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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 19, 2014
    Does this mean the DK2 is drawn from left to right rather than top to bottom ?

    Im just thinking about none Vsync. Rather than having a tear running horizontal across the screen we will now have a vertical tear seen by one of our eyes.
    Participant
    July 20, 2014
    "Colm" wrote:
    Does this mean the DK2 is drawn from left to right rather than top to bottom ?

    Im just thinking about none Vsync. Rather than having a tear running horizontal across the screen we will now have a vertical tear seen by one of our eyes.


    Yes, this has been posted many times.
    Up and Coming
    July 20, 2014
    "Tonyd1987" wrote:
    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.

    I don't think the CV1 will have a mobile portrait display, but rather a custom landscape one.
    Watch panoramic 3D photos, videos and do FPV-flying with LiveViewRift! viewtopic.php?f=28&t=11001
    Participant
    July 21, 2014
    "mrjazz" wrote:
    "Tonyd1987" wrote:
    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.

    I don't think the CV1 will have a mobile portrait display, but rather a custom landscape one.
    Isn't the only difference between a 1920x1080 and a 1080x1920 display some firmware settings? If so, that'd be an easy fix, wouldn't it?
    DK2 ordered on March 19, 2014 at 09:50 AM PDT status: DELIVERED and I scratched the lenses within the first hour, f*** me :D
    Participant
    August 21, 2014
    for me, the biggest issue with that is that you cannot clone monitor/tv + rift displays anymore. when i demo the rift, or want to show something to other devs, it's an issue, because the image can be rendered to the rift only in "extended" mode. in "direct" mode, i can render on the rift and the monitor. but for convenience reasons, we use extended mode most of the time for now.
    Up and Coming
    August 22, 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.


    Agree..........
    Oculus Support replied to my question on portrait mode and said more or less that they know it's broke now and they are working on fixing this problem.

    As you said, "Stay tuned."
    Up and Coming
    October 9, 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.


    I have the same problem and I cannot get it fixed. I tried on different desktops.
    Yes I can rotate the screen in a few ways to correct aspect. But here's where it goes wrong:

    The problem is that when you clone displays the DK2 overides de main screen also and both monitors are in portrait mode.
    When the cloned displays are in portrait mode the cannot be rotated by Windoes setting or Nvidia settings. All these options are greyd-out. Please fix this by an firmware update! The only way to test games like fir instance "Minecraft", is by setting de extended DK2 to main monitor which is not what you want. This because is it just to hard to navigate the DK2 as mainscreen.

    P.s. If you ask me all games should have option to direct output since whis has A. better 3d quality and B. excludes the trouble with extended display. This is ofc not in the hand of Oculus VR. Updaten firmware is.

    R.D. van Horssen
    Up and Coming
    October 27, 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.


    Problem is when cloning main screen with the DK2. Both monitors got in portrait mode... and you cannot change this. The options on nvidia control or windows adjust screen en res. are greyed-out. I'd love to see an external tool that forces cloned screens to be the correct landscape. This because not all demo's have that fantastic "direct to rift" mode.
    Up and Coming
    October 27, 2014
    "horssen" wrote:

    Problem is when cloning main screen with the DK2. Both monitors got in portrait mode... and you cannot change this. The options on nvidia control or windows adjust screen en res. are greyed-out. I'd love to see an external tool that forces cloned screens to be the correct landscape. This because not all demo's have that fantastic "direct to rift" mode.


    The DK2 is not designed to work in `clone mode`- it is direct mode or extended only.
    PC Specs: i7-5820k, 16gb DDR4 2400mhz, MSI gaming mainboard, MSI GTX 980 4gb, Samsung Pro SSD, 2x1tb WD Black HDD, 700w Certified PSU, 3xAcer 27" monitor, 47" TV, Xbox360 Controller, CH Pro HOTAS, Fanatec Wheel+Pedals, Windows 7 64bit.
    Up and Coming
    December 2, 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.


    change the default setting in the firmware=problem solved.