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Up and Coming
July 8, 2014

DK2 is a 1080x1920 portrait aspect monitor - an issue?

With the Road to VR unboxing of the DK2 - they mentioned the Rift is detected as a 1080X1920 portrait aspect monitor.

My question - are we going to have to perform some funky 90degree rotation of the framebuffer? Or will the SDK handle it? Or will the OS handle the rotation?

    21 replies

    Participant
    July 8, 2014
    It's registering as a cell phone screen would be orientated I think.

    I also read, the internal hardware rotates the DK2 Rift screen by default.
    kojack
    Honored Contributor
    July 9, 2014
    If the viewports you render into are set up sideways on the 1080x1920 screen, then it should look fine on the rift. Or set the rift to portrait mode in your graphics card settings so it turns the screen for you (
    This is one reason why old DK1 demos won't run on DK2, they don't know about the screen orientation issue.
    Author: Oculus Monitor , Auto Oculus Touch , Forum Dark Mode , Phantom Touch Remover , X-Plane Fixer Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2, Quest 3
    Up and Coming
    July 9, 2014
    yet another unstandard, which actually fixes the DK1 clone/extended unstandard. I think game rotation is actally more userfriendly. Grapicscard rotation is an additional step and might lead to weird consequences on different hardware.
    "It's like Homeworld in first person." Disable Aero and vSync for a completely simulator sickness free experience with 2xHz FPS. Keep the config utility open for tracking to work.
    Up and Coming
    July 9, 2014
    This does mean that some of the lazier Oculus integrations that just throw some distorted image "wherever" will no longer be practical (if you could consider them practical to begin with). Making it really not optional to put the rendered output on the correct display device with the correct display parameters needed to happen.

    But it probably does mean that some of these half-hearted Oculus supported apps may just be abandoned.
    Inspiring
    July 9, 2014
    Currently you would have to go into your GPU settings and rotate the screen (for example in the Nvidia control panel). This will work in many cases. Then, in Unity, you can choose different resolutions with the pop-up and the rotated resolution (1080x1920) would appear. However, we are working on a solution to make this process more seamless. Stay tuned.
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    Up and Coming
    July 10, 2014
    "cybereality" wrote:
    Currently you would have to go into your GPU settings and rotate the screen (for example in the Nvidia control panel). This will work in many cases. Then, in Unity, you can choose different resolutions with the pop-up and the rotated resolution (1080x1920) would appear. However, we are working on a solution to make this process more seamless. Stay tuned.



    Only a week out from developers receiving their DK2s. Isn't this a little late to just be coming up with a solution mow?

    And does rotating the display on the GPU add any latency or other artifacts?
    CPU: i7 3770k 4.6Ghz GPU: EVGA GTX 780
    Participant
    July 11, 2014
    I am confident I read a release stating the DK2 rotates the input resolution at the hardware level (90 degrees), so the portrait screen effectively acts as a normal landscape display, and can be treated as such.
    Are we sure this is not the case?
    New Participant
    July 11, 2014
    "TWhite" wrote:
    "cybereality" wrote:
    Currently you would have to go into your GPU settings and rotate the screen (for example in the Nvidia control panel). This will work in many cases. Then, in Unity, you can choose different resolutions with the pop-up and the rotated resolution (1080x1920) would appear. However, we are working on a solution to make this process more seamless. Stay tuned.



    Only a week out from developers receiving their DK2s. Isn't this a little late to just be coming up with a solution mow?

    And does rotating the display on the GPU add any latency or other artifacts?


    I think cyber meant that they want the process to be seamless for CV1. We are developers, we can deal with the inconvenience of changing a setting.
    Up and Coming
    July 12, 2014
    "Tonyd1987" wrote:
    "TWhite" wrote:

    Only a week out from developers receiving their DK2s. Isn't this a little late to just be coming up with a solution mow?

    And does rotating the display on the GPU add any latency or other artifacts?


    I think cyber meant that they want the process to be seamless for CV1. We are developers, we can deal with the inconvenience of changing a setting.


    The stay tuned part indicates to me that this is a topic they intend to fix very soon. That wouldn't matter much for the CV1, because they have months to release that. Soon is DK2.
    CPU: i7 3770k 4.6Ghz GPU: EVGA GTX 780
    Participant
    July 12, 2014
    This can be fixed easily with software updates.
    If it happens to be a problem for some old outdated Rift apps/games, I think the developer will fix it in no time by just adding the custom resolution at the start up menu.