Official Thread VR Headset

What's with the double screen?

It's just what is displayed when you have a video feed going from a rift to a monitor. The double screen is showing what each eye is displaying on the screen. So disregard that as to what the experience is like actually within the rift. Imagine having a camera for what each eye is displaying in real life and then having them put on a video feed individually with a barrel distortion. That is what you see here.

But if you have to ask what that is, then you are in for a real treat when VR takes over the world. :)
 
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What's with the double screen?

Each screen represents each eye. In the Rift the left and right eye are shown slightly different images which is how the 3d effect is formed. Its the same way we perceive 3d in real life.
 
What's with the double screen?

Its just showing each screen. Some people do it because you can cross-eye it and get a 3d image. I don't like it because its a pain to do, and the image is so small you can barely make it out anyway.
 
The Oculus Rift VR headset is going to be ground breaking. This will be bigger than the Cell for Sony.
 
Mine won't be in probably for another month...

I hope you like yours. I already paid for mine and am looking forward to it. Of course, I've never used one, so I'm half excited and half worried that I'll like it or not, lol.
 
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Been playing Half Life 2 in VR the past couple hours. This is crazy...we're in for a treat in the future boys.
Yeah I played that for a little while last night. It was great but it was also the only game I played that made me feel a little off afterwards. Did you adjust the FOV at all? My favorite demos so far are sightline the chair, technolust, and Visr which is a music visualizer.

Your completely right, once they get to the 4k screens and made for VR triple A software it will be absolutely incredible. Playing games on a regular screen will seem as old school as a text based game is today.
 
Yeah I played that for a little while last night. It was great but it was also the only game I played that made me feel a little off afterwards. Did you adjust the FOV at all? My favorite demos so far are sightline the chair, technolust, and Visr which is a music visualizer.

Your completely right, once they get to the 4k screens and made for VR triple A software it will be absolutely incredible. Playing games on a regular screen will seem as old school as a text based game is today.

Yeah I adjusted FOV and 75 FPS through command console. I seem to get a little judder when I look around, but when I move I don't get any. Need to examine that more but I got lost in the source engine for a good couple hours last night. So cool.
 
OK I fixed the judder in Half life 2. Hit Windows key + 'P' and then selected my rift display only and it is smooth as butter now. Started Elite Dangerous with my X55 setup...freaking amazing. I'm gonna go get lost in space now...
 
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OK I fixed the judder in Half life 2. Hit Windows key + 'P' and then selected my rift display only and it is smooth as butter now. Started Elite Dangerous with my X55 setup...freaking amazing. I'm gonna go get lost in space now...

What did you set the fov to? With the judder fix do you start the game first then select the rift display only? Do you use the steam vr beta while doing this?

Also have you gotten the riftmax theater to work. For me it shows the intro movie than just goes black.
 
What did you set the fov to? With the judder fix do you start the game first then select the rift display only? Do you use the steam vr beta while doing this?

Also have you gotten the riftmax theater to work. For me it shows the intro movie than just goes black.

FOV is set to 100. Check out following link for a good how-to.

http://www.roadtovr.com/how-to-enab...eamvr-steam-big-picture-virtual-reality-mode/

For judder fix on every game, I do Windows key + 'P' and select the rift display only. I do not use steam VR as it does not seem to be working for me even though I enabled it and participated in beta. Doesn't show up in my view. Riftmax theater works for me now. The Windows key + 'P' has kind of been a life saver for everything. Make sure you are in extended mode in rift config tool.
 
FOV is set to 100. Check out following link for a good how-to.

http://www.roadtovr.com/how-to-enab...eamvr-steam-big-picture-virtual-reality-mode/

For judder fix on every game, I do Windows key + 'P' and select the rift display only. I do not use steam VR as it does not seem to be working for me even though I enabled it and participated in beta. Doesn't show up in my view. Riftmax theater works for me now. The Windows key + 'P' has kind of been a life saver for everything. Make sure you are in extended mode in rift config tool.

Thanks for the info but I can't seem to get hl2 to go into vr mode when I have the rift as a only monitor. Do you launch the the game than do windows + p or do you do you make the rift the only monitor first and then launch the game?

I bought vorpx and tried out bioshock infinite. Works really great actually. The 3d is suprisingly good and all the different weapons look amazing which is something I never really noticed before. Skyrim looks pretty good as well but I am gonna have to tweak it a lot to get to the point where I would play it for a long time.

Also have you tried Radial-G yet? Probably my favorite experience so far. The sense of scale and speed is awesome and looking ahead of the track for boosts feels so natural.
 
Thanks for the info but I can't seem to get hl2 to go into vr mode when I have the rift as a only monitor. Do you launch the the game than do windows + p or do you do you make the rift the only monitor first and then launch the game?

I bought vorpx and tried out bioshock infinite. Works really great actually. The 3d is suprisingly good and all the different weapons look amazing which is something I never really noticed before. Skyrim looks pretty good as well but I am gonna have to tweak it a lot to get to the point where I would play it for a long time.

Also have you tried Radial-G yet? Probably my favorite experience so far. The sense of scale and speed is awesome and looking ahead of the track for boosts feels so natural.


I make the rift the only monitor, launch the game through steam, then activate VR mode. It took me a few tries by restarting the oculus service, restarting steam, etc but I got it. I need to try vorpX. Does that work on any game or just games that are supported by the software? Have not tried radial-g yet, on the to-do list! We'll have to meet in riftmax or minecrift sometime. See you on the other side!
 
Been playing Elite Dangerous for a significant amount of time in VR now. There's no going back to a regular monitor at least when it comes to games where you are sitting. The experience is amazing no doubt and a very big future of all entertainment and business...but it is early days and I hope the consumer version improves on a few things.

Resolution: Much better at 1080p but consumer version has gotta be higher (which already has been confirmed to). Personally, I'd love a 4k samsung screen to play simple games at full resolution and the higher fidelity games upscaled from 720p to save frame rates. Speaking of frame rates...

Display Refresh rate (FPS) : DK2 is at 75 hz / 75 FPS and it is really good when low persistence is on and you are at a constant 75 FPS. However, it is still not yet quite enough and Oculus knows this. Expect the consumer version to be a custom 90hz panel.

Comfort : While the rift is really light, it'd be nice to have it a little more comfortable on your face for longer gaming sessions. My biggest issue is with the heat. If I start getting tense (which happens a LOT in VR), the lenses can fog up a bit and you feel too warm and need to take a break. I am interested to see how Oculus tackles this in the consumer version.

Software : Oculus is currently assembling several large development teams to create 1st party content for the right. Right now, while there are a lot of great experiences, there are not enough AAA games designed for VR from the ground up...which is very understandable as this is a DEVELOPER kit. With Oculus Connect conference coming up in a few weeks I expect more news on this front. Porting regular games over just is not the same as a game made for VR, even though I enjoy the hell out of Half Life 2 with the Rift.

Software(again) : Currently getting a game running smooth on the rift is like working for a software support company you've had no training on. lol I eventually got it but for this thing to become adopted by the masses it needs to be as simple as putting a cartridge inside a NES and hitting a button. Once again it is developer version and their 'Direct to Rift' mode, once mature, will prove to be the key in making things simple for the end user.

Camera range : Need to have the camera be more adaptive to closer ranges. When within 3 feet or so you can lose your positional tracking quite easy. I am lucky and have a nice setup where it is not an issue, but for most people they'll need more of a buffer.

Input! : Oculus needs to and WILL debut their 1st party input device that devs can rally around. Getting everyone on the same page without having to worry about keyboard and mouse, xbox 360 controller, using a wireless wand like the Wii or a camera detection system like the kinect will really tie the experience together.

Now with all that out there, I don't regret ordering a development version AT ALL. Even if I don't make any money off this when they announce the consumer version (which I will), the experiences I have had with this thing have been the most unique and blissful times I've had as a gamer. Seeing my family and friends try it is so much fun as well. They can just put it on and use VR like they do actual reality, look around, explore, investigate, react, think, and wander around. It really is something else. Haven't even scratched the surface with this technology. The best is yet to come!
 
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Been playing Elite Dangerous for a significant amount of time in VR now. There's no going back to a regular monitor at least when it comes to games where you are sitting. The experience is amazing no doubt and a very big future of all entertainment and business...but it is early days and I hope the consumer version improves on a few things.

Resolution: Much better at 1080p but consumer version has gotta be higher (which already has been confirmed to). Personally, I'd love a 4k samsung screen to play simple games at full resolution and the higher fidelity games upscaled from 720p to save frame rates. Speaking of frame rates...

Display Refresh rate (FPS) : DK2 is at 75 hz / 75 FPS and it is really good when low persistence is on and you are at a constant 75 FPS. However, it is still not yet quite enough and Oculus knows this. Expect the consumer version to be a custom 90hz panel.

Comfort : While the rift is really light, it'd be nice to have it a little more comfortable on your face for longer gaming sessions. My biggest issue is with the heat. If I start getting tense (which happens a LOT in VR), the lenses can fog up a bit and you feel too warm and need to take a break. I am interested to see how Oculus tackles this in the consumer version.

Software : Oculus is currently assembling several large development teams to create 1st party content for the right. Right now, while there are a lot of great experiences, there are not enough AAA games designed for VR from the ground up...which is very understandable as this is a DEVELOPER kit. With Oculus Connect conference coming up in a few weeks I expect more news on this front. Porting regular games over just is not the same as a game made for VR, even though I enjoy the hell out of Half Life 2 with the Rift.

Software(again) : Currently getting a game running smooth on the rift is like working for a software support company you've had no training on. lol I eventually got it but for this thing to become adopted by the masses it needs to be as simple as putting a cartridge inside a NES and hitting a button. Once again it is developer version and their 'Direct to Rift' mode, once mature, will prove to be the key in making things simple for the end user.

Camera range : Need to have the camera be more adaptive to closer ranges. When within 3 feet or so you can lose your positional tracking quite easy. I am lucky and have a nice setup where it is not an issue, but for most people they'll need more of a buffer.

Input! : Oculus needs to and WILL debut their 1st party input device that devs can rally around. Getting everyone on the same page without having to worry about keyboard and mouse, xbox 360 controller, using a wireless wand like the Wii or a camera detection system like the kinect will really tie the experience together.

Now with all that out there, I don't regret ordering a development version AT ALL. Even if I don't make any money off this when they announce the consumer version (which I will), the experiences I have had with this thing have been the most unique and blissful times I've had as a gamer. Seeing my family and friends try it is so much fun as well. They can just put it on and use VR like they do actual reality, look around, explore, investigate, react, think, and wander around. It really is something else. Haven't even scratched the surface with this technology. The best is yet to come!

Thank you for your frank opinion/review of the DK2. It sounds like all the main things are there for an amazing experience. Things like a 4k screen are just going to be a matter of time and most of the slight issues you mention can be fixed, my only slight concern now is are we several years away from most consumers having powerful enough machines to power 4k screens at 90fps. The great thing is though at some point in the near future VR is going to be an unbelievable experience.
As soon as the consumer version comes out I'll be building a rig that can run it no matter the cost.
 
Thank you for your frank opinion/review of the DK2. It sounds like all the main things are there for an amazing experience. Things like a 4k screen are just going to be a matter of time and most of the slight issues you mention can be fixed, my only slight concern now is are we several years away from most consumers having powerful enough machines to power 4k screens at 90fps. The great thing is though at some point in the near future VR is going to be an unbelievable experience.
As soon as the consumer version comes out I'll be building a rig that can run it no matter the cost.

Yeah, PC power is a large hurdle. In 10 years though, I see mobile solutions being as powerful as high end computer today IMO. A completely portable and wireless VR set that is compact is very plausible within 10-15 years IMO. So cool seeing this tech develop from it's infancy.
 
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Yeah, PC power is a large hurdle. In 10 years though, I see mobile solutions being as powerful as high end computer today IMO. A completely portable and wireless VR set that is compact is very plausible within 10-15 years IMO. So cool seeing this tech develop from it's infancy.

Considering the consensus from dk2 users seems to be that although 1080p is an improvement, a higher res is needed for the consumer version. Where does that leave Sony's morpheus if games need to be running 75-90 fps above 1080p, do you think they should maybe wait for the next gen to launch it or just go with games that are not very demanding on the system?
 
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Considering the consensus from dk2 users seems to be that although 1080p is an improvement, a higher res is needed for the consumer version. Where does that leave Sony's morpheus if games need to be running 75-90 fps above 1080p, do you think they should maybe wait for the next gen to launch it or just go with games that are not very demanding on the system?

From what I saw at E3 (watching others demo Morpheus), Sony's headset system has a long way to go in terms of graphical performance.
 
Considering the consensus from dk2 users seems to be that although 1080p is an improvement, a higher res is needed for the consumer version. Where does that leave Sony's morpheus if games need to be running 75-90 fps above 1080p, do you think they should maybe wait for the next gen to launch it or just go with games that are not very demanding on the system?

Great question. No answer. lol
 
In complete agreement with all your points Lucid Rifter. Right now the biggest issues with the dk2 are the low resolution, the troublesome direct to rift mode, and the lack of full length made for VR sofware. All issues that will be fixed by CV1. Still I couldn't be happier with my purchase. I've had more wow moments since I got my dk2 than I have had in the past 4-5 years of regular gaming. Once I get some more time with the rift i'll write up more thorough impressions.

@Two Pennys Worth
I read a quote from sony's head of vr that they will target ps3 level graphics for their vr experiences. That should presumably allow them to hit 90fps at 1440p. In my opinion the ps4's lack of power will limit but not kill morpheus. Just look at what nintendo's been able to achieve visually with the incredibly weak wii u.