Oculus RIFT Head Mounted Display 90 Degree FOV

  • Thread starter ibuycheap
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Hey everyone, check this out https://www.kickstarter.com/projects/controlvr/control-vr-motion-capture-for-vr-animation-and-mor this is really cool and it just may be of some benefit to OR users in the future.



Cheers, AussieStig

This is what the idea of using motion capture cameras are trying to get around. Collecting all the data from body movements through motion cameras instead of having to wear all this on your body. Just like Kinect, only more accurate and way less lag.
 
Nice comparison for DK1 and DK2


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I got my DK2 on monday and it's a great step up from DK1. The res is much better but it's the positional tracking that's probably the most noticeable upgrade. I'm really looking forward to racing in it soon. Content is starting to come out thick and fast so plenty to keep owners happy :)
 
Mine arrived yesterday. Definitely had some major mixed reactions that left me unable to decide what I thought of the whole thing.

The 3D didn't impact me (like most) since I'm a 3D Vision lover and am long used to witnessing glorious stereo 3D with infinite depth. So it was all about the FOV and amazing head tracking.

But I had some severely mixed reactions until I finally found a way to launch Radial G (F-zero like racer). If the sims can look like that, I'm sold on using DK2 full time in racing sims. I'm curious, though, because it seems like when scenes are bright, it really illuminates how large the pixels appear under the lenses. Can't really tell why some games are liveable (though visible) and some look hideously large and appear to be the baby of Playstation one and Atari 2600 games.
 
Mine arrived yesterday. Definitely had some major mixed reactions that left me unable to decide what I thought of the whole thing.

The 3D didn't impact me (like most) since I'm a 3D Vision lover and am long used to witnessing glorious stereo 3D with infinite depth. So it was all about the FOV and amazing head tracking.

But I had some severely mixed reactions until I finally found a way to launch Radial G (F-zero like racer). If the sims can look like that, I'm sold on using DK2 full time in racing sims. I'm curious, though, because it seems like when scenes are bright, it really illuminates how large the pixels appear under the lenses. Can't really tell why some games are liveable (though visible) and some look hideously large and appear to be the baby of Playstation one and Atari 2600 games.

I guess you you mean the chromatic abberation, which can be very off putting. Oculus have said they may be able to reduce the effect in software in an upcoming SDK. Also some say if you move the lenses further away form your eyes it can reduce the effect.
 
Hmm. I wasn't even thinking that was an issue. My IPD is a thoroughly average 64mm. Which is what the hardware is physically designed around. So I was thinking that's why I wasn't noticing any of these issues. I have great clarity and seemingly no lens distortion issues. I just thought it was when flashes occurred (like they frequently occur in Proton Pulse), and all the pixels were forced to illuminate, it just revealed how low the resolution is when they're in all their ugly glory.
 
Hmm. I wasn't even thinking that was an issue. My IPD is a thoroughly average 64mm. Which is what the hardware is physically designed around. So I was thinking that's why I wasn't noticing any of these issues. I have great clarity and seemingly no lens distortion issues. I just thought it was when flashes occurred (like they frequently occur in Proton Pulse), and all the pixels were forced to illuminate, it just revealed how low the resolution is when they're in all their ugly glory.

I think the idea/problem is that the lenses highlight the chromatic issue (the colour around the pixels) and apparently moving the lenses forward can help alleviate it a bit.
On another note are you getting 75hz when in the Rift? It makes a big difference
 
I think the idea/problem is that the lenses highlight the chromatic issue (the colour around the pixels) and apparently moving the lenses forward can help alleviate it a bit.
On another note are you getting 75hz when in the Rift? It makes a big difference



Some interesting stuff in the tear down
 
Do you guys think that the Oculus Rift can replace the 3 monitor setup for serious Sim Racing?

Im in the process of investing in a 3 monitor Rig setup, but maybe that is bad timing with the Oculus around the corner, maybe im better off to hold out another year and wait for the Oculus retail version?

How viable do you think the retail version of the Rift will be for Sim racing and gaming in generall once it comes out? will it still have too low resulotion you think to be able to use efficently?
 
Do you guys think that the Oculus Rift can replace the 3 monitor setup for serious Sim Racing?

Im in the process of investing in a 3 monitor Rig setup, but maybe that is bad timing with the Oculus around the corner, maybe im better off to hold out another year and wait for the Oculus retail version?

How viable do you think the retail version of the Rift will be for Sim racing and gaming in generall once it comes out? will it still have too low resulotion you think to be able to use efficently?

I think resolution is still guesswork for the retail version. I think they always talked about 1440p but maybe with the FB money behind them they can produce their own 4k panel at least.
I've raced in the curent devkit and it's an amazing experience even if the res is a little low. What it lacks in resolution it makes up for in the fantastic feeling of being in the car. Being able to sit in an open wheeler and actually lean over and look down the side of the car is awesome ;)

As for timing, the consumer version has to be at least 12 months away if not more
 
Yes, it is realistic that it will replace triple screens for serious sim racing. I've been racing iRacing with my DK1 and now I have a DK2, when games support it, I don't expect I'll race again on my triple screens. The immersion of the Oculus Rift is incredible.

However...

It is definitely a personal decision as even with the CV1 the resolution will be way lower than the resolution and clarity you get with triple screens.
 
I got my DK2 on monday and it's a great step up from DK1. The res is much better but it's the positional tracking that's probably the most noticeable upgrade. I'm really looking forward to racing in it soon. Content is starting to come out thick and fast so plenty to keep owners happy :)

Yes the positional tracking looks very good from what I've seen on Euro Truck Sim DK2 vids.
 
Do you guys think that the Oculus Rift can replace the 3 monitor setup for serious Sim Racing?

Im in the process of investing in a 3 monitor Rig setup, but maybe that is bad timing with the Oculus around the corner, maybe im better off to hold out another year and wait for the Oculus retail version?

How viable do you think the retail version of the Rift will be for Sim racing and gaming in generall once it comes out? will it still have too low resulotion you think to be able to use efficently?

If the sims can look as good as Radial G looks, I'd say DK2 is already preferable for me to a single 3D Vision monitor. Double that resolution to 1440p and I think most people will prefer VR to triples (assuming they tackle the weight and wire issues with CV1).

I would not expect 4K for CV1 because 4K, in stereoscopic 3D rendering, at 90 - 120hz? What's gonna run it? That's just an insane amount of rendering unless we're playing remakes of Asteroids.

I think the idea/problem is that the lenses highlight the chromatic issue (the colour around the pixels) and apparently moving the lenses forward can help alleviate it a bit.
On another note are you getting 75hz when in the Rift? It makes a big difference

Yeah. I'm getting 75hz no issues. It didn't engage one time during Radial G, but it was the only time.

Have you tried Proton Pulse? Do you like how it looks? I can't imagine how anyone doesn't think it looks horrible. It's an amazing control scheme and has the right philosophy when it comes to VR game design, but those graphics are terrible to my eyes. He should at least turn those bright flashes a dark color.
 
How's the FOV? I've read some reports that it can actually be less than with DK1.
Mine hasn't shipped yet, but I didn't pre-order on day1.
 
Considering the FOV on my monitor is about 45 degrees, I think DK2's FOV is fantastic. But I never tried the DK1 (cancelled the DIY 275 dollar build when I came to grips with the fact I would hate the resolution).

I think resolution is still guesswork for the retail version. I think they always talked about 1440p but maybe with the FB money behind them they can produce their own 4k panel at least.
I've raced in the curent devkit and it's an amazing experience even if the res is a little low. What it lacks in resolution it makes up for in the fantastic feeling of being in the car. Being able to sit in an open wheeler and actually lean over and look down the side of the car is awesome ;)

As for timing, the consumer version has to be at least 12 months away if not more

Off-topic, but does your camera track perfectly. I thought mine did. It's flawless for up/down/left/right. But I read a thread where somebody was talking about how in was out and out was in. And after reading that, I checked mine. And it does the same thing. Now I can't find where I originally read this (internet history isn't helping me either). Can you verify something like Tuscany works as intended? That and Radial G is all I've tested on, but both are borked.

Updated the firmware first day.
 
Do you guys think that the Oculus Rift can replace the 3 monitor setup for serious Sim Racing?

Im in the process of investing in a 3 monitor Rig setup, but maybe that is bad timing with the Oculus around the corner, maybe im better off to hold out another year and wait for the Oculus retail version?

How viable do you think the retail version of the Rift will be for Sim racing and gaming in generall once it comes out? will it still have too low resulotion you think to be able to use efficently?
I have a pretty decent triple screen setup and I fully plan on selling them as soon as iracing gets decent support for the dk2. After trying out enough demos im pretty sure the resolution will be high enough for me for now. All the other benefits of it will out way the resolution.

I love my triples and all but I'm pretty sure that the dk2 with simvibe is gonna be pretty amazing.

My biggest complaint is comfort. It's really not wrote enough for my face and is fairly heavy. In an intense race I'm not sure how comfortable it will be. I find myself adjusting mine fairly often just in these demos.
 
I have a pretty decent triple screen setup and I fully plan on selling them as soon as iracing gets decent support for the dk2. After trying out enough demos im pretty sure the resolution will be high enough for me for now. All the other benefits of it will out way the resolution.

I love my triples and all but I'm pretty sure that the dk2 with simvibe is gonna be pretty amazing.

My biggest complaint is comfort. It's really not wrote enough for my face and is fairly heavy. In an intense race I'm not sure how comfortable it will be. I find myself adjusting mine fairly often just in these demos.

I think a little foam on the underside (or wherever your face requires it) probably would help in this area.

You didn't mention sweat, but I had that issue the first time I tried it. Someone mentioned placing a silica bag in the unit keeps the sweat away. And it appears this may be true.

I guess the SDK 4.0 is pretty awful at the moment, but the Live for Speed guy is really doing his best to get it incorporated. Fingers crossed, maybe it'll happen this weekend. I just wanna see what it's like. If it's of Radial G quality, that's super drivable. But it's possible Radial G just benefited from its art style and darker backgrounds.

Project Cars has support at the moment, but they're like a cult when it comes to admitting anything. Even if it was the greatest thing ever invented in the world, they would uphold their solemn vow to speak nothing of it outside the official forum.

I get the point of NDA's. It's an unfinished product and you don't want negative impressions created. But it can't all be negative about that game is it? That's what I take from people refusing to say anything. I know I break NDA's all the time by saying if something is awesome. I'm in the Evolve alpha this weekend. I wouldn't talk trash about an alpha game, but I have no problem saying the alpha is absolutely awesome! Can't wait for the full release. But I'm a renegade like that.
 
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If the sims can look as good as Radial G looks, I'd say DK2 is already preferable for me to a single 3D Vision monitor. Double that resolution to 1440p and I think most people will prefer VR to triples (assuming they tackle the weight and wire issues with CV1).

I would not expect 4K for CV1 because 4K, in stereoscopic 3D rendering, at 90 - 120hz? What's gonna run it? That's just an insane amount of rendering unless we're playing remakes of Asteroids.



Yeah. I'm getting 75hz no issues. It didn't engage one time during Radial G, but it was the only time.

Have you tried Proton Pulse? Do you like how it looks? I can't imagine how anyone doesn't think it looks horrible. It's an amazing control scheme and has the right philosophy when it comes to VR game design, but those graphics are terrible to my eyes. He should at least turn those bright flashes a dark color.
I thought proton pulse was pretty cool looking. It wasn't the greatest but for a quick simple game I think it's pretty fun.
Elite dangerous is really the best thing to show off the dk2. The cockpit is amazing looking. It also shows of how low res the screen is but it still looks great. Is hard to explain how much depth and presence it has. It's much better than anything else I've tried so far. I just wish I knew what I was doing and had a flight stick setup for it.

I really just wish they would get iracing up and running. Once it's going I'll be able to start selling monitors and buy a nice flight Sim setup
 
I thought proton pulse was pretty cool looking. It wasn't the greatest but for a quick simple game I think it's pretty fun.
Elite dangerous is really the best thing to show off the dk2. The cockpit is amazing looking. It also shows of how low res the screen is but it still looks great. Is hard to explain how much depth and presence it has. It's much better than anything else I've tried so far. I just wish I knew what I was doing and had a flight stick setup for it.

I really just wish they would get iracing up and running. Once it's going I'll be able to start selling monitors and buy a nice flight Sim setup

The whole depth and presence thing is funny though. Because 3D Vision has been giving me some presence for years (before I realized what presence was). It's why I was absolutely enthralled with Darksiders II. Because it was such a magical place to visit in 3D vision. People hated the game, but it's still one of my favorite game ever because it was such an atmospheric and magical place to visit. Same for Kingdom of Amalur. Amazing and magical world to step into. Even if most people hated it and said it was generic at its worst.

So that whole element is actually knocking me backwards with DK2. The IQ is a bad enough step backwards in 3D, that it's not transporting me in like it would if was a normal person who thought 3D sucked (and was suddenly blown away by how great it could really be with proper rendering on a PC).

Things like that can come off as harsh, but I've said (elsewhere) that I think Radial G is slightly better on DK2 than it is in 3D Vision. Slightly. It's just for me, presence isn't going to happen until the resolution is higher.

Which probably isn't even that unusual. I know Abrash has stated that the Valve prototype (and Oculus prototype that they're showing people) is good enough for most people to now have presence. He said people think they have presence on earlier hardware, but real presence for them occurs on these later VR units.

So I'm definitely excited. And think cockpit games (like ED) will be best. Can't wait until Live for Speed or iRacing is available.

Also tried OceanRift yesterday and I put that in that same league, graphically, as Radial G. Something that's good enough. And something that fills me with hope that the racing sims will be awesome. I wanna ditch my horrible 45 degree FOV I use in sims (I crash too easily if I fisheye the FOV).
 
Presence help me out with the translation :)

As for 3D how good is the effect? I know with the HMZ T1 and it´s OLED they got superb 3D with no cross talk but no reference points kind of took away some of the effect? Is it the same with the occulus rift vs say a largish TV?

I am just talking about the 3D effect it´s not all that great to race in 24hz 3D on a 75" TV. Tvs don´t work like the Rift will due to that.
 
Presence help me out with the translation :)

As for 3D how good is the effect? I know with the HMZ T1 and it´s OLED they got superb 3D with no cross talk but no reference points kind of took away some of the effect? Is it the same with the occulus rift vs say a largish TV?

I am just talking about the 3D effect it´s not all that great to race in 24hz 3D on a 75" TV. Tvs don´t work like the Rift will due to that.

I never got into hacking the registry entries while using the Sony HMZ-T1. Since I was just using it at standard settings, I thought the 3D effect was vastly inferior to what I got on my 3D Vision monitor.

I'd say the DK2 is comparable to 3D Vision in that regard. The one difference being if you like to crank the convergence and create toyification, that's not possible for obvious reasons. Assuming you created appropriate scale with your depth and convergence with your 3D Vision/Play display, I think the 3D effects are pretty comparable.

24fps. That's rough, man. I'd go with 720p@60fps over 1080p@24fps if it was me.
 
Cool you got both. You can´t adjust the stereo separation on the T1? I suppose you can on the Rift through it´s software?

What do you mean with not being able to crank the convergence and create toyification?
 
I had an HMZ-T1. Didn't like it and didn't keep it. I have a 3D Vision monitor and DK2.

You could kind of change depth settings with the HMZ by manipulating the screen size settings in the registry. That's what I meant when I said I didn't do that.

I don't think you can really adjust the separation on the DK2. You can adjust IPD software settings, but that's not really about trying to manipulate scale, that's about matching it to your physical IPD for optimal viewing focus.

What I mean about cranking depth and convergence is being able to apply max depth and then a ton of convergence. Until you really understand how to manipulate convergence, you're not getting the most out of 3D Vision (although if you only play racing sims with it, you don't really need to do much convergence adjustment.

You can make things take on a very small scale where they basically look like toys come to life (which looks amazing at 1080p @60fps). The reason I say this isn't really applicable to VR is because they're aren't any convergence settings with Oculus like there is with 3D Vision. And if you look in the Oculus Best Practices Guidebook, they deal with this quite a bit. This is VR. You want to create scale that matches what is natural for that environment. It's the job of the developer to create that scale and dial it in correctly. They don't want consumers manipulating it and they don't want the developers creating goofy scales either.

Take Radial G as an example. The 3D depth isn't as great with DK2 as it is with the settings I applied on my 3D Vision monitor. But I had the convergence pretty cranked and, as a result, it didn't have the natural scale that the DK2 has. In the DK2, the cockpit looks like it has proper scale. On the 3D Vision version, it was clearly too small a scale and had more toy-like properties to its scale. But if I was to set the convergence less agressive with 3D Vision, I think the 3D affects would be pretty identical between the two. As it is my 3D Vision had more depth to it, but the DK2 was the more natural of the two. But it was only because of my doing. And the 3D depth of the DK2 isn't a disappointment or super subtle like it was with the HMZ.

I'm not sure if you're familiar with convergence, but the easiest explanation is if the game is a third person game, to take off your glasses. Then crank up the convergence until the left/right separation joins at the character and it no longer has a double image. That'll get you pretty close to your optimal high convergence settings. Although sometimes your brain will feel a little funny and you'll want to lower the convergence a couple clicks. Some games can literally have you holding down the convergence key for 30 seconds before you even see movement on the screen and things come together like that.
 
Yes, it is realistic that it will replace triple screens for serious sim racing. I've been racing iRacing with my DK1 and now I have a DK2, when games support it, I don't expect I'll race again on my triple screens. The immersion of the Oculus Rift is incredible.

However...

It is definitely a personal decision as even with the CV1 the resolution will be way lower than the resolution and clarity you get with triple screens.

I have both triple projection and DK2 and just like racing with my triple projector more for now. FOV really needs to increase and comfort needs to get better.

Still going to use it mainly for shooters. :)
 
Ah yes I am familiar with convergence and the effects. With you now.

A bit scary that they are limiting the options you can adjust. May make sense not focusing so much on the software now but I truly hope before release we will have the same amount of settings to adjust as with the 3D vision drivers at least.

What I absolutely most hope for is that this will really get me back into my flight simulations more. IL2, FSX etc just should be killer :)
 
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