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Razc's avatar
Razc
Honored Guest
11 years ago

Some General questions about DevKit2

Hello there :)
I'm back once again thinking about buying the devkit2 now that the release date is getting much closer.
If i remember right the release is sometime in August?

Anyway, i havn't checked in on what's going on with the dev kit 2 in a few months now being busy with work and what not. I'm back to wondering if i want to order it or not. So i thought i'd ask some general questions.

Being that it has to render 2 images at once for the vision, does that half your frame rate in games? So if i high detailed game is just barely working at a good frame rate for you, would the oculus push it over the edge to where it can't play the game aswell?


could i have the game i'm playing display on my computer screen at the same time? and preferably just one eye's vision?

I already know how to 3D model, texture, rig, and animate within Blender 3D. If i make the jump to buying Unity 3D to develop games to play on the rift, is there a place where people can post them for others to try and talk about? :)


I thought i had more questions, but i think that's really about all i'm wondering..
Then maybe i just wonder if there would be mods on minecraft to use the rift with.. But that's no big deal.. i just like minecraft lol.

Anyway, sorry if all these are really simple or hard to answer, i really am not too sure :P
I've always wanted to be a game designer so if i get this for development of for recreation, i'll win either way i suppose :P

Thanks! ^-^

1 Reply

  • "Razc" wrote:
    Being that it has to render 2 images at once for the vision, does that half your frame rate in games?


    If you're asking if each eye takes up a full frame and thus the per-eye framerate is half the sync speed, the no. Both eyes are rendered and passed to the device each and every frame.

    If you're asking if this will place a greater load on the rendering system, then yes. It's not simply double the load though. Each eye is rendered to an offscreen buffer which has a higher resolution than the target area on the display panel, so you're rendering more pixels overall (about 66% more than for a 1920x1080 screen). What's more the DK2 has a higher refresh rate of 75hz or 25% more than most monitors which render at 60hz. Finally, each eye is viewing a wider field of view, which means that you may be rendering more objects on the screen than before (which you might have previously been culling before sending to rendering).

    Of course you can't just add all these different bits together. How this affects the framerate will depend on the complexity of your rendering engine and where your existing bottlenecks are.

    "Razc" wrote:
    So if i high detailed game is just barely working at a good frame rate for you, would the oculus push it over the edge to where it can't play the game aswell?


    Quite likely you'd want to turn down the settings on the game until it was viable in the Rift.

    "Razc" wrote:
    could i have the game i'm playing display on my computer screen at the same time? and preferably just one eye's vision?


    The Rift is just a monitor as far as the computer is concerned. You can clone it to another monitor, but it's not going to display an undistorted single eye view there. The only way for that to work would be if the software you're running was explicitly designed for it, and even then you're essentially adding a third render on top of the per-eye renders you've already got.