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Up and Coming
November 9, 2013

New to the Rift *tips and tricks please*

Okay, it seems a lot of us are about to get (Monday for me woot! lol :D) or have recently received our Rift's, So I was wondering if those that have had their rifts for a while were willing to share any potential setup issues or tips to get the most and best performance from our rifts.

The term IPD (Interpupillary distance) is used a lot in the forums. A little more information as far as making sure its accurate, ways to tell if its off etc would be great, also any other major/minor settings be they via hardware tweaks or software tweaks would be appreciated. (such as resolutions, texture settings, anti-alias etc.)

Thanks in advance,

Ryan ;)

    12 replies

    Up and Coming
    November 10, 2013
    I think it's fair to say that for game settings, it's been brought up in 90% of the threads here. I'll outline for you the basics:
    1) boost up colors in GPU control panel
    2) enable 4x or higher multisample anti-aliasing (MSAA, don't bother with FXAA) or similar amount of downsampling (AA tend to work faster)
    3) lower graphics settings down until you get solid 50-60 frames per second rate

    IPD affects perceived world scale, the software bundled with the Rift can give you accurate measurement, but you can also google for other ways or just visit your doctor.

    As for issues, see corresponding forum, though these are actually rare - I estimate that you will have any problems with your Rift as something like 5% out of box and 15% down the road. Chances for severe problems are below 1%.

    One thing I'd like to mention specifically is low-pass screen filter hardware hack - it eliminates screen-door effect, given it's vast amount with current devkit, I suggest you try doing this.
    Inspiring
    November 12, 2013
    For Unity demos you can add this to the target of a shortcut and have it show up on the Rift.

    -Adapter N

    Where N is the monitor number of the Rift, usually 1.

    This will allow you to have the Rift as an extended desktop with a normal monitor (at different resolutions) and then have the games only show up on this Rift. If you don't do this, then you will either have the mirror the displays or set Rift as primary.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Up and Coming
    November 14, 2013
    "cybereality" wrote:
    For Unity demos you can add this to the target of a shortcut and have it show up on the Rift.

    -Adapter N

    Where N is the monitor number of the Rift, usually 1.

    This will allow you to have the Rift as an extended desktop with a normal monitor (at different resolutions) and then have the games only show up on this Rift. If you don't do this, then you will either have the mirror the displays or set Rift as primary.

    thanks, that is super helpful!
    GA-Z97X-gaming gt; i5-4670k; Nvidia780Ti; 16GB PC3-17066; win7-64 bit; DK2
    Up and Coming
    January 8, 2014
    These are super helpful. How do you access the GPU to boost color settings?
    Up and Coming
    January 8, 2014
    Nvidia Control Panel / Catalyst Control Center.

    I've just boosted the contrast on the Rift Box and it was sufficent.
    Up and Coming
    January 9, 2014
    1. If you want to make a character body that you can look at, make additive animations that will bend the spine alng with the neck. People will not be able to look inside their body, even if the go upside down ;)

    2. If you want to do head bobbing, do it up-down, avoid left-right swaying or forward-backward movement.

    And normal maps have to be like twice or three times as strong to be even visible in Rift. At least I have that feeling.
    Up and Coming
    January 9, 2014
    No, you can leave normal maps as is. The general problem is that such lghting effects don't look well on the Rift. They're essentially painted on top of completely flat surface, and in the Rift they're perceived as such. The model should actually have such geometry, or at least, should have parallax-maps.
    Up and Coming
    January 10, 2014
    One thing I'd like to mention specifically is low-pass screen filter hardware hack - it eliminates screen-door effect, given it's vast amount with current devkit, I suggest you try doing this.


    raidho36, I've been looking for some explanation on how to do this, but so far I'll I've found is various methods of using plastic. Is that what you're talking about, or is there a digital hack? Thanks.
    Up and Coming
    January 10, 2014
    "raidho36" wrote:
    No, you can leave normal maps as is. The general problem is that such lghting effects don't look well on the Rift. They're essentially painted on top of completely flat surface, and in the Rift they're perceived as such. The model should actually have such geometry, or at least, should have parallax-maps.


    But the performance... Try just increasing the normal maps strenght. It really works. You really really want to avoid 20 000 polygon-a-piece brick walls...
    Participant
    February 26, 2014
    Hey,

    Can someone help me with my rift please. I just got it today and cannot not get the demos to run on the display that the rift is on. I can drag stuff over but it does not look right.

    I tried the -Adapter 3 option and it did not work. For some reason I cannot clone my display to the rift only extend it.

    Any help would be great!!!!

    Thank you so much