Oculus Rift

At least someone has already been through the full routine and posted up all the questions they asked, so I've gotten a couple of steps ahead by providing the serial number and restating my email address if they want to send me a returns label
 
Might sound silly angrybird, but have you tried sittin in the home screen and pressing the inventory button (used to be called back/select)? This should recentre the screen to your current viewpoint, including if your head is tilted left or right.

You can also try running the configurator again if you havn't already. I mistakenly skipped that part in the excitement. It's in the oculus menu (the cog - top right) on the desktop app, under the devices tab/option.

You may also have something between the sensor and your headset, e.g. the edge of your monitor or a desktop speaker. Also check the sensor is the right way round, with the cable running down the back along with the side that says 'oculus', while the smooth and shiny side is facing you. The sensor can also pivots at the neck.

Hope you get it fixed!
 
Jarrastafari +1 so far iw spent around 4 hours of messing arund with sensor setting to get it right and now ITS PERFECT. Not that easy to get it aligned as you think but once done its great !!!!

Long story short Manual/video for the sensor setup is ****E nad sensors work just hard to get it set up !!!!

Anyhow I advice doing this with your headsets like i did yesterday. Stops the cable pulling left side more than right ad cause of it headset does not align in 100%. Plus extra cable protection from ripping it out :)
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BTW one more thing about sensor. When i was running setup 3 times NOT A SINGLE TIME could i pass the headset detection by sensor. One where you pick up helmet and wave it left right up down for sensor to see it.
Even now when i have it set up tracking perfect Still no joy !!!
 
Odd, I have had zero issues when setting mine up. I just stuck the sensor on a shelf behind my monitor and off I went.
 
Might sound silly angrybird, but have you tried sittin in the home screen and pressing the inventory button (used to be called back/select)? This should recentre the screen to your current viewpoint, including if your head is tilted left or right.

You can also try running the configurator again if you havn't already. I mistakenly skipped that part in the excitement. It's in the oculus menu (the cog - top right) on the desktop app, under the devices tab/option.

You may also have something between the sensor and your headset, e.g. the edge of your monitor or a desktop speaker. Also check the sensor is the right way round, with the cable running down the back along with the side that says 'oculus', while the smooth and shiny side is facing you. The sensor can also pivots at the neck.

Hope you get it fixed!

Yes I have done all of that - if I tilt my head when doing the recenter it doesn't change a thing, it is always off by the same amount, it won't change / adjust the horizon no matter what I do even if I deliberately tilt it way left or way right is stays how it is now

I've also redone the sensor calibration a whole bunch of times anyway as I use it standing up for the oculus stuff and sitting down with project cars

I also have the cable looped up loose like LordZed (not with a cable tie or anything, but I figured out pretty quickly the cable was prone to tugging so I always slack it off before wearing it)
 
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Rilot I was 5 minutes away from sticking it on ebay after 2 hours of rying to get the sensor to work SRSLY !!! New usb drivers 3 versions different ports ect NIGHTMARE !!!

andybird123 im a Cable tie lovergoit loads of this on Integra holding front bumper cause clips kept snapping off on curbs ect :D
 
I can't believe someone said "where is the content?", bloody hell there is soo much good stuff to play its incredible for a launch lineup!

Im just not having enough time to play everything, so much things that i still want to try out. and go back and finish also.

Guys, another full VR game is Chronos, my favourite purchase so far on the Rift! Absolutely stunning game!! Never had so much fun in a action RPG game before with fixed camera angles. Can play this for hours without getting sick at all! The gameplay, graphics, special effects all is simply superb, does not seem like a launch game at all, don't know how the developers made this game so quick for launch. The RPG elements are a bit light, which is probably how they finished it so quickly. But the game itself is incredible and works amazingly well in VR.

Its an expensive full game title, but Buy this as its totally worth it!
 
Don't forget, that some of these games have been in development for years with the development kits. Oculus has been very good at getting units out there and supporting developers in general. It's not like they chucked the games out in a couple of months.
 
Don't forget, that some of these games have been in development for years with the development kits. Oculus has been very good at getting units out there and supporting developers in general. It's not like they chucked the games out in a couple of months.

True but there's been a few devs who have said they will or supported early dev versions when popular and dropped it since, assetto corsa and il2 sturmovik to name 2 big ones, alien isolation I'm sure was also supposed to be a supported title a while ago
 
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More VR in our household


Had a look and Vive wins on everything besides. Headset comfort and display quality.
 
^^ I think what he means is can you quantify that a bit further with your comparisons :)

I'm interested as I was slow on ordering an Oculus and may sell my Vive as the titles are appealing to me less than those announced/available for the Oculus. Despite the dirty dodge to run some on the Vive, which I've tried.
 
NeilFawcett does not sit on head so well and image quality looks worse. I can see Pixels more in Vive.
But if You wear glasses Rift is **** compared to Vive.

Vive got TRON MODE so handy
hand controllers They are comming but WHEN ??
Better tracking with 2 sensors.
 
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The optics of the Vive seem to display less of the OLED panal than the Rift ones. This is why the resolutions seem lower to me.
I completely agree with the comfort aspect. The Rift is a lot nicer to wear than the Vive.

However, for an out of the box experience the Vive kills it with the hand controllers. I do think though that when the Touch controllers come out for the Rift, it will be the better package.

For me, I find myself reaching for the Rift more often than I reach for the Vive.
 
However, for an out of the box experience the Vive kills it with the hand controllers. I do think though that when the Touch controllers come out for the Rift, it will be the better package.

Depends if Oculus has a way to avoid occlusion on the controllers. We already know you will more than likely require another camera, but so far they have only demoed Touch with both cameras pointing head on to allow a standing experience with limited movement. Unless they bundle the camera with an exceptionally long USB lead so you can mimic the lighthouse system and have sensors in opposite corners, will Oculus always be limited to a fairly static experience and never achieve room-scale? The Fantastic Contraption team have said that basically the are redesigning how the player starts and interacts with the virtual environment to essentially keep them facing in one direction in the real space.

I also fully expect 3rd party headstraps for the Vive to soon become a thing due to how easy they are to remove, so the comfort issue will probably go away as well. It's not a massive leap for someone to create a semi-rigid strap like the Rift.
 
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