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Oculus Rift DK2 Thread

Man

Member
Mythos of the World Axis is a mindblowing DK2 VR demo. Recommend all to download it from Oculus Share. It's basically a real-looking miniature platformer: https://t.co/i8ZzuCIh4a Would be cool if they made a Mines of Moria spinoff.
 
Impressive, loved the ending! Not perfect by any means - controls felt pretty laggy, and the resetting of the camera always seemed to start me too far away from the action, and it was difficult to see some of the higher sections without standing up, and then I was always approaching the tracking camera limits. Some of that will fix itself with the wider tracking volume of the consumer headsets, but I think it needs some tweaks to the way that reset feature works.
 

Mik2121

Member
I didn't see any dedicated Vive threads so I hope it's ok to post here but, I just tried the Vive demo and it's the first time I've ever used a VR headset of any kind.

It's fucking incredible. I had an idea of how it would be prior and knew it would be really really cool but I did not expect to be that blown away. It really does transport you into a new reality.

I cannot wait to get one of these. Most likely the Vive as I loved the controllers and the ability to walk around. So damn cool.
I have tried both the Vive and the latest version of the Rift with two controllers and I would still say the Rift wins. Not that the Vive was bad, don't get me wrong. It was amazing, and the drawing demo is still one of my favorite features in any VR demo, but honestly not everybody has space for that kind of setup at home.
The Rift with two of their controllers gives you pretty much the same, but with extra cool stuff: the controller can read if you have your palms closed or open, and if you moved your index finger and thumb, which lets you do things like point at stuff, grab things, press triggers, give thumbs up, hold things with your index and thumb fingers, etc..
Only thing I would be worried about is the price, and that the Rift comes earlier and the controller comes a few months later :(
 

UrbanRats

Member
I have tried both the Vive and the latest version of the Rift with two controllers and I would still say the Rift wins. Not that the Vive was bad, don't get me wrong. It was amazing, and the drawing demo is still one of my favorite features in any VR demo, but honestly not everybody has space for that kind of setup at home.
The Rift with two of their controllers gives you pretty much the same, but with extra cool stuff: the controller can read if you have your palms closed or open, and if you moved your index finger and thumb, which lets you do things like point at stuff, grab things, press triggers, give thumbs up, hold things with your index and thumb fingers, etc..
Only thing I would be worried about is the price, and that the Rift comes earlier and the controller comes a few months later :(

Well, you can use the Vive sitting down, and they still haven't shown the consumer version, so some improvements may be around the corner for it too.

That said, i'm thinking of taking the Rift for now, and maybe Vive's second gen, if it's still around.
Simply because the support of Oculus seems stronger at launch, and i wouldn't be able to use the standing up experience for a while.
But i'm still on the fence between the two.
 

Blizzard

Banned
It's nice to see this thread bumped. I was just telling someone earlier today that I haven't used my DK2 in forever, and I felt like almost ever since the Facebook merger, Oculus has focused on the mobile Gear VR instead of Rift-compatible stuff.

Of course that may not be true at all, but that's just my impression as one consumer. I hardly hear anything about the RIft anymore, even in gaming news.
 
It's nice to see this thread bumped. I was just telling someone earlier today that I haven't used my DK2 in forever, and I felt like almost ever since the Facebook merger, Oculus has focused on the mobile Gear VR instead of Rift-compatible stuff.

Of course that may not be true at all, but that's just my impression as one consumer. I hardly hear anything about the RIft anymore, even in gaming news.

Oculus Connect was only two months ago, and that's where they revealed the cv. They're far from ignoring it, only thing left to do is open up pre-orders. Whether or not the wait is due to their own timeline or some sort of Mexican standoff with HTC over pricing who knows.

I think Gear is an important platform but they're big enough at this point that we know they've had their hands in all sorts of first party content creation and funding for cv titles. I don't think we have to worry. It's probably gonna feel crowded next month once HTC opens their own pre-orders, you just know Oculus will be blowing the pr trumpets with their own info to counter it.
 

UrbanRats

Member
They probably focused on Gear more, lately, because of the launch.

I'm sure we'll see a big Rift push in the following months, especially starting in 2016.
 
anyone have an issue with Back to Dinosaur Island where it plays sound, the DK2 and tracker turn on, but just a black screen in both the headset and the desktop window? i have a 980 and I'm using SDK 0.7.
 

GraveHorizon

poop meter feature creep
My DK2 is officially retired. It's essentially a brick since none of the runtime drivers work with it. I can plug it in and get a blue light, but no matter what I do, I can't get my computer to recognize the Rift. My Radeon 6870 just isn't advanced enough for the newest updates. The shitty thing is that it used to work well enough; it feels like a cellphone situation where they just forced the otherwise functioning hardware to stop working. Your plan is redundant, Oculus! I was already going to buy the consumer model. The only difference is I can't even get a taste of VR until it comes out...

I'd try to sell the DK2, but the included HDMI cable never functioned, and I don't have every piece of the original packaging, which are bad enough without the unit not working at all anyway. What a waste.

I'm now focusing my efforts on building a new PC when the CV releases.
 

mrdeiz

Member
Can I get a subscription to any of those http://www.vrfavs.com/#Porn_/_NSFW with my Rift? :)

reactions-to-virtual-reality-porn-on-oculus-rift-1102730-TwoByOne.jpg
 

hymanator

Member
That's good to hear that DK2 support won't be dropped entirely. I wonder if the DK1 will be able to work the 1.0 sdk as well...
 

PGamer

fucking juniors
Palmer Luckey recently talked about the state of continued DK2 support in a Reddit AMA and I thought it was worth reposting here:

t3llmike said:
Good morning Palmer! Given that you're still around for us Europeans I would like to know how the support of the development kits (soecifically the DK2) will be handled once CV1 has been released? E.g. Will the DK2 be supported in upcoming SDK's and Runtimes for the lifespan of CV1?

palmerluckey said:
We want to continue to support DK2 as a development tool for as long as possible, and it will definitely be supported up to the launch of CV1, but long-term support for DK2 is currently a lower priority than getting Rift properly launched and supported. We will keep people updated.
 

bee

Member
really loving the eve valkyrie alpha, so much fun, runs great too never drops from 75fps using epic setting, gpu usage is around 45% average on a titan x so 90 fps should be fine once cv1 comes around, it does however report up to 5.1gb vram used/cached at 1080p!

really not sure on it as a launch title however, the game requires you to spin 180's, 360's whilst changing yaw/pitch to escape enemy fire and follow enemies, i'm lucky enough to have never felt truly sick off the rift but unless cv1 works miracles i can really see quite a lot of people having trouble with this title cos for the first few minutes i played it i had slight discomfort with it which is as much as i've had with anything really
 
really loving the eve valkyrie alpha, so much fun, runs great too never drops from 75fps using epic setting, gpu usage is around 45% average on a titan x so 90 fps should be fine once cv1 comes around, it does however report up to 5.1gb vram used/cached at 1080p!

really not sure on it as a launch title however, the game requires you to spin 180's, 360's whilst changing yaw/pitch to escape enemy fire and follow enemies, i'm lucky enough to have never felt truly sick off the rift but unless cv1 works miracles i can really see quite a lot of people having trouble with this title cos for the first few minutes i played it i had slight discomfort with it which is as much as i've had with anything really

I signed up for the alpha too, let's see if I get in. Really curious to try it out.
 

Sky Chief

Member
I updated to 0.8.0.0 and now the Oculus demo scene works but nothing else. Do I need to redownload everything? Is 0.8.0.0 worth it or should I roll back to a previous SDK?

I am also considering upgrading to Windows 10 soon so that I can use my Xbox One Wireless Adapter. That is actually the main reason I upgraded to 0.8.0.0.
 
I updated to 0.8.0.0 and now the Oculus demo scene works but nothing else. Do I need to redownload everything? Is 0.8.0.0 worth it or should I roll back to a previous SDK?

I am also considering upgrading to Windows 10 soon so that I can use my Xbox One Wireless Adapter. That is actually the main reason I upgraded to 0.8.0.0.

What are you trying to play with it? If the demo scene works just fine then you should be good. 0.8.0.0 and 0.7.0.0 were the big updates that caused a....rift......between some game compatibility. I'm still waiting for some really awesome games to update to be compatible with these drivers.
 

Sky Chief

Member
What are you trying to play with it? If the demo scene works just fine then you should be good. 0.8.0.0 and 0.7.0.0 were the big updates that caused a....rift......between some game compatibility. I'm still waiting for some really awesome games to update to be compatible with these drivers.

Not really games but I can't get Apollo, Surge, etc..., etc... to work at all
 
Realized I was posting in the DK1 thread earlier. Going through a frustrating issue right now where the Witness is the only game that will run on the rift and even then it's spotty. Other direct to rift applications won't turn the system on :/
 

PGamer

fucking juniors
Oculus has released OVRLipSync 1.0.1-beta: https://developer.oculus.com/downloads/audio/1.0.1-beta/Oculus_OVRLipSync_for_Unity_5_V1.0.1-beta/

A video of the plugin in action: https://www.youtube.com/watch?v=vk0FypceXJw

There's not a lot of great resources to understanding the community or how to get involved outside of the website forums. Does anyone have tips?

What kind of tips are you looking for? If you just want to get started with VR development I would suggest downloading Unity or Unreal Engine and go from there.
 
Doesn't look good at all imho. And Valve is laughing in their office. I bet they do have this tech already but in better shape. The one in HL2 was better and Lip Sync in Filmmaker is better as well - it's not on the fly though.

The whole point is doing it on the fly for online experiences like Oculus Social. So that when you chat to an avatar, their lips move somewhat in time with their speech. It's pretty impressive imho.
 
Today I got a key to EVE Valkyrie, great way to wait for CV1 and Vive to release.

I'll post some impressions once I get a chance of playing it.
 

LaneDS

Member
Just a quick recommendation for folks to try the "Surge" demo on Oculus Share. If the developer hasn't updated the link to the latest version, one of the most recent comments has the latest working build. Been around for a long while, but sharing anyway.

It's a short, maybe three minute seated experience that gave me some Rez vibes. Cool thing to demo to others too, with some nice headphones.
 

PGamer

fucking juniors
Just saw some interesting news over the last few days regarding continued DK2 support. Someone broke NDA and posted a photo of the DK2 running the Oculus store and there's a message saying "Oculus Rift DK2 is not supported on the Oculus platform, including games and apps in the Oculus Store". However apparently the DK2 does still work, you just get a warning message. So The DK2 has been confirmed to work on the latest 1.2 SDK.

Also there was recently an announcement that the Rift will ship with the Oculus SDK 1.3. Hopefully nothing changes in that version to impact DK2 support. If nothing changes from this point it sounds like the DK2 will be able to play consumer games just not "officially".
 

Soi-Fong

Member
Here's an asinine checkpoint against the Rift. Directly from their support page for the CV1.

Can I install the Oculus to another drive or directory?

No. Currently, the Oculus Software and VR applications must be stored in C:\Program Files (x86)\Oculus.

We plan to enable installing downloaded VR applications to another location in a future release.

https://support.oculus.com/help/oculus/1734357913462268?sr=1&query=drive&sid=0g1SHyHqRPXIZ9P2o

Good luck to those who have their C as their boot drive.
 

chris121580

Member
I'm absolutely shocked at how well a lot of these games in the Oculus store work on the DK2, especially Lucky's Tale! What a charming little game
 

chris121580

Member
FIRMA works really well with the DK2. It's basically Lunar Lander and it's fucking awesome! The sense of scale is incredible and it's one of the best rift experiences I've ever had. Well worth 10 bucks
 
I have tried Chronos and Blazerush and both work great on the DK2 along with both of the Oculus story stuff (Henry and Lost).

About to try Defense Grid 2, will report in when I'm done playing.
 

Jedi2016

Member
So wait.. the DK2 still works on all the new stuff? Just update the firmware? I was ready to give it up as a lost cause once CV1 was released. Ohbaby,,,
 
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