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Thread: Oculus rift DK2 Setup Guide

  1. #1
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    Oculus rift DK2 Setup Guide

    This is just a copy and past from the original foru of pcars and very usefull post from matt2380:

    Quote Originally Posted by matt2380 View Post
    This is a post I've taken from the ENORMOUS Oculus Rift Discussion thread. Hopefully it should be more accessible and helpful here.

    Updated 2 April 2015
    If new builds are out when you read this then you should check the most recent posts below to see if there are any discussion of changes. I will try to keep this first post reasonably up to date with new suggestions and findings.

    Setup your Rift
    - Read the full Oculus Getting Started Guide and the DK2 Quick start guide
    - Install the latest Oculus Runtime for your operating system (latest is v0.5.0.1-beta)
    - Update the firmware as described in the user guide (latest is v2.12)
    - Customise your settings in the Oculus Configuration utility, including the advanced section to ensure you have the correct IPD setting
    - Make sure the Positional Tracking Camera isn't too high compared to your eyes, otherwise you will start very low in the cockpit
    - If you are having issues then have a look around on the Oculus Developer forums, there is lots of helpful info
    - This detailed setup video may also be helpful http://youtu.be/LFCUogEG7tM (thanks Joe Moore)

    Setup your Rift for pCars
    - put Rift in extended mode (pCars is not currently fully operational in direct mode)
    - Rift does not need to be primary monitor, set it as secondary monitor to make life much easier
    - rotate the Rift to portrait position via your Nvidia/AMD control panel
    - pCars will automatically detect the Rift and select it's maximum refresh rate, even if the graphics menu suggests otherwise (this can be tested with Ctrl-s when using v-sync)
    - some say that matching your standard monitors refresh rate to your rift helps prevent judder, but this had no impact on my system
    - some say that turning off aero (windows composition) helps prevent judder, but again this had no impact on my system

    Consider using the B lenses
    - I've done some side-by-side testing (with one A and one B lens) and found I actually prefer the B lenses - even though I have completely normal vision. I still use the A "Eye cups" setting in the Oculus Config Utility. Your mileage may vary.
    - There is increased clarity towards the sides of the B lenses. This is both very functional and very comfortable. It feels much more natural to look around with your eyes more and not need to turn your head as much, eg glance to your mirror and see it clearly rather than turn your head to look directly at it. This is gives the impression of increased "functional" fov. I like it a LOT!
    - The B lense don't protrude towards your eyes as much and therefore you can reduce the eye relief setting without your eye lashes touching the lenses (unless your nose gets in the way) which provides a real FOV increase.
    - Also, the "screen-door-effect" is significantly reduced. At first I thought this was because I'd left the plastic lens protectors on the B lenses (a tip I saw on the developer forums) but in the end I decided to remove the protector for slightly increased clarity and I still found the screen-door-effect was reduced compared to the A lenses. This gives the image a smoother look, it's harder to see pixels and therefore a little easier to feel presence.
    - However, the B lenses may give you the impression that the distance is blurrier and it's harder to focus on it. But it turns out this is somewhat of an illusion. I realise now that when using the A lenses I had been focusing quite a bit on the actual pixels in an attempt to "lock" my eyes on a distant object, and since the pixels are less obvious with the B lenses you can't rely on them as a focal object, and therefore you can get the impression that the distance is blurrier and it's harder to focus on it. However, when you use one of each lense to compare them directly there is actually no difference in the blurriness of the image! It does maybe feel a little easier for your eyes to feel like they focus on the distance with the A lenses, but that's because you're focusing on the pixels (the screen door effect) not the distant object and not because it's any clearer. So, the blurriness in the distance is simply due to the low resolution of the DK2, not the B lenses, it's just more obvious when using the B lenses. I am happy to accept this trade off. But again, your mileage may vary.

    Setup pCars Steam launch options
    - using -skipcrowds can significantly improve fps
    - using /USERNAME yourusername /PASSWORD yourpassword will save you needing to type these in which is difficult with the Rift
    - there are no steam launch options necessary to use the rift, it is automatically detected
    - you can use -novr to disable the Rift detection (or just turning it off also works)
    - you can disable dynamic VR predication with -vrnodynp
    - the Rift doesn’t currently appear to work with DX9, so you’re out of luck with a DX9 card

    Setup pCars
    - delete your profile and graphicsconfig file after each new build is installed and restart your system to ensure maximum compatibility
    - make sure you are running the latest Weekly build in the Steam Beta tab (Junior builds may not have full Rift support yet).
    - the menus are not currently in 3d, only the actual game, so it can be useful to disable the Rift and load the game to edit your settings, eg controller, graphics, track, car, weather, etc, then exit pCars and restart the Rift and restart pCars
    - you can actually learn to navigate the menus quite well from inside the rift, you left eye sees most of the left half of the screen, while the right eye sees most of the right side
    - alternatively, when you finish a race and go back to menus, simply click the "off" button on top of the rift. The display will then jump back to full single screen on your monitor. Turn the rift on again when you start a race. (thanks flibberflops)
    - another alternative is to use OBS to mirror the Rift display to your desktop, some have found that this drops their fps, others love it
    - if you set the graphics settings using your normal monitor then you’ll only be able to select the resolution and refresh rate of your standard monitor. However, as mentioned above, pCars will automatically, detect the Rift and select it's maximum refresh rate, even if the graphics menu suggests otherwise (this can be tested with Ctrl-s when using v-sync)

    Setup pCars controller settings
    - it's very important to map a button on your keyboard or wheel to “Centre VR Headset”
    - also map buttons to the seat up/down, forward/back controls and use them to adjust your eye position from the default if needed

    Your frames per second (fps) MUST always be higher than your refresh rate of 75
    - this ensures smooth tracking and prevents nausea
    - your fps will drop significantly in the DK2 compared to your normal monitor, perhaps by 25% or more, so to get 75fps in the Rift you'll need at least 100fps constant on a standard 1080 monitor
    - you can view your fps in game with either Ctrl-s or using software such as RTSS (with OSD coordinates adjusted to x300 & y500)
    - drop graphics detail to achieve 75fps at all costs
    - 75fps is much more important than graphics detail!
    - got it?

    Experiment with Vsync on/off, capping fps at 75, and simultaneously using a 75fps cap and Vsync
    - v-sync off (internal tracking movements can be stuttery/juddery, while positional tracking is smooth, see here)
    - v-sync on (can cause lag and unnatural world movement)
    - fps cap of 75 and v-sync off (can provide excellent very-low-lag tracking with tearing, however I get almost no tearing if I use 32bit instead of 64bit)
    - fps cap of 75 AND v-sync on (can provide less lag than using vsync alone with no tearing)
    - a higher cap (eg 80 or 100) actually creates blur and stutter, so stick with 75!
    - You can use either the vsync in the game or via your graphics card control panel, the ingame vsync is clever enough to disable itself if you drop below your refresh rate (thanks Griff)
    - you can cap your fps with software such as Nvidia Inspector or RTSS built into MSI Afterburner
    - you can view your fps in game with either Ctrl-s or using software such as RTSS (with OSD coordinates adjusted to x300 & y500)

    Setup camera settings
    - Go to options > camera > movement and set the following:
    - High Speed Shake... default is no, it's quite bumpy if you use with the Rift
    - World movement... default is 50, 0 locks eye position relative to the horizon, 100 locks eye position relative to the car position (like in LFS)
    - G-force effect... default is 50, try 0 to turn off or 100 to exaggerate
    - show helmet = (automatically disabled when Rift detected)
    - helmet depth of field = (automatically disabled when Rift detected)
    - helmet look to apex = (automatically disabled when Rift detected)
    - helmet leaning = (automatically disabled when Rift detected)
    - camera leaning = (automatically disabled when Rift detected)

    Setup pCars with reasonably low graphics settings to ensure 75fps, for example
    Visual FX:
    - Post processing = on
    - Lens flare = on
    - Sun flare external and internal = full
    - Bloom = on
    - Heat haze = off
    - Detailed Grass = off
    - HDR mode = photographic
    - Global Specular Irradiance = on
    - Exposure Compensation = 1.0
    - Rain drops = yes
    - Vignette = yes
    - Particle level = low
    - Particle density = low
    - Crepuscular rays = no
    - Stretched Headlight Reflections = yes
    - Stretched Lamppost Reflections = yes
    Fidelity:
    - Resolution = ignore, pCars automatically sets 1920x1080 at max refresh rate
    - Windowed = no
    - Texture resolution = high
    - Texture filter = 16 (you could drop this to 8 but it usually has very little fps impact)
    - Vsync = see section above for more info
    - AA = off
    - FXAA = off
    - SMAA = off
    - Reflections = low
    - Environment map = low
    - Car detail = high
    - Track detail = high (though there seems to be more pop-up in the Rift compared to the same setting on a normal monitor)
    - Shadow detail = off
    - Motion blur = off
    - Render ahead = 1
    Hardware:
    - VR Predict = 1.0 (doesn’t seem to make any difference on my system)
    - Use shared memory = no (unrelated to rift)
    - Jitter Tweak = 4.0 (not specifically related to the Rift)

    Increase graphics settings once you are sure you can always maintain 75 fps
    - add either MSAA or DS2X (MSAA is better on vertical jaggies, DS2X is better with lines on road, some people have reported that MSAA might be causing a "slight movement of the world for one or two frames" issue, but this might be fixed by now)
    - increase Reflections, Environment map and car detail (but you might not notice a difference in the Rift)
    - increase particle level and density (but you might not notice a difference in the Rift)
    - 2560x1440@75hz does not seem to provide improvements to image quality like it does in LFS and Elite Dangerous, perhaps because 1920x1080@75Hz is forced automatically

    Don't worry, more DK2 updates and optimisations are on the way
    - I know its hard, but please try to be patient

    Any suggestions? I'll try to keep things updated as we go along.

    In addition i add you can make a shortcut from main folder of pcars on desktop and launch it from rift screen you can have 30fps gain (thanks to Joe Moore for spot it)
    Proc: Intel i7 4770 3.4Ghz/ GC: GTX 780 GHz Edition / OS: Windows 7 64bits
    Game Controller: Logitech G27 / 2nd Game Controller : Generic 2 joystick
    VR :Oculus DK2

  2. #2
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    Is all of this still relevant to the final build?

    My rift isn't being detected by PC, set up the following
    Setup your Rift for pCars
    - put Rift in extended mode (pCars is not currently fully operational in direct mode)
    - Rift does not need to be primary monitor, set it as secondary monitor to make life much easier
    - rotate the Rift to portrait position via your Nvidia/AMD control panel
    - pCars will automatically detect the Rift and select it's maximum refresh rate, even if the graphics menu suggests otherwise (this can be tested with Ctrl-s when using v-sync)
    - some say that matching your standard monitors refresh rate to your rift helps prevent judder, but this had no impact on my system
    - some say that turning off aero (windows composition) helps prevent judder, but again this had no impact on my system
    Was just aiming to get a picture of some sort in the rift before tweaking other settings, is the above enough to have a screen in the rift?

    Also if the below still applies it might be pointless anyway since my main monitor is a 60hz TV

    Your frames per second (fps) MUST always be higher than your refresh rate of 75
    - this ensures smooth tracking and prevents nausea
    - your fps will drop significantly in the DK2 compared to your normal monitor, perhaps by 25% or more, so to get 75fps in the Rift you'll need at least 100fps constant on a standard 1080 monitor
    - you can view your fps in game with either Ctrl-s or using software such as RTSS (with OSD coordinates adjusted to x300 & y500)
    - drop graphics detail to achieve 75fps at all costs
    - 75fps is much more important than graphics detail!
    - got it?
    Is this going to be a problem for me?

    Thanks

  3. #3
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    Quote Originally Posted by Shango View Post
    Is all of this still relevant to the final build?

    My rift isn't being detected by PC, set up the following


    Was just aiming to get a picture of some sort in the rift before tweaking other settings, is the above enough to have a screen in the rift?

    Also if the below still applies it might be pointless anyway since my main monitor is a 60hz TV



    Is this going to be a problem for me?

    Thanks
    i didn't re-read the guide completly for final build.

    you say my rift wasn't detected? in game or in nvidia/amd panel? if it's case make sure you're if is power on when you setting you're screen

    - pCars will automatically detect the Rift and select it's maximum refresh rate, even if the graphics menu suggests otherwise (this can be tested with Ctrl-s when using v-sync)

    Ctrl-s isn't working anymore in final build and i need to set maximum refreshr ate manually in option->visual screen for make sur 75hz will be activated



    for the second part yes it's very important to have a minimum of 75fps everytime if you don't wan't any sad lag or some shit.

    you can have some tearing when you have over 75fps but it's differents movement is smooth.
    ou can enable v-sync or not it's mostly depending of you're hardware and need to be testing for have best experience.
    Proc: Intel i7 4770 3.4Ghz/ GC: GTX 780 GHz Edition / OS: Windows 7 64bits
    Game Controller: Logitech G27 / 2nd Game Controller : Generic 2 joystick
    VR :Oculus DK2

  4. #4
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    Thanks for reply, The rift is detected by Nvidia and its set up as extended, it works fine for other VR apps that use extended mode. when i launch PCars it just loads up as normal on monitor/tv as normal, no changes.

    At what point should it load in the rift? the whole gui and menus etc or just when you get out on track?

    For the 2nd issue is that true for all VR apps? I find other VR apps in extended mode quite juddery tbh.

  5. #5
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    Quote Originally Posted by Shango View Post
    Thanks for reply, The rift is detected by Nvidia and its set up as extended, it works fine for other VR apps that use extended mode. when i launch PCars it just loads up as normal on monitor/tv as normal, no changes.

    At what point should it load in the rift? the whole gui and menus etc or just when you get out on track?

    For the 2nd issue is that true for all VR apps? I find other VR apps in extended mode quite juddery tbh.
    Make sure you have the latest oculus rift runtime installed. I had the same problem as my rift worked with all my other games but not PCars.

  6. #6
    Kart Driver
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    Just got the Limited edition today and I have to say I am a bit disappointed with DK2 implementation. Not much seems to have changed since November when I had a chance to test the game with the DK2. Shadows are not working properly so you need to turn them off and the world scale seems a little small. Have there been any discussion in the WMD forums about any plans to expand DK2 support? If I am missing something withe the shadows and world scale feel free to correct me.

  7. #7
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    I do not understand how we are supposed to navigate menus with the Rift...?

    It auto-detects my DK2 and launches the game in the rift, but the only way to see the entire menu screen is to take off both lenses and remove the headset.... which is not an option.

    If you press the power button on the Rift it goes back to the screen, but then when you turn the Rift back on it stays on the screen (despite loading the actual race in "Rift" mode, so it is re-detecting it).

    What gives?
    The following user likes this Post: Pete0099


  8. #8
    Kart Driver Ruszek83's Avatar
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    Quote Originally Posted by Vantage9 View Post
    I do not understand how we are supposed to navigate menus with the Rift...?

    It auto-detects my DK2 and launches the game in the rift, but the only way to see the entire menu screen is to take off both lenses and remove the headset.... which is not an option.

    If you press the power button on the Rift it goes back to the screen, but then when you turn the Rift back on it stays on the screen (despite loading the actual race in "Rift" mode, so it is re-detecting it).

    What gives?
    You can't navigate menu with RIFT...yet. You need a 3rd party software like OBS. It is relatively easy to setup.
    So if you are in the menues take your rift of and use OBS, and as soon you want to drive put your RIFT on.

  9. #9
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    Thanks for the reply, I have OBS already for other games, so that should work fine.

    Also, as alternative workaround, if you have Vorpx, you can use it to "zoom-out" the menus, but you have to deactivate vorpx before each race.

  10. #10
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    Raffel, does the VRDIRECTMODE command line already make it to the public builds?
    If so, I think it might worth the effort to explain those (with the mirror and normal mode) on the original post of yours!

    thanks!
    Systems tested with Project CARS 2:
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