Oculus Rift 0.7.0 SDK

Also, let us hope for unicorns and peace in the middle east :)

I can help with one of those. THe second one is probably more difficult to find :p

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From what i can gather nothing compiled against a pre-0.6 SDK will work at all on the 0.7 runtime. I plan to install 0.7 just to test out features, but most things won't work on it except a few games that have already upgraded to 0.6. However, i would still like to roll back to 0.6 at some stage; does anyone know if this is still possible?

EDIT: Installed 0.7 - as predicted it will not run anything compiled on pre-0.6 SDK including ED... It does a pre-check and pulls up a dialog box saying you need to recompile under a higher SDK.
0.6 SDK demos run fine though and render cleanly to a desktop window while playing in the rift. It doesn't seem to improve speed though as i'm getting judder in everything i try whereas before i had none. I have the latest drivers. It also crashed the OS totally when i turned the rift off on the headset. Still early days, but yeah, if you're not actively developing on the rift and just using it to run demos or games, you need to avoid updating until everyone has had a chance to re-compile.
 
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Indeed. ED needs VR SLI capable graphics hardware as using even a single 980Ti or Titan X with the Rift still doesn't allow anything much above low/off GFX settings when using SS 1.5 or 2.0 (SS being a must of OR users as the visibility is dramatically improved).

I run .75 SS in game and 4x DSR in NVidia drivers. ED runs sweet as and looks as good as a 720p screen, and only drops frames when the landing pad number is above the map. Even then, still 20+fps. Single GTX980.
 
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Do you realise DSR does not work on the Dk2 screen ? Sorry Fact DSR cannot render on the Rift, reports contrary are placebo effect.
 
Do you realise DSR does not work on the Dk2 screen ? Sorry Fact DSR cannot render on the Rift, reports contrary are placebo effect.

I must admit, the science behind it eludes me slightly, pixels are pixels so how can an image be better than 1:1 pixel mapped, a pixel can only be 1 colour after all......

however, my understanding aside, you are incorrect imo.

I have wacked up DSR and it most certainly does look noticably better with it on, and it is no placebo. Sadly however my rig does not run at the detail i like at the FPS i like so i keep it at 1x

ETS2 however is another one. and on this I CAN up the super sampling, and I am certain that at 150% the road signs are easier to read than at 100%
 
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it most definitely works. just dont confuse super sampling and dynamic super sampling. (dsr is an nvidia control panel setting)
Super sampling an image then viewing it on a lower resolution screen effectively aliases the image better. That is all.

it is a must in ED.

dsr < in game super sample.
 
it most definitely works. just dont confuse super sampling and dynamic super sampling. (dsr is an nvidia control panel setting)
Super sampling an image then viewing it on a lower resolution screen effectively aliases the image better. That is all.

it is a must in ED.

dsr < in game super sample.

interesting stuff, as you can tell, I am not really up to date with this, and do not even get me started on the countless numbers of anti aliasing techniques!!!
 
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SlackR

Banned
interesting stuff, as you can tell, I am not really up to date with this, and do not even get me started on the countless numbers of anti aliasing techniques!!!

The ingame SS is a vast visual improvement @ramjet ... Theres no going back once you try it. Im looking forward to seeing what improvements the VR SLI brings because my rig with two 980's already runs ED flawlessly and is noticeably better than my rig with the single 980 ti @dementia
 
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Do you realise DSR does not work on the Dk2 screen ? Sorry Fact DSR cannot render on the Rift, reports contrary are placebo effect.

That is like saying Anti Aliasing has no effect and reports contrary are placebo. :rolleyes:

DSR is almost the same as SSAA. SSAA takes multiple samples from different locations within the same pixel and blends them in order to get a higher-fidelity final result. DSR is similar in that it renders the game at a higher resolution and shrinks the image with a gaussian filter to the desired resolution, smoothing out jaggies. DSR was introduced to provide SSAA to games that have no support for AA with an additional "smoothing" option to allow the user to tweak it to their own preference.

The benefits of SSAA (and DSR, because it is almost the same thing) is that it performs anti aliasing on all objects (MSAA cannot perform AA on textures, so menus for example won't recieve AA).

In ED the difference is very noticeable in the DK2 because of the low screen res and the heavy use of 2D menus. Supersampling the menus makes them significantly easier to read on the DK2.
 
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The biggest issue thus far has been implementing direct mode. For whatever reason Frontier couldnt get it working properly and insist that the issue lies on oculus' side and not theirs. My hope is that .7 will bypass this issue and hopefully make impemetation easier and faster, not harder and further. They have been working closely with oculus for some time on this issue and my guess is that .7 is oculus answer to the problem.

Slack if you don't mind me asking.. have you decided if you are going to get the Vive or the CV1? or both?
 
interesting stuff, as you can tell, I am not really up to date with this, and do not even get me started on the countless numbers of anti aliasing techniques!!!

With SS enabled to 1.5+ then you don't really need AA in my opinion. However with the Rift and even my 980Ti I cannot do both with the fps suffering.

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That is like saying Anti Aliasing has no effect and reports contrary are placebo. :rolleyes:

DSR is almost the same as SSAA. SSAA takes multiple samples from different locations within the same pixel and blends them in order to get a higher-fidelity final result. DSR is similar in that it renders the game at a higher resolution and shrinks the image with a gaussian filter to the desired resolution, smoothing out jaggies. DSR was introduced to provide SSAA to games that have no support for AA with an additional "smoothing" option to allow the user to tweak it to their own preference.

The benefits of SSAA (and DSR, because it is almost the same thing) is that it performs anti aliasing on all objects (MSAA cannot perform AA on textures, so menus for example won't recieve AA).

In ED the difference is very noticeable in the DK2 because of the low screen res and the heavy use of 2D menus. Supersampling the menus makes them significantly easier to read on the DK2.

Agreed. If you rig can cope with it then SS of 1.5+ is a must with the Rift. The improvement in clarity in general but especially the HUD and menus is immediately noticeable.
 
idk, I'd say they're probably planning to burn down Horizons and make no changes to VR until either 1.0 or the Vive releases
 
Imagine the amount of press FD would get if it refused to support 0.7,
and decided to ditch Oculus all together and support a competing hmd,
this would be beneficial for FD due to all the increased brand awareness and the amount of money it could draw from that new competitor in return for support,
if FD decides to implement 0.7 it will be missing a trick, and doing it at it's own cost.
So, it won't happen.
 
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