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What I noticed after some playtime is that either the software correction for chromatic aberation (the separation of light caused by the Rift’s lenses) isn’t quite ‘there’ yet in terms of effectiveness, or I need to do more work at the calibration stage. It’s the one aspect of the DK2 I’m slightly disappointed in as the rest of the package is so stellar.Ĭhromatic Aberration: As the DK2 clearly sport ‘upgraded’ lenses versus the DK1, it’s pretty obvious its optical parameters will be different also. Update: After some more viewing and fiddling, my opinion is that the DK2 does provide a noticeably lower horizontal FOV than the DK1.
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That said, the differences are small here – frankly it would be churlish to even suggest it was a problem. Moving the assembly further from my face removed the effect but replaced it with a more traditional binocular effect instead.įrom this experience, I’d say that the DK2 (which uses a 5.6″ panel versus the DK1’s 7″) provided a fractionally lower FOV than the DK1. The effect reminded me of my short time with the HD prototype last year, but the effect is nowhere near as pronouned. all the way to my face) I could detect what I think was the edges of the panel beneath. For me, using the ‘A’ lenses with the retraction assembly entirely ‘in’ (i.e. Great news!ĭK2 ‘A’ Lens (left) – DK1 ‘A’ Lens (right)įOV: This is a tough one and I need more time to be sure what I’m seeing is correct. Sounds like Oculus are on top of these issues big time and that fixes are already known and likely inbound imminently.
Mass effect vorpx driver#
Our driver guys are working on judder issues and already have the problem fixed. Chris Taylor tweeted in response to mr glad you got all that working. It was most evident in Elite: Dangerous although I noticed similar issues when playing Technolust too.Īgain though, Oculus are on the case. This seems application dependant (and perhaps strapped to frame rate consistency). When moving your head around a scene, the scene updates appear to pause for fractions of a second, producing a jumpy, stuttery image. Well, that effect seems also to be present with the DK2 and possibly for similar reasons.
Mass effect vorpx drivers#
It was an artefact borne from framepacing issues caused by nVidia SLI and AMD Crossfire drivers when running more then one graphic scard in your gaming rig. Micro Stutter: Anyone who’s ever run any dual GPU solution will probably recognise the term ‘microstutter’. We’ll report back once we have further new on this.
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By converting any true black to RGB (1,1,1) it removes the black smear issue but any dark scene then is overlaid with a subtle green mist.Īs Boone has stated, this is a hardware issue for which Oculus have a fix to affect at the software level. There is a workaround of sorts for this issue which is actually implemented in the DK2 version of the Technolust demo but unfortunately has its own side effects. The artifact appears when a dark pixel becomes much brighter in the following frame. We will have a fix for reducing this artifact. This is an issue recognised by Oculus – Boone Calhoun of Oculus VR commented on the issue recently: This results in a nasty smearing effect reminiscent of the old DK1 panel blur, albeit limited to the area of the scene in question. The issue manifests itself during motion when focussing on a high contrast area of the scene (in this case the dark handrail on the stairs) then moving your head. True Black Smear: I noticed this effect almost immediately after dropping myself into the Oculus World demo for the first time. The noticeability of these issues will vary from user to user and application to application, but they represent issues that will need be either fixed or diminished in order for the VR experience promised. I mentioned in my Day One summary that I’d come across two issues with the DK2’s display. Inherent Display Artefacts and What Can Be Done About Them