as well as secondary.

Obviously being stuck to a max 60fps means I lose low persistence and is not at all acceptable for a good VR experience.

Beyond the FPS issue I'm also getting all kinds of judder. I have an r9 280X, 16GB RAM and i5 2500K. Might this be related to not being able to get 75fps?

Also is direct to rift supposed to be working? When running the game with direct to rift I see the split view on my monitor but my DK2 stays dark.

Thanks for any help or insight into any and all of these issues.

In the elite graphics settings have you changed your monitor to primary?
 
In the elite graphics settings have you changed your monitor to primary?
Yep, tried with both rift and elite graphics settings as secondary as well as both set as primary.

From reading things on this forum and elsewhere I'm thinking it might be related to my monitor which is actually a TV that does 60hz. However I know it's not a Rift limitation since I've played a bunch of other demos at 75fps just fine.
 
With the latest 2.0.3 patch the refresh rate is locked to 75hz so that's not an issue anymore.

Also with some graphic adjustments the judder is mostly eliminated.

However now it appears that positional tracking is gone. When I try to lean in to read stuff it moves away at the same pace.
 
With the latest 2.0.3 patch the refresh rate is locked to 75hz so that's not an issue anymore.

Also with some graphic adjustments the judder is mostly eliminated.

However now it appears that positional tracking is gone. When I try to lean in to read stuff it moves away at the same pace.


Had the same thing happen, but it was the rift itself and not the game. E.g. I closed the game and fired up the OR test module and the positional tracking was gone there too.

Note that when the positional tracking issue started the rift would initialize at about 45d to my right (if that makes sense) and I had to reset the rift.
 
Guys, in BETA 2.00 it was possible to supersample 4K into the DK2.. I used it and it worked flawless.. In BETA 2.03 it's not working anymore.. It shows a black screen, just like in the BETA 1.06.. Can anyone else confirm this?
I've created a ticket aswell..
 
Had the same thing happen, but it was the rift itself and not the game. E.g. I closed the game and fired up the OR test module and the positional tracking was gone there too.

Note that when the positional tracking issue started the rift would initialize at about 45d to my right (if that makes sense) and I had to reset the rift.
Hmm OK cool I'll try testing the Rift itself tonight after work, thanks.
 
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