Yeah, the resolution is a big improvement from DK1, but we'll definitely want more for CV1. But honestly, my GTX 770 OC is already struggling with quite a few demos even at 1080p. You truly want a steady 75 fps at ALL times. A drop to 70fps, at least without Timewarp, is so horrible that I have to stop. It's crazy how a slight drop in framerate on a monitor sucks, but it's mostly "eh", whereas the same drop in VR makes you want to just take the headset off. I cannot wait for the GTX 800 series to drop. I must experience Elite Dangerous on high at 75fps! I would never leave.
And also someone said"Also make sure it is tight enough, if I tighten it I can see a clear difference in how easy text is to read"
For me it made a huge difference.
Yeah I totally agree with this. With my DK1 I always had my eyes as close to the lenses as possible, but the instant I put on DK2 and noticed the slightly lower FOV I dialed it back a bit, kept the same FOV (minus the black borders), increased comfort, and slightly decreased chromatic abberation.
got my DK2 today
spent the whole day implenmenting it into my game
damn the sdk is beta
everything is broken
positional tracking is spot on
low persistence vs. judder is a huuuuge difference
i really can't go back to dk1 anymore after that
the black smear is really terrible
i don't get how they didn't see this before shipping
the resolution is great, but the new pentile pixel pattern is a bit awkward
there's sharp color dots that replace the lcd grid pattern
you don't notice it when you're playing, but it's there
CV1 will be amazing
So for best possible dk2 experience for nearsighted me, I should move screen in middle position or far away unlike dk1 and only run demos in direct mode
3080 | ps5 pro
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It's been several years now and apart from some demos and tacked on support for a tiny handful of games, is there real progression going on? It still reeks of homebrew to me and for an expensive "toy" like this, I expected more proper games to add support.
Second question is: does this work for regular 3D games ? For example, for Nvidia Vision games.
It's been several years now and apart from some demos and tacked on support for a tiny handful of games, is there real progression going on? It still reeks of homebrew to me and for an expensive "toy" like this, I expected more proper games to add support.
Second question is: does this work for regular 3D games ? For example, for Nvidia Vision games.
Several years? The kickstarter ended in late 2012, so the DK1 shipped last year. So it's not been long at all.
It's not something for people who wants a big library of proper games to run, that's going to take at least 2 years i reckon, and even then the library of games probably won't be that impressive.
Agreed! I remember this being pretty cool in DK1, but in DK2 it's just insane. That eel looks very very impressive. And swimming a couple feet above that massive whale was just such an amazing feeling. The school of fish look epic as well. I'm definitely buying the full version when it releases.
Agreed! I remember this being pretty cool in DK1, but in DK2 it's just insane. That eel looks very very impressive. And swimming a couple feet above that massive whale was just such an amazing feeling. The school of fish look epic as well. I'm definitely buying the full version when it releases.
This looks really great. Need a few miutes to recover from my heart attack....damn shark
It's been several years now and apart from some demos and tacked on support for a tiny handful of games, is there real progression going on? It still reeks of homebrew to me and for an expensive "toy" like this, I expected more proper games to add support.
Second question is: does this work for regular 3D games ? For example, for Nvidia Vision games.
Several years? The kickstarter ended in late 2012, so the DK1 shipped last year. So it's not been long at all.
It's not something for people who wants a big library of proper games to run, that's going to take at least 2 years i reckon, and even then the library of games probably won't be that impressive.
Well the thing is, the Oculus is mostly just 3D support but with distortion, right ? I don't understand why it's so hard to add to games if they support 3D Vision. That list is pretty poor since, as has been said, it includes mostly low budget games, indie games and so on. It may still be in beta, but considering the coverage the Oculus is getting, I think some major games supporting it, would mean a big draw.
I think the fact that it's PC-only (for now) is probably the main reason which is sad and it shows how the games industry treats the PC less than it deserves.
3D is not the problem, i can run even old games like System Shock 2 and Thief in 3D, looks really great, but i've only tested on my TV not in the Rift.. But it's the same thing afaik, just regular SBS 3D so it should work with Rift as well.
The problem is getting the head tracking, the controls has to be rebuilt from the ground and up basically, so it's not like someone can simply mod it into a game (games like Skyrim would have had head tracking a long time ago otherwise).
Yeah also it's not just the controls per se, but the ways the game interacts with the player (and specifically his view) and the player's control over the viewport.
It's pretty common for games to take control away from you and move your view around, which is a big no-go in VR.
Cutscenes are also a problem.. do you suddenly make 3D cutscenes where the player can look around in VR? Then you can only do them in-game, and you have to account for the fact that the player can look around all over the place.
Traditional FMV can't be used properly because even if you have it in 3D, if you watch it in a rift and look around but the view doesn't change then that's another thing that destroys the experience.
I guess you could use some sort of 3D video where you can look around, but that might be limited to rotation as you'd have to re-render to get the view right from a different point I believe.
Half-Life 2 works so well with the Rift already because seemingly by coincidence, Half-Life has been designed in such a way where you're always in first person and the 'cutscenes' happen around you in the game, so you're always in control.
It fits VR perfectly.
Basically, every first person rift game needs to be like half-life 2.
BAM! SOLVED!
Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
Well the thing is, the Oculus is mostly just 3D support but with distortion, right ? I don't understand why it's so hard to add to games if they support 3D Vision.
No, that's incredibly short sighted. Because of where the Rift sits in relation to the player's there are changes that need to be made to camera position, FOV adjustments (which, sadly, a lot of games suck at).
Above all though, it's the tracking that takes some work; most games don't have camera roll (you tilting your head) for example. That aside, the way we turn our heads is slightly different from how cameras in these games behave; we have a bit of a radius rather than the stationary turning game cameras have.
None of this are huge jobs, but they do require a bit of investment and a lot of developers don't want to go back to old games; most of the games that got support are either games that are still getting support anyway. Valve's probably the one exception to that rule, because they're Valve
VR is NOT a 3d screen
it is NOT an addon, an extension, an improvement for traditional games
it's the first piece of a whole new platform and type of play
trying to play traditional games with VR gear is just baaaaaaaaad and will leave people with a really terrible gimmicky impression or just nausea
retrofitting old games is an exercise in futility
i just held a 25 minute speech on just this issue at assembly a few hours ago
i wrote the speech because i was tired of going over this same conversation time after time
it'll be on youtube later
VR is NOT a 3d screen
it is NOT an addon, an extension, an improvement for traditional games
it's the first piece of a whole new platform and type of play
trying to play traditional games with VR gear is just baaaaaaaaad and will leave people with a really terrible gimmicky impression or just nausea
retrofitting old games is an exercise in futility
i just held a 25 minute speech on just this issue at assembly a few hours ago
i wrote the speech because i was tired of going over this same conversation time after time
it'll be on youtube later
This. Palmer actually did a talk on porting games to VR and he seriously started it off with "Don't port your game to VR". You can reuse assets, but most of the time there are serious scale issues (You and doorways feeling 4 feet tall, lightbulbs being the size of grapefruits, etc.) and comfort issues as well (speed, acceleration, cutscenes, etc.). The only ones that have worked have either been flukes or have had an extensive amount of work to make them comfortable, like Minecrift.
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