DK2 took the resolution from 720p up to 1080p, reduced blur, smear and
judder, and added positional/head tracking. But the resolution, although
better, isn't good enough. I struggle in Elite: Dangerous targeting
enemies because I can't clearly pick t...
My current set up is as follows:Using my television screen (52" HDTV) as
my computer monitor. Have the tracking camera on top of the screen (It
is about 1' above my head in sitting position) I've measured the
distance from the camera to my head, and ...
I'm really enjoying my use of the DK2. However, one thing I'm
encountering frequently is loss of head tracking, leading to some
uncomfortable experiences. I'm really being spoiled by the 6 DOF head
tracking within the current limited boundaries. I'm ...
Is anyone else having this issue? When I sit perfectly still in the demo
scene, the scene still moves a little bit. It seems to pulse back and
forth just a little bit. Happens in both direct HMD access mode and
extended desktop mode.
Just a suggestion: the transition when reacquiring positional tracking
should be made smooth. Right now, the world quickly moves to reposition
itself when tracking is reacquired. It is very jarring. This happens in
the Oculus demo scene and pretty mu...
"goldenegg" wrote:"davidjc" wrote:It really looks like DK2 SDK is not in
state where you can really develop using it(easily)It's clear from your
posts (not just in this thread, but others as well), that you are not a
developer. The SDK has its rough ...
"ThreeEyes" wrote:Guys, Oculus said over and over that if people aren't
devs, not to buy it. Now casual users are storming in and whining about
how it isn't consumer ready.Everyone knows it isn't consumer ready. This
isn't news. I would bet one reaso...
"cybereality" wrote:There are a number of issues, I don't know if it's
specifically one thing. The main problem is that on the PC there are
almost limitless different hardware and software configurations, and
it's hard to test for all of them. That s...
Low persistence is possible at 60Hz - Gear VR is 1440p60 and has low
persistence enabled, although reports have claimed that there is visible
flicker around the edges in some scenes.