Will direct-to-rift be available by 2016?

Just wondering if FD plans to have a working/supported "direct to rift" implementation available by the time the CV1 is released in 2016.
 
I'm still new with VR, I've been using my Rift for only few weeks. What are the advantage of running an apps in "direct to rift mode" exactly?
 
Lower latency/display lag. They refer to it as motion to photons latency, or the time from when you move your head to when it's reflected on the display.

The game already works in direct mode for me, but I can't maintain the 75fps required to keep it smooth. There's a performance hit which I've read will be fixed with future GPU drivers.
 
My understanding is that the issue is with oculus and not FD
Interesting. I always thought it was some issue with the ED code, or the engine they're using.
Either way, I do hope it's resolved by the time of the release of CV1.
I've tried a bunch of demo apps, and every single direct-mode one seemed like a significantly smoother and clearer experience than ones that run in extended mode.

The game already works in direct mode for me, but I can't maintain the 75fps required to keep it smooth. There's a performance hit which I've read will be fixed with future GPU drivers.
I can run it in direct-mode too, but the poor performance makes it essentially unplayable in that mode.
 
It should be great once they work out the issues with Direct to Rift mode, essentially right now in extended mode you are running the game on 3 monitors, which since the Rift needs to maintain such a high FPS rate seems a bit silly. Once they work out direct to Rift and a way to make the Rift your primary monitor so you can use the rift only for your computer things should get faster.
 
I'm curious about this as well - having seen some great performance with Direct to Rift in games.

Would love an update.
 
Direct mode seems to work just fine to me. I accidentally start it that way from time to time. I switch to extended and restart, but I don't really notice any difference.
 
I expect they will wait for the CV1 release, or at least until they have a version of the oculus runtime that they know will work with the CV1. It's probably not worth their while to make the current SDk work - oh, hey I noticed they just released SDK 0.6.0.0 today. Gotta check that out.
 
I expect they will wait for the CV1 release, or at least until they have a version of the oculus runtime that they know will work with the CV1. It's probably not worth their while to make the current SDk work - oh, hey I noticed they just released SDK 0.6.0.0 today. Gotta check that out.


The new SDK simplify the integration: the game engine need only to share the render buffers, just it! no more rendering problems because of the Oculus SDK. Now it's possible to integrate every graphics engine in matter of minutes.

Doesn't matter anymore if the HMD is direct or extended mode.
 
The new SDK simplify the integration: the game engine need only to share the render buffers, just it! no more rendering problems because of the Oculus SDK. Now it's possible to integrate every graphics engine in matter of minutes.

Doesn't matter anymore if the HMD is direct or extended mode.
Yeah, now we just need FD to get ED to work with the new SDK. (how many acronyms can one put in a single sentence?? :p )
 
Yeah, now we just need FD to get ED to work with the new SDK. (how many acronyms can one put in a single sentence?? :p )

Yeah, now we just need FD to get ED to work with the new SDK for the HMD then AMD can make a better GPU that system then runs off 2 USB's and one HDMI, whew
 
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