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DK2 vs. Mobile VR

DK2 vs. Mobile VR

by dboxvr on Aug 19th, 2014 21:48 PM

Does anyone here have a DK2? Mine is coming in a week or two and I'm starting to get really excited. Just wondering if there is anyone who has one and can tell me how much of a difference there is between it and mobile VR?

dboxvr

Posts: 116

Joined: 17.06.2014


Re: DK2 vs. Mobile VR

by Moerf on Aug 20th, 2014 10:50 AM

Hello there,
in short:
- obviously FOV is much greater, sadly this means motion sickness deluxe for me (max 5 mins inside the rift for me at the moment, outside of racing sims)
- resolution is a lot smaller (as FOV is greater)
- tracking is awesome
- in many demos you can see the pixels very strongly
- I hate that you can just switch between to eye sight strengths
- but you can use it with smallish glasses
- it gets very hot in there
- the feeling of presence is really great
- setup is really easy

You gonna love it and you gonna hate it! :D

Moerf

Posts: 21

Joined: 10.12.2013


Re: DK2 vs. Mobile VR

by dboxvr on Aug 20th, 2014 15:15 PM

Awesome. I'm excited. I'm trying to figure out what to buy for a computer to run it at the moment because I only have a mid rang laptop.

dboxvr

Posts: 116

Joined: 17.06.2014


Re: DK2 vs. Mobile VR

by Moerf on Aug 20th, 2014 17:18 PM

I have a GTX 760 and a i5 (4 real cores) overclocked to 3.8 GHz, that is enough for all the unity demos and hl2 at 75+ fps
also assetto corsa will be OK, and LFS also

BUT I am using a 3d monitor for a year now and I don't know too many recent games where I get this kind of frames with 3d enabled
usually I get around 30 fps at highest settings (that is 1920x1080x30x2 for stereo, I do not know what the actual RIFT rendering resolution is in the end)

Maybe in some games it is OK, if you disable AA and or HBAO and stuff like that

Skyrim without mods should be doable, with mods and 3d, for me it will be impossible to have 75+ fps

time will tell though, what fps are necessary in the Rift DK2, as most games obviously are not supporting it at the moment

---------------
TLDR: make you PC as fast as you can afford at the linear price to value scale (so where price to value is not insane)
I'd go for a i5 - k model (for overclocking) and a 780gtx or r290x or something like that

Moerf

Posts: 21

Joined: 10.12.2013


Re: DK2 vs. Mobile VR

by dboxvr on Aug 21st, 2014 04:45 AM

Just looking up prices for a GTX 780 and that just ain't happening. 770 is probably as high as I will go. I don't need to play games on the highest settings, I don't even have any games and I don't know if I will be able to figure out Vorpx and Tri def anyway. I'm mostly just going to be playing Demos and trying to learn to make my own in Unity. From what I understand playing the demos that are out there is far less taxing than converting these high end games.

dboxvr

Posts: 116

Joined: 17.06.2014


Re: DK2 vs. Mobile VR

by Moerf on Aug 21st, 2014 11:13 AM

Yep, you are totally right. As I said my rig is plenty good for the unity demos.
I have not tried the UE4 ones I have to admit.

this thread could probably point in the right direction for you: https://developer.oculusvr.com/forums/v ... 26&t=12838

Moerf

Posts: 21

Joined: 10.12.2013


Re: DK2 vs. Mobile VR

by dboxvr on Aug 24th, 2014 02:35 AM

So, is it as easy to get a game loaded on to the Oculus as it is to get it on my phone?

dboxvr

Posts: 116

Joined: 17.06.2014


Re: DK2 vs. Mobile VR

by Moerf on Aug 25th, 2014 12:23 PM

Yep, for the demos of course and for games, that have native RIFT DK2 support as well.

Moerf

Posts: 21

Joined: 10.12.2013


Re: DK2 vs. Mobile VR

by dboxvr on Aug 25th, 2014 17:38 PM

I mean, if I make something in Unity, is it as easy to get it to play on the DK2 as it is to load it on my phone?

dboxvr

Posts: 116

Joined: 17.06.2014


Re: DK2 vs. Mobile VR

by unclebob on Sep 3rd, 2014 18:08 PM

Hi all

my first post here.

In a nutshell all you have to do is replace the Oculus stuff with Stefans. Have the Android SDK and Java SDK installed and working as described in the Video.

But that is where the fun starts. As the mobile platform is a much less forgiving space.

Textures:
With Android there are at least 5 different chip sets and there are some exceptions which simply do not "like" certain textures that are fine in every other situation.

Dift:
Reading through the forums there are some issues with drift mainly again because the target chip sets are varied. Looks like thats fixed now.

Menus and controls:
Control systems need to be thought about as do GUIs.

Polygons/Size/Detail:
The amount of detail that the mobile platforms afford is much less than a dedicated PC with a monster graphics card

If your initial piece of work is quite straight forward, does not use monster textures or rely on button bashing then it "should" be straight forward.

Hope this helps and let me know if you get stuck.

Cheers
unclebob

unclebob

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