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Oculus Rift Discussion

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Meral Harbes, Aug 28, 2013.

  1. FunkyHunk

    FunkyHunk
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    I sell phones for a living and the note 3 has a good screen without a doubt, one of the best at the moment.

    So did anybody here order the dk2?
     
  2. Freakling

    Freakling
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    Yeah, I'm getting my DK2 tomorrow.

    Would love to test out if devs are willing. I'm also a software developer by profession so any tweaking should not be any issue.
     
  3. tdev

    tdev
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    BeamNG Team

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    i think support is quite broken atm, but we will look at steam's VR SDK
     
  4. FunkyHunk

    FunkyHunk
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    Is it hard to get the dk1 support to work, and then alter the settings for the new screen, and then head tracking?
    I'm just asking, cause I really don't know :p
     
  5. FunkyHunk

    FunkyHunk
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  6. SixSixSevenSeven

    SixSixSevenSeven
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    Is it hard? Its completely broken in torque 3d which is the game engine BeamNG uses. That is why its disabled for BeamNG. Devs can't control that directly. Bizarrely one of the various 3rd party oculus rift hack jobbies will work on torque3d though even though its native support is bust.
     
  7. FunkyHunk

    FunkyHunk
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    I didn't know that.
    But if Vorpx or the vireo driver might get it to work it's good enough for me :)
     
  8. bobevans1

    bobevans1
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    i have a DK2 and would love to help test a rift compatible version.
     
  9. barium

    barium
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    Is there any new updates regarding Oculus Support?

    It looks like Torque3d have fixed a number of issues relating to the the Rift in 3.5, including the reason the BeamNG team had rightly disabled support (namely that it caused issues for non rift users):

    http://www.garagegames.com/community/blogs/view/22486

    Is there any way to force enable Oculus in the game? I'd really like to try it out again. Additionally, as having played many rift-enabled games, this is one of the few games which really make the Rift/VR experience shine. I think it's a huge selling point for BeamNG as well, given the unique experience of the game.
     
  10. logoster

    logoster
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    well the current public versions (stable and experimental) are still running the older versions of T3D, so forcing it on would still cause that bug.

    you'd have to wait until the public versions are updated to have T3D 3.5 before it could be enabled
     
  11. aljowen

    aljowen
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  12. FunkyHunk

    FunkyHunk
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    Oh yes that made me happy :)
    Can't wait now!
     
  13. Ltp0wer

    Ltp0wer
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    Woo hoo!

    Can't wait for this to turn into a feedback thread!

    I'm hoping the extra graphics draw from the rift won't hit my rig's performance too hard.
     
    #113 Ltp0wer, Nov 13, 2014
    Last edited: Nov 13, 2014
  14. FunkyHunk

    FunkyHunk
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    You have to remember, that for a smooth performance you need at least 75fps to get the vsync correct, and also for the headtracking to work smoothly,
    Too much studder will make for a gutwrenching experience.

    I easily get motion sickness in for example minecraft/skyrim/fallout 3/bf3 if the frames drop below 75, and I'm used to the rift now, as I have built up quite a tolerance for motion(vr) sickness.
    I think with my I5 4690k@4.6ghz, 8gb ram, gtx780ti setup will struggle to reach 75fps in beamng with the rift. But time will show.
     
  15. logoster

    logoster
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    you are joking right? that setup should have no problem whatsoever getting 75fps in beamng
     
  16. FunkyHunk

    FunkyHunk
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    Without the rift sure, I get close to 150fps on some maps.
    But the 3d(dual) rendering of the rift is more demanding on the system specs than the normal way since everything is rendered twice.
     
  17. aljowen

    aljowen
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    That is kind of interesting since i when i have used nvidia 3d vision it has never really caused any major issues. Maybe 10-15fps at most, not halving the fps by any means. A 780ti should not have much difficulty with rendering in 3d. I guess there must be something else about the rift that tanks fps.
     
  18. SixSixSevenSeven

    SixSixSevenSeven
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    Nvidia 3d uses 1 viewport and some fancy depth shifting thing. Rift has 2 view ports.
     
  19. aljowen

    aljowen
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    Would be super awesome if nvidia decided to allow Oculus to use some of their 3d tech. Maybe im missing something really obvious but i cant think of an immediate reason why it wouldn't be physically possible. The only thing i can think of nvidia wanting to keep its tech to itself.
     
  20. SixSixSevenSeven

    SixSixSevenSeven
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    The nvidia tech is like the lenticular pictures you got as kids, simple shifting layers a little.
    The rift actually draws a left and right eye separately down each side of the screen. Totally different. Nothing to be borrowed.
     
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