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 Having trouble with DK2 
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Rank 3
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Joined: Fri Jul 18, 2014 9:38 pm
Posts: 7
I can see the scene rendered through both eyes but they're not in sync.

I've tried both Extended and Direct with the same results.
Also I've enabled the "stereoscopic" option in both Extended and Direct.
The Oculus tab says my device is detected.

Any hints on how to get this going on DK2?


Sun Jan 04, 2015 7:05 am
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Joined: Thu Feb 07, 2013 11:16 am
Posts: 1865
Hello Beefalo,

Most likely you do not get the required framerate of 75 fps that the oculus rift requires.
Lowering the Display quality could improve things.

Please send the 'trace.txt' to the support section and/or post it here on the forum.
To check your graphics card and system.


Sun Jan 04, 2015 9:17 am
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Joined: Sat Jan 03, 2015 4:22 pm
Posts: 6
Press F8 if you haven't, use direct mode.


Sun Jan 04, 2015 5:26 pm
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Rank 3
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Joined: Fri Jul 18, 2014 9:38 pm
Posts: 7
@PornulusRift, tried it but no worky.

I'll try adjusting settings and see if that fixes it. I'm pretty sure I had the default which looks like maxed out. Looks beautiful on my monitor btw! Loving this game!

Here's my trace.txt:
////////////////////////////////////////////////////////////
// X Moon Productions (c) 2012
////////////////////////////////////////////////////////////

Version: (3.0.0003)
Build: 64 bits
Release: Full
Date: 2015/01/03 22:59:10

////////////////////////////////////////////////////////////
// System
////////////////////////////////////////////////////////////

OS: Microsoft Windows 7 Professional |C:\Windows|\Device\Harddisk0\Partition2
Cpu: Intel(R) Core(TM) i5-2320 CPU @ 3.00GHz (MERLIN-PC: 8168 Mb)
Graphics-card: AMD Radeon HD 6800 Series (1024 Mb)
Sound-card: Microsoft LifeCam VX-6000.

////////////////////////////////////////////////////////////
// Oculus Rift
////////////////////////////////////////////////////////////

PRODUCT_NAME: Oculus Rift DK2
MANUFACTURER: Oculus VR
VERSION: 2.12


////////////////////////////////////////////////////////////
// Graphics unit
////////////////////////////////////////////////////////////

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon HD 6800 Series
GL_VERSION: 4.3.12618 Compatibility Profile Context 13.251.0.0

GL_MAX_TEXTURE_UNITS_ARB: 16
GL_MAX_TEXTURE_SIZE: 16384
GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB: 31

GL_EXTENSIONS:
GL_AMDX_debug_output
GL_AMDX_vertex_shader_tessellator
GL_AMD_conservative_depth
GL_AMD_debug_output
GL_AMD_depth_clamp_separate
GL_AMD_draw_buffers_blend
GL_AMD_multi_draw_indirect
GL_AMD_name_gen_delete
GL_AMD_performance_monitor
GL_AMD_pinned_memory
GL_AMD_query_buffer_object
GL_AMD_sample_positions
GL_AMD_seamless_cubemap_per_texture
GL_AMD_shader_stencil_export
GL_AMD_shader_trace
GL_AMD_texture_cube_map_array
GL_AMD_texture_texture4
GL_AMD_transform_feedback3_lines_triangles
GL_AMD_vertex_shader_layer
GL_AMD_vertex_shader_tessellator
GL_AMD_vertex_shader_viewport_index
GL_ARB_ES2_compatibility
GL_ARB_ES3_compatibility
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_blend_func_extended
GL_ARB_clear_buffer_object
GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_compute_shader
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_copy_image
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_indirect
GL_ARB_draw_instanced
GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_internalformat_query2
GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multi_draw_indirect
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_program_interface_query
GL_ARB_provoking_vertex
GL_ARB_query_buffer_object
GL_ARB_sample_shading
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_seamless_cubemap_per_texture
GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counters
GL_ARB_shader_bit_encoding
GL_ARB_shader_image_load_store
GL_ARB_shader_image_size
GL_ARB_shader_objects
GL_ARB_shader_precision
GL_ARB_shader_stencil_export
GL_ARB_shader_storage_buffer_object
GL_ARB_shader_subroutine
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_tessellation_shader
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range
GL_ARB_texture_compression
GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_gather
GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_levels
GL_ARB_texture_query_lod
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_snorm
GL_ARB_texture_storage
GL_ARB_texture_storage_multisample
GL_ARB_texture_view
GL_ARB_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced
GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_attrib_binding
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_10f_11f_11f_rev
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_separate_stencil
GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_copy_buffer
GL_EXT_copy_texture
GL_EXT_direct_state_access
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_histogram
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shader_image_load_store
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_EXT_subtexture
GL_EXT_texgen_reflection
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_bptc
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm
GL_EXT_texture_storage
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_transform_feedback
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit
GL_IBM_texture_mirrored_repeat
GL_KHR_debug
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_copy_depth_to_color
GL_NV_copy_image
GL_NV_explicit_multisample
GL_NV_float_buffer
GL_NV_half_float
GL_NV_primitive_restart
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SUN_multi_draw_arrays
GL_WIN_swap_hint
WGL_EXT_swap_control

GL_ERROR:
no error

////////////////////////////////////////////////////////////
// Pixel format
////////////////////////////////////////////////////////////

pfd.dwFlags:
PFD_SUPPORT_OPENGL
PFD_DOUBLEBUFFER
PFD_DRAW_TO_WINDOW
NOT PFD_NEED_PALETTE
NOT PFD_TYPE_RGBA
NOT PFD_TYPE_COLORINDEX

pfd.cColorBits: 32
pfd.cDepthBits: 24
pfd.cStencilBits: 8

////////////////////////////////////////////////////////////
// Sound devices
////////////////////////////////////////////////////////////

Device[0]: Default
Device[1]: Primary Sound Driver
Device[2]: Speakers (Realtek High Definition Audio)
Device[3]: Realtek Digital Output (Realtek High Definition Audio)
Device[4]: Realtek Digital Output(Optical) (Realtek High Definition Audio)

////////////////////////////////////////////////////////////
// Current sound device
////////////////////////////////////////////////////////////

DeviceId: 0
DeviceName: Default
Channel[1]: SPEAKER_FRONT_LEFT
Channel[2]: SPEAKER_FRONT_RIGHT


Sun Jan 04, 2015 10:34 pm
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Site Admin
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Joined: Thu Feb 07, 2013 11:16 am
Posts: 1865
@Beefalo

Please install latest DK2 patch and set display quality (not Oculus Quality) to lowest setting.
You need 75 fps for DK2 to work smoothly.
Also make sure you dont run other windows (like browsers) at the same time.

N.b.
If you press CTRL+S you can see the framerate.


Sun Jan 04, 2015 10:49 pm
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Rank 3
Rank 3

Joined: Fri Jul 18, 2014 9:38 pm
Posts: 7
@xpadmin: setting framerate low worked for me. Here were my steps:
-In display settings, set it down to Medium with Anti-aliasing at 2x.
-Press set Stereroscopic to enabled.
-Press Apply and for me the game screen went away. Had to close and reopen.
-With Oculus in Direct mode, go into the sex dungeon and press F8 to go stereoscopic.

I VR-boned Monica :D

My other issues from that point was tiny chat text...couldn't read what was going on. Also, I know this is by design, but I wanted to put my face up in the action but that was awkward.


Mon Jan 05, 2015 6:10 am
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Joined: Thu Feb 07, 2013 11:16 am
Posts: 1865
@Beefalo

Good to hear! The text is indeed small, we have added the "F8" toggle to allow you to read it better.

If the Oculus Rift gains more popularity we will spend more time on these finer elements.

:)


Mon Jan 05, 2015 9:42 am
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