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Up and Coming
August 16, 2014

Oculus did pick the right display device for DK2

//EDIT//
Studied the forum and got over my portrait mode problem, using extended OK now and looking forward to direct mode applications.

Using Virtual Desktop now, very excellent work.
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Hello, requesting help to understand why Oculus picked a display device that is native portrait orientation.

Just received a quick support reply stating that DK2 is using the wrong display because it is only portrait mode and now they have to implement work arounds to make it useable but remain degraded.

Seems that if the display was native landscape mode instead, development would be simplified.

For example, all you need to do with a landscape DK2 device is to clone displays ( one step).

ATM, I have to (1) Extend display to DK2, (2) Change DK2 to Landscape 1080p, (3) Flip Landscape mode so it's not backwards. (4) then switch primary display back and forth to make settings then view demos. (Landscape mode is only one step (1) Clone displays, DONE)

When I turn my 1080p phone display side ways, it becomes Landscape. Why can't we lock the OLED display in landscape mode?

Appreciate any help, thanks!

    20 replies

    Up and Coming
    August 16, 2014
    no
    Currently working on Dolphin VR Follow along: https://github.com/CarlKenner/dolphin/commits/VR-Hydra Latest Version: viewtopic.php?f=42&t=11241&start=1020#p249426
    Up and Coming
    August 16, 2014
    Oculus pick that because they need a small, good and cheap, with big production screen, and of course the logic was take a mobil phone screen.

    that all
    PD: yes my english its bad i known i5-4570 - Shaphire r9-290, win10-64
    Inspiring
    August 16, 2014
    I think the question is why the rift is not plug and play like any monitor would be.
    i7-5820K @ 4.2Ghz, water cooled, Asus X99-Pro USB 3.1, 48 Gb DDR4 2400, Samsung 950 pro M.2 SSD, GTX 980 Ti SC, 750w psu
    kojack
    Honored Contributor
    August 16, 2014
    "WG1" wrote:
    When I turn my 1080p phone display side ways, it becomes Landscape. Why can't we lock the OLED display in landscape mode?

    Actually your phone is still portrait. That's how the panel is physically addressed by the hardware. The OS is just rendering sideways, like doing a screen rotation in windows.
    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
    WG1Author
    Up and Coming
    August 16, 2014
    "Roaster" wrote:
    I think the question is why the rift is not plug and play like any monitor would be.

    That would be cool, support did say they are working on fixing this problem in future SDK release.

    "kojack" wrote:
    "WG1" wrote:
    When I turn my 1080p phone display side ways, it becomes Landscape. Why can't we lock the OLED display in landscape mode?

    Actually your phone is still portrait. That's how the panel is physically addressed by the hardware. The OS is just rendering sideways, like doing a screen rotation in windows.


    Thanks, hopefully future firmware and runtime releases will make the phone display work like a plug and play monitor so that we can simply use clone display mode instead of 4 steps.
    kojack
    Honored Contributor
    August 17, 2014
    There's a good post on the Pyra forums (Pyra is a handheld linux gaming mini laptop by the creators of the Open Pandora) that goes over the issues that Oculus would also be facing:
    http://boards.openpandora.org/topic/16040-beautiful-landscapes-are-prettier-than-portraits/

    Basically, they need a landscape screen (it's an NDS style clamshell design). But the only small screens you can still get are either portrait mode or low res.
    Their possible solutions:
    - get a low res screen (not acceptable)
    - use the rotation features of the omap5 soc, but this introduces performance problems
    - do OS level rotation. Fine for desktop apps, but anything going low level will need to be rewritten to not be sideways
    - use a screen addressing rotation chip. Apparently no performance hit, but the only one they could find can't handle higher than 1280x720
    So they are (or at least were, I haven't been keeping up on it much recently) going with the last option.

    There's just no demand for small landscape hd panels, everything is for phones. The dk2 is using the panel from the samsung galaxy note 3 phone, which is probably the best they could get at the time with all of the requirements (5", low persistence, capable of 75Hz, 1920x1080 res).
    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
    August 17, 2014
    It's still a devkit, therefore I'd expect it to be a little bit slapdash in places. It's got an off the shelf screen component that they found best suited their requirement, the rest are just things they can work around, until they find a better solution.
    DK1 FREAK ...
    Up and Coming
    August 17, 2014
    "WG1" wrote:

    Thanks, hopefully future firmware and runtime releases will make the phone display work like a plug and play monitor so that we can simply use clone display mode instead of 4 steps.


    The DK2 is not designed to work in `clone` monitor mode- its direct-to-rift or extended monitor.

    Under extended monitor, the DK2 comes up as a normal monitor in windows, extended and rotated to landscape- I have only had to do this once and every time the Rift is turned on, its all set up ready to go- so it is `plug and play`.

    I can't even get direct-to-rift to work and that is also plug and play without any of the rotating, extending or anything else.

    Forget clone mode, that is old hat now.
    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.
    WG1Author
    Up and Coming
    August 17, 2014
    "kojack" wrote:
    There's a good post on the Pyra forums (Pyra is a handheld linux gaming mini laptop by the creators of the Open Pandora) that goes over the issues that Oculus would also be facing:
    http://boards.openpandora.org/topic/16040-beautiful-landscapes-are-prettier-than-portraits/


    Thankyou Kojack, good stuff!

    "mrcrisp" wrote:
    "WG1" wrote:

    Thanks, hopefully future firmware and runtime releases will make the phone display work like a plug and play monitor so that we can simply use clone display mode instead of 4 steps.


    The DK2 is not designed to work in `clone` monitor mode- its direct-to-rift or extended monitor.

    Under extended monitor, the DK2 comes up as a normal monitor in windows, extended and rotated to landscape- I have only had to do this once and every time the Rift is turned on, its all set up ready to go- so it is `plug and play`.

    I can't even get direct-to-rift to work and that is also plug and play without any of the rotating, extending or anything else.

    Forget clone mode, that is old hat now.

    (Thanks for everyone's advice.)

    Same here, but do you have to switch Primary Display back and forth between between desktop and DK2 extended?

    To get to control panels, I have to make the monitor primary, then to run a demo, I have to go back and switch DK2 to primary, then after the demo, switch primary to the monitor, try to open a control panel, and it's moved to the DK2 side, then try to grab and drag off the DK2 side which wastes time and makes things aggravating.

    Please share your method of dealing with switching primary displays, would help me and maybe some other folks.
    Up and Coming
    August 18, 2014
    Yes. This left-right scan is suboptimal. Any vsync issue breaks the parallax in a terrible way, and vsync issues won't magically disappear. And then there's the micro delay on one eye that needs to be compensated for with the timewarp, although that doesn't compensate for the left-right inconsistency within one eye, which, however small that is, being in the same direction as the parallax is more of an issue than otherwise, if the plan still is to go for perfection. And all the technical issues with poor rotated screen support.

    They should put some pressure on Samsung to produce proper landscape displays.
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