Wow! Ocurlus Rift First Impressions and Questions

Javert

Volunteer Moderator
The bloke isn't saying that the DK2 only works with this crutch. He's made a product for people on the tail-end of the bell curve for IPD's. There's a very good chance that this information is not needed but I provided it just in case. I stated this on the text above the video.

PatrickW, I take it you've tried using the other set of lenses?

No I haven't yet because it says in the instructions that the other lenses are used if you are very nearsighted. As it happens, I am very nearsighted, but I am taking this to mean that I would use the other lenses if I wanted to try and play without contact lenses or glasses. So far I have played only with contact lenses in. I can try the other lenses if it might help.
 

Javert

Volunteer Moderator
There's a config tool that is in the Rift Runtime SDK, it allows you to configure this in software. make sure you do this, and then duplicate that value into the Elite config, as detailed elsewhere in this forum.

This sounds important. I found the config tool for entering ipd into the rift config, but I didn't know that you had to enter it into the Elite config as well. Can someone link the exact post? If not I'll search later.

Is it really valuable then to get IPD checked by an optician? Would it be checked automatically as part of an routine eye test? If so I can just call them and ask. I would have thought that the config tool would get close enough that you can then experiment with values a little one way or the other. I also found it a little ambiguous when setting the green line. I.e. Does it mean the edge of green line should be just becoming visible, or should the entire green line be on screen so that one more click would leave a black space beyond the line. There are a fair few clicks in between these two points.
 
With regards to the green line, I have tried crescent and full line visible. only made about 0.1 of a mm difference.
The values being transferred to the apps data file. I found had been auto updated but worth a check if you are getting problems.
 

Javert

Volunteer Moderator
Hi all,

OK, so in the OR config, my IPD is measured at 68.4mm.

I am looking for the file where this is set in the config. I found a file called settings.xml in the appdata/local/Frontier Developments/EliteDangerous....graphics folder.

In that file there is a setting called IPDAmount and it is currently set to 0.003000 which bears no resemblance to 68.4. Is that the correct setting and should it then be changed to 68.4?
 
Strange mine is correct. It was like that for beta ?. Will check again, but I don't think its used in the previous release as 0.03 is very small and I saw no difference.

AppData\Local\Frontier Developments\Elite Dangerous\Options\Graphics\settings

Mine is correct.
 
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Javert

Volunteer Moderator
Strange mine is correct. It was like that for beta ?. Will check again, but I don't think its used in the previous release as 0.03 is very small and I saw no difference.

AppData\Local\Frontier Developments\Elite Dangerous\Options\Graphics\settings

Mine is correct.

Do you mean I should change it to 0.006840?

I saw a couple of other posts on another forum suggesting that this value is redundant and it now reads the setting straight from the Oculus settings on startup?
 
No harm in trying if you are having problems, but think you should be 0,0684.... you have an extra "0" I think.
Maybe backup the file first?
Got a feeling I altered mine that's why its showing correct, but I would like to think its taken from the rift confiq.
 
Hi all,

OK, so in the OR config, my IPD is measured at 68.4mm.

I am looking for the file where this is set in the config. I found a file called settings.xml in the appdata/local/Frontier Developments/EliteDangerous....graphics folder.

In that file there is a setting called IPDAmount and it is currently set to 0.003000 which bears no resemblance to 68.4. Is that the correct setting and should it then be changed to 68.4?

This setting can be adjusted with the "3D separation" slider in the graphics settings menu. So if you set it in the config file, don't touch that slider.
 
You know what I find amusing? This is the second person on this forum that said they wouldn't use the rift because they need to see their coffee. lol They don't seem to understand the point of VR or they don't like the idea of VR ..."can't use eyes to look around" and so I'm curious as to why they hang around here.

Lol I was thinking the same thing, if he doesn'the like anything about Virtual Reality what the F....... he is doing here posting ? LOL
 
I was wondering what that did (the 3d seperation slider), I presumed it was the blue/red offsets, but didn't see a difference. I wonder if its because the game was pulling the data from the Oculus service rather than the xml?
 

Javert

Volunteer Moderator
Can you guys give me some further feedback just to make sure what I'm seeing is correct in terms of graphical "fidelity". The feeling of immersion and depth perception is great on the OR.

What I did find though is that even though my settings say 1080x1920, the "perceived" image resolution feels more like about 800 x 600, or possibly less. From a pure resolution point of view it feels like I'm playing a game from the 1990s.

I guess this is partly because there are 2 images to support depth perception which effectively halves the resolution?

So to give a couple of examples:

- If I hang around watching the space station revolve at about 7km out, on my 1080 x 1920 monitor, it looks sharp and defined already even at 7km away. On the OR, it looks fuzzy and blurry, and not possible to discern individual features.

- If I go near to a star and watch the star, on the monitor you can see solar flares and a "sea of fire" constantly animated (as also shown in many youtube videos). When I do the same on the OR, I see the star but the animation of the surface of the star is very blurred, to the point where it looks pretty static.

- If I buzz around the Aulin space station and fly very low over the part where you can see all the houses and buildings inside the station - again the buildings just look like blocks in the OR, whereas on the monitor you can see some features on the buildings.

Al this may be a normal part of the trade off between VR and monitor, so I'm not complaining as such - just wanting to make sure I am getting the best possible experience.

thanks
Patrick.
 
What I did find though is that even though my settings say 1080x1920, the "perceived" image resolution feels more like about 800 x 600, or possibly less. From a pure resolution point of view it feels like I'm playing a game from the 1990s.

I guess this is partly because there are 2 images to support depth perception which effectively halves the resolution? ....

Hi Patrick,

My understanding is that's correct. You will effectively see approx 1080x960. I guess some of the pop in detail you mentioned will be effected by what in game graphic preset you have chosen with the OR. I run LOW and sacrifice detail to keep at 75fps.

Cheers
M
 
The perceived resolution is due to the screen's pixel density (PPI - pixels per inch). The screens currently in use by the DK1 and DK2 were not meant to be viewed from just inches away from your eyes, let alone inches away from your eyes AND magnified.

It will get better with CV1. Oculus will either be using a screen with a higher PPI, resolution, and refresh rate, or they will be using a custom screen with varied PPI rather than uniform PPI.
 
The size of your screen is infinite, so the pixels seem bigger. I imagine a 4k TV that's 10m wide would look fairly grainy close up.
 
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