Oculus readiness

Oculus with two sensors (and controllers) arrive tomorrow and im just doing a last minute check list to see what kind of graphical settings i could expect. I'm sure itll run bottomline, but im wondering how far up i can bump it without harming the experience. And so the commanders that have had experience with this kind of thing (thats you fine folks) might be able to shed some light.

CPU : Intel i5-6600k @ 3.5 GHz
Memory : 16 GB
Display : NVIDIA GeForce GTX 980
 
I started with a GTX970 and an i5 4690K and 16 GB RAM and it ran Elite in medium VR and HMD quality at 1.0 without problems. I think you will be able to increase the HMD quality to 1.25 or 1.5 for sharper image quality.
 
Yes exactly, but the sensors need at least one meter of space between them.

The setup is very easy, well documented and you will be moved through it by an interactive video.
It will take about 20 minutes and you are good to go.
 
Oculus with two sensors (and controllers) arrive tomorrow and im just doing a last minute check list to see what kind of graphical settings i could expect. I'm sure itll run bottomline, but im wondering how far up i can bump it without harming the experience. And so the commanders that have had experience with this kind of thing (thats you fine folks) might be able to shed some light.

CPU : Intel i5-6600k @ 3.5 GHz
Memory : 16 GB
Display : NVIDIA GeForce GTX 980


VR high will be a good start, you can then mess around from there. some lower settings and do super sampling, personally i just put on VR high at leave it at that.

sensor placement, just follow the guide, it will walk you through it.. for ED, a front facing set up will be perfect but for dabbling with full room set up, then 10 oclock / 5 o clock realive to you with 1 sensor high up and one low down will be what you want.
 
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Oculus with two sensors (and controllers) arrive tomorrow and im just doing a last minute check list to see what kind of graphical settings i could expect. I'm sure itll run bottomline, but im wondering how far up i can bump it without harming the experience. And so the commanders that have had experience with this kind of thing (thats you fine folks) might be able to shed some light.

CPU : Intel i5-6600k @ 3.5 GHz
Memory : 16 GB
Display : NVIDIA GeForce GTX 980

Same specs I had when I got the Rift (upgraded to 1080Ti). You will get very good results. It takes some time to find the sweetspot and depends on personal preferences.
I will see if I find a pic of my old settings.

I used SS 0.65 and HMD 2.0 (=1.3), Bloom off, Blur off, Ambient Occlusion Off, Shadows Medium, AA Off, the rest mostly high. I wanted to maintain 90FPS in most situations. If you have no problem with ASW kicking in you can of course up those settings.

A must have is Dr. Kaii's ED Profiler. Awesome tool

You have a K CPU, I recommend you overclock it via the Bios if you have a decent cooler on it. Mine runs at 4.7 GHZ on a 40$/€ Aircooler. It is pretty safe and not that difficult. Many Motherboards have preset Overclocks.
 
What is the benefit of having two sensors for Elite (where you sit in a fixed position)?

Your head movement is taken into consideration. So you can 'peek around' cockpit windows and such. Somewhat 'under-the-hood: it also helps against calibration drift.
 
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What is the benefit of having two sensors for Elite (where you sit in a fixed position)?

none really.. slightly better tracking for moving around (trust me one of the 1st thing you will do is walk around your ship)

but the touch controllers (which ED does not really use) need 2 cameras to work properly..

with 2 cameras i definitely had improved tracking for my "bridge investigations".
 
cool, another thing is, since ive got two sensors, do i just place them on my desk on opposing ends or?..

I set up my 2 sensors on a diagonal at about 8 feet high, pointing down to center of play space. They are 6 feet from the center of the area. one in front the other behind on the diagonal in opposite corners. My play space is approx. 8x10 ft. This give good room scale and tracking for my purposes. Don't really need the third sensor. CV1 and both sensor in usb 3 ports.

I have the same specs as you and use mostly the same settings as dape did when he was running these specs although I currently run ss at 1 and HMD at 1.25 . Pretty much the same setting visually with a little smoother tracking as far as I can tell.

Welcome to VR

Oh and if you like or have Doom 3 BFG you have to get the VR mod (worth buying the game on Steam for). Full touch and voice control. Better than a lot on native Touch stuff. https://github.com/KozGit/DOOM-3-BFG-VR/releases
 
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I set up my 2 sensors on a diagonal at about 8 feet high, pointing down to center of play space. They are 6 feet from the center of the area. one in front the other behind on the diagonal in opposite corners. My play space is approx. 8x10 ft. This give good room scale and tracking for my purposes. Don't really need the third sensor.

I have the same specs as you and use mostly the same settings as dape did when he was running these specs although I currently run ss at 1 and HMD at 1.25 . Pretty much the same setting visually with a little smoother tracking as far as I can tell.

Welcome to VR

i definitely have to try that setup. Thank you for sharing :)
 
What is the benefit of having two sensors for Elite (where you sit in a fixed position)?

It helps if you perhaps scratch your face or something, as it means you're not blocking off the only sensor. I'm sure there are other practical uses.. but that one is good for me :D
 
Another data point: My older system was an i7-4770k @ 3.8GHz, and a GTX 970, and it ran fine with "VR Medium" settings, with SS at 1.0 an HMD Quality at 1.25.

"VR High" was just a little too much, occasionally, so I opted for more consistently smooth performance. But I hadn't started playing heavily with the SS and HMD Quality (or turning off AA or ambient occlusion, etc) until I was on my new system, so I can't say how it would have affected things at the time.
 
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The early VR adopters will remember a time before we had ATW, ASW and pixel density controls (HMD quality setting for the newbies). With all that available now even modest settings look much better. Since I have played only in VR for over a year now, I find my brain (eyes) have adjusted to the graphics level I can get away with and all looks quite acceptable. When I pine for more, I just remember how I was happily willing to play on an Atari 8bit with a palette of only 128 colors and blocky graphics. Sublogic's original version of Flightsim only had 4 colors and the tower was a black stick.. We have come a long way baby.

oops, showing my age. hehe
 
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The early VR adopters will remember a time before we had ATW, ASW and pixel density controls (HMD quality setting for the newbies). With all that available now even modest settings look much better. Since I have played only in VR for over a year now, I find my brain (eyes) have adjusted to the graphics level I can get away with and all looks quite acceptable. When I pine for more, I just remember how I was happily willing to play on an Atari 8bit with a palette of only 128 colors and blocky graphics. Sublogic's original version of Flightsim only had 4 colors and the tower was a black stick.. We have come a long way baby.

oops, showing my age. hehe

Yes, before HMD pixel density and ATW / ASW Vr was impressive in the point of depths perception but not much more. Now wit more advanced drivers and faster graphic cards, VR starts to deliver on all ends.

I started gaming on a Sinclair ZX81 and i played the original Elite back in '84 / '85 on Spectrum and C64 were my age already had a double digit... Black sticks as a tower were a wild dream far away back then :p
 
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I started gaming on a Radio Shack Pong tv handset. Black and white graphics with 4 border configs and a break away 2nd controller for 2 player gaming. My first computer gaming experience, however, was on a TRW mainframe in the 70's. It was a Star Trek game with x and o graphics representing the ships. So as not to highjack the thread, I add that I guess it wasn't Oculus ready. Sorry
 
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