The Vive discussion Thread

You can't possibly be getting the circular artifacts, since that's specifically a result of fresnel lenses with spaced ridges.

Only artifact I've seen with the DK2 lenses, aside from the blurring around the edges, is internal reflections manifesting as a dim, blurry 'ghost' of bright items.

Well it's maybe hard to describe in words but I can definitely tell you that aura's or halo's or some kind of artifacts around stars and nebulas are looking very disgusting now where it was'nt before. Space looks like 8-bit color or something. Add the huge smearing problem to that. Exploring is out of the question right now with these huge visual degredations.
 
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mmm, so initial reports are that the Vive has issues along with the CV1. To be expected really on launch until the bugs are ironed out. Still can't wait for my CV1 this month. :)

Who'd have thought?

I'm just tired of all the negativity (usually directed towards 'the other guys'). VR isn't going to be for everyone yet, but let's celebrate how cool what we have is, and do it together!

Well it's maybe hard to describe in words but I can definitely tell you that aura's or halo's or some kind of artifacts around stars and nebulas are looking very disgusting now where it was'nt before. Space looks like 8-bit color or something. Add the huge smearing problem to that. Exploring is out of the question right now with these huge visual degredations.

Weird, are your lenses dirty or scratched? Is there something wrong with your drivers? Elite has never looked better for me than it does with v1.3 on the DK2.
 
Is anyone else finding the screen on the Vive to be extremely high contrast, to the point that it's killing all of the details in the blacks? As a quick test, try loading the Docking tutorial and have a look at the front face of the station; for me it's almost completely black with only the bright light sources showing. Also, the interior of the ship in this scene is extremely dark... I can barely make out the orange surface illumination from the glowing HUD panels.

Going from DK2 with "Getting the Best DK2/CV1 VR Experience: Guide/Compendium for NVIDIA Users" configuration to the Vive it will be rather dark, but then the DK2 is set abnormally bright IMOHO according to that guide (so as to get past the black blow out problem with the DK2). Overall image quality is significantly better at darker settings on the Vive and that is something you can tune out with your NVIDIA settings. If I had a criticism of the Vive graphics in ED it's that the render settings are now somewhat "cell shaded" in feel during station scenes which decreases realism somewhat.
 
Comments in /r/vive on reddit seem to think storing them on a mannequin head will over time stretch the straps. General consensus seems to be to store it in the foam from the box on a flat surface.
Get a Pelican case, it works well for transportaion & storage as well as a safe "casual bucket" to put the Vive in when you're taking the headset on & off a lot which you tend to do navigating through Steam VR.

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Mine arrived at 12.22 am orders opened at 12 am for us in QLD & 1am in Sydney.

This is my timeline of how my order progressed after the original order was made and we got the original order details with order number and password.

I got the "It's in the Works" email on the 29th March at 7AM.
Then about 24 hours later payment was taken from my account on the 30th March (no notification from anyone that it happened we just happened to check).
Then a bit over 24 hours after that on the 31st March at 8:25 PM I got the FedEx tracking notification email.

The package arrived in Singapore on Monday the 4th at 7:39 AM and left for Sydney at 2:04 PM
The package was scanned into Sydney at 10 AM Tuesday the 5th and made it through customs at the same time.
Scheduled delivery is for this Friday in Brisbane.

Those that have picked theirs up in Sydney and Perth have had no duty or gst charged which is great.



I put my order in as soon as I could, I guess that there were just so many it took ages for the confirmations to flow out. I went to bed as soon as my order was completed.

I got my in the works email the same time as you, and the is the last thing I got. I used PayPal for mine, so they already had my money. I guess I'm going to be in the second or third round; unless for some reason my tracking email got lost (a man can dream damnit!)
 
I put my order in as soon as I could, I guess that there were just so many it took ages for the confirmations to flow out. I went to bed as soon as my order was completed.

I got my in the works email the same time as you, and the is the last thing I got. I used PayPal for mine, so they already had my money. I guess I'm going to be in the second or third round; unless for some reason my tracking email got lost (a man can dream damnit!)
Same here. My order went in 20 mins after open due to paypal issue. May delivery if i check order. I also paid immediately and got the processing email but no further action. Gonna be a long wait.
 
Timewarp in VIVE not optimized as is with oculus, so I've read. About the Vive loosing alot of detail and circular artifact with godrays I get that too with my DK2.

I don't think we are talking about the same type of artifacts here. The DK2 does not use fresnel lenses. The circular godrays are a direct consequence of the fresnel lenses used in both the Vive and CV1. Their appearance is slightly different in the Vive than in the Rift, because the Vive has more "coarse" ridges than the Rift lens. While you see the rays in CV1, they are a tiny bit weaker in the Vive, but in addition to the rays you also see very obvious concentric rings, which I personally find more distracting than the rays themselves.
 
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Hmmm.... hopefully these issues are iron out quickly. My Vive is expected in May, and I might cancel if all this isn't sorted by then.
 
Well it's maybe hard to describe in words but I can definitely tell you that aura's or halo's or some kind of artifacts around stars and nebulas are looking very disgusting now where it was'nt before. Space looks like 8-bit color or something. Add the huge smearing problem to that. Exploring is out of the question right now with these huge visual degredations.

Another possible reason your seeing circular artifacts, aka "God rays" is God is your co-pilot.


So has anyone tried disabling Interleave Reprojection to see if it improved things?
 
I don't think we are talking about the same type of artifacts here. The DK2 does not use fresnel lenses. The circular godrays are a direct consequence of the fresnel lenses used in both the Vive and CV1. Their appearance is slightly different in the Vive than in the Rift, because the Vive has more "coarse" ridges than the Rift lens. While you see the rays in CV1, they are a tiny bit weaker in the Vive, but in addition to the rays you also see very obvious concentric rings, which I personally find more distracting than the rays themselves.

You may be right not same artifacts. Though I can tell you that I do now get very ugly circular halo type artifacts around sun and bright objects (without the god-like effect) with the DK2, like some game from the 80's. (along with horrible smearing of course). Was fine before!

Have a feeling it is all related to timewarp feature.
 
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Did you guys try to push away the headset regulation, you loose a tiny percentage of FOV but this might reduce the glare.
 
So I'm currently passing the excruciating wait for my Vive to arrive by trying to figure out the best way to setup my living room. I have figured out how to get enough space for room scale but I suddenly thought, how am I going to play ED? I currently play from an armchair that WILL NOT be inside the room scale play area (although it should still be picked up by the lighthouses. My question is does your seated position have to be within the defined play area? The last thing I want to do is have to go through the room setup every time I swap from a room scale to seated experience.

Can anyone who has already got one advise on this as I've done some searching around and can't seem to find any info.

Thanks
 
The fact that the chair is outside the area is not a problem as long as the headset can see the light houses.
You might need to turn chaperone in order not to see the boundaries at least that is what I did.

Right now everything works fine apart from the galaxy map that is completely unusable with the vive :).
 
The fact that the chair is outside the area is not a problem as long as the headset can see the light houses.
You might need to turn chaperone in order not to see the boundaries at least that is what I did.

Right now everything works fine apart from the galaxy map that is completely unusable with the vive :).

On the subject of the unusable galaxy map : i am surprised that FD have not made any statements on whether they are re-designing both the System map and Galaxy map for use with CV1 and Vive, its not as if this is a new problem, i found the DK2 last year to be unusable in these maps too, i know people have found workarounds by mapping buttons etc but i never found this to be a suitable workaround, seeing as using system/galaxy map is essential i find it very strange nothings been done to re-design it for VR. Some communication on this glaring problem from FD would be greatly appreciated.
 
Going from DK2 with "Getting the Best DK2/CV1 VR Experience: Guide/Compendium for NVIDIA Users" configuration to the Vive it will be rather dark, but then the DK2 is set abnormally bright IMOHO according to that guide (so as to get past the black blow out problem with the DK2). Overall image quality is significantly better at darker settings on the Vive and that is something you can tune out with your NVIDIA settings. If I had a criticism of the Vive graphics in ED it's that the render settings are now somewhat "cell shaded" in feel during station scenes which decreases realism somewhat.

This isn't just vs. a DK2 though. It's actually in comparison to DK2 and CV1 (I have both, and the Vive). The Vive looks pretty terrible by comparison. Check out the following. These pics were taken through the lenses of the CV1 and Vive, and color/brightness wise, pretty much accurately represent what I'm seeing when I wear them.

http://imgur.com/gallery/fe74J

You mention I could tune the Vive with NVIDIA settings... how might I accomplish that? It doesn't run in extended mode, so it doesn't show up as any kind of device in the NVIDIA control panel. Additionally, the gamma slider in the game doesn't appear to work at all with it.
 
I have both on order. One question I have is what sort of setup you may need for a seated vive experience. I have a triple 27" monitor setup and it actually sounds like playing the two lighthouses on the left and right monitors may actually work just fine, and in fact be better than having to try rig an oculus sensor...

Thoughts?
 
I have both on order. One question I have is what sort of setup you may need for a seated vive experience. I have a triple 27" monitor setup and it actually sounds like playing the two lighthouses on the left and right monitors may actually work just fine, and in fact be better than having to try rig an oculus sensor...

Thoughts?
They normally require line of site unless you use the supplied sync cable. Many videos have demonstrated it working, but wouldn't want the hassle of moving them if they need repositioning for a room scale game.
 
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