Oculus Rift

It's a cropped image of what is displayed to your left eye. Cropped because the distortion on the outer edges is pretty intense (corrected by the lenses, but rendering it for a flat monitor would cost a lot of resources so they just crop it to hide the distortion).
Thanks for the answer, what would you suggest I try out for my first experience with my Rift then?
 
Can I ask what maybe a silly question, when I run a VR game what will be displayed on my normal computer screen if I take the headset off and look?

It's a cropped image of what is displayed to your left eye. Cropped because the distortion on the outer edges is pretty intense (corrected by the lenses, but rendering it for a flat monitor would cost a lot of resources so they just crop it to hide the distortion).

I've found that it differs from game to game. Some show a cropped window of what you are expected to see, and others show just nothing in the window.

But for the most part, you'll see a cropped window of what you are expected to see through the Rift.

Thanks for the answer, what would you suggest I try out for my first experience with my Rift then?

You start the installation with a few short demos which are pretty good - But Robo Recall will blow your mind, it's very intense and really makes you think about the potencial future for VR gaming. Also download Echo Arena (It's free for the next three months) - It's only just been released, but it's a great experience in VR.

In the past week, I've really enjoyed trying flight/racing games. Elite Dangerous is pretty much a completely new game when you try it in VR in comparison to standard gaming.
 
I've owned a DK2 for a while and my Oculus Rift CV1 arrived yesterday. First impression on opening the boxes was good with the product and packaging looking like quality gear - appearances are important! The Oculus compatibility checker had previously advised that my USB 3 controller was a problem so I had also ordered an Inateck PCI-E to USB 3.0 card. On installing the Touch controllers they indeed didn't like the motherboard USB so I popped in the Inateck card and updated the drivers. Although the Oculus software now gives green ticks there is also a tracking warning, however in practise the Touch controllers seem to working fine.

In use I have to say that image quality isn't that much of a step up from the DK2 and the Dreamdeck experience isn't as impressive the second time around. The CV1 is better than the DK2 but not night and day better and the introduction of god rays isn't exactly welcome. Also, although the DK2 sensor sat happily on top of my monitor the CV1 sensors seem to require more room, which is awkward as I normally sit at my PC with my back only inches from a wall. So to make use of Touch I have to push some furniture aside and point the sensors into the room and run setup again whilst standing there. However once that has all been done it all seems to work fine. My first experience of Rec Room was a bit weird as judging by the other voices it sounded as though I was playing a game with 8 year old American boys! During this time Robo Recall had installed and so I then spent a fun half an hour on that. Certainly it's the Touch controllers that make the biggest difference to the experience and I managed to sustain my first VR injury as I somehow gained a mysterious small cut on my leg. No idea how or when I did it, however I shall carry the scar with pride.

Will hopefully have another VR session tonight and try out some of the other games.

Hey, welcome to VR, hope your stay is a pleasant one :) Just wondering what have you plugged into your Inateck card? Do you have two sensors and headset or just two sensors?
 
Im at a bit of a loss on this one...

Today for some reason my headset would lose connection with my PC and when I played with the ports it seems that the headset was stable with the USB 2 port and the sensors on the USB 3 ports.

But now I have updated my Nvidia drivers and it seems everything is fine....

I actually have ordered the Inateck 4 port USB PCIE card, but not sure if I should take delivery of it after it seems things are running fine.

Do you guys think its worth keeping the inateck card and plugging all the Oculus stuff through it?

Or should I just stick with what I got right now (1 X USB 3 headset, 1 X USB 3 sensor, 1 x USB 2 sensor)?
 
+1 mine worked fine for a few days then i was getting either sensor drops or hdmi drops (which i think was down to the usb not hdmi) i get no issues with the inateck.
 
I have an Inateck card and am buying the 4port Startech card. My motherboard has USB ports that are good enough for Rift.

When the Startech card arrives I am going to do some experiments and see is there any difference in tracking if you invest in a better setup.

Hopefully I will have some recommendations for you all afterwards. It's mainly just to answer the question for myself :)
 
Comparisson video on the USB cards which isn't great as it lacks any real info and it covers the wrong Inateck card but what is interesting is the comments. From these comments it seems the sensors send the full image when USB 3.0 is available and a JPEG image when only USB 2.0 is available.
When the sensor detects it is plugged into USB 2.0 it sends jpeg compressed images. When it detects it is plugged into USB 3.0 it sends raw uncompressed images. There is a huge difference in bandwidth between the two. The bandwidth difference was discussed in great detail in the 4 part blog post Oculus did in January 2017. The jpeg vs uncompressed images was discovered by people looking at the debug logs generated by the Oculus SDK. The difference between USB 2.0 and USB 3.0 is not imaginary. You can see yourself by looking at your Rift's logs. As for how badly the difference affects tracking. I've not seen conclusive tests done yet. For my 4 sensors setup though 2x are USB 3.0 and 2x are USB 2.0 and I have zero tracking issues no matter which way I am facing. So I can't imagine the impact is huge.

There is also some info to be found that suggest the switching time between ports when more than 2 ports per controller is used leads to dropped data or lag spikes which makes sense to me.

Inateck Card Vs Startech Card - Which Is The Best PCI-E USB Expansion Card For Oculus Rift -
 
Comparisson video on the USB cards which isn't great as it lacks any real info and it covers the wrong Inateck card but what is interesting is the comments. From these comments it seems the sensors send the full image when USB 3.0 is available and a JPEG image when only USB 2.0 is available.


There is also some info to be found that suggest the switching time between ports when more than 2 ports per controller is used leads to dropped data or lag spikes which makes sense to me.

Inateck Card Vs Startech Card - Which Is The Best PCI-E USB Expansion Card For Oculus Rift -

Part of my reason for doing this. No real info.

That guy on the youtube video got so many things wrong that I don't think I trust his information.
 
Part of my reason for doing this. No real info.

That guy on the youtube video got so many things wrong that I don't think I trust his information.

The video is pretty bad. I use the StarTech card but the other USB 2.0 ports I have are incompatible being based on the VIA chipset so I can't offer any comparison input while looking forward to your results.
 
Am planning my setup now.How long are the USB cables on the sensors?.might need to get some extensions ready.usb3 active or passive?type though?
 
The sensor cables are 2.5M long. If you extend them a long way (say another 5M) you'd want active for sure, short distances (up to 2M or so) you might be able to get away with passive, or it might not work.
 
Cheers going to need to extend 1 sensor to about 8-10 meters,maybe only 7.5 will have a better measure up later .best get an active one I reckon then?
Other sensor will be fine at 2.5m :)
 
Back
Top Bottom