– The Oculus rift DK2 review –

So i got the overhyped dork helmet the other day and i feel like sharing my Oculus rift experience with you guys.


While it looks a lot better, its still a huge ugly plastic brick strapped to your head, it still has a bazillion wires that you have to connect and it still has hard abrasive parts pressing against your face(its like some sort of a face torture device) Now i understand that this is just an early wrok in progress but these things have to be addressed, the unit has to be made more compact, lightweight and comfortable to wear, it needs to not have a bunch of wires and be more simple and easy to set up and go, if they want this to really be a viable product that the average non sci-fi geek person would actually be interested in.

Aesthetics and comfort arent the only and arent the main problems with the Oculus right now though, The improvements they made over DK1 are just not enough. Mainly the screen, its still a cheep terrible low resolution rgb dot matrix LCD screen. While you can now sorta read texts in game menus and stuff, the slight increase in dot matrix resolution is not enough.


I mean, just fucking look at it, you might not notice this at your very first moments using it but the longer you use it the more it becomes painfully apparent.

The only real improvement so far is the ability to now track head position too, not just rotation. This gives you the full immersion and you can look around an object from sides an stuff, like in reality.

But enough about the terrible hardware, lets talk about the performance.

Now while my very first impressions of were HOLY FUCKING SHIT ABC YOU SHOULD SEE THIS, THIS IS SO REAL, HOLY SHIT MIND BLOWN when i looked around my virtual desk with my virtual pencil and my virtual plant and house of cards. But a few minutes after i have acclimated myself to it, and started noticing the terrible display resolution and blurred edges and my head started getting dizzy and some weird head tracking lag kicked. The edges of the screen are blurred and you have this weird color shift thing going on. Its impossible to read texts in menus that arent in the center, the black grid of gaps between the RGB dots starts to really strain your eyes and the more you move around, the more nauseated you get form all the motions. Theres also some issue where the head tracking stops being smooth and becomes all choppy, after a while you just wanna take it off and throw it somewhere and run to the bathroom to hug your toilet.

Overall while impressive at first, the whole Oculus rift experience is very unpleasant.
Its a cool toy for a few minutes but i do not see how anyone could seriously use this to play videogames, its impossible to understand whats going on the screen most of the time because of all the blur, color shift and low resolution, you cant aim and shoot at things that are at a distance because they are smaller than the size of the RGB dots, you cant read texts that arent in the center of your screen, such as game chats and small HUD texts, and it just makes you wanna vomit all over the place after just 10 minutes of playing.

Even if they give it a proper display, i think motion sickness will probably still remain the biggest issue with the device, its a real showstopper and you cant really fight basic human biology, your visual sense of motion has to be accompanied by the vestibular or your brain will freak out, meaning only those few lucky people who manage to cope with it or do not experience motion sickness, will be able to actually use it.

I do not see a very bright future for the Oculus rift, (now even more so since fagbook privatized it) It has been in development for so long and it still in its baby stages and it doesnt seem like its going anywhere fast. Im not really even sure if this is a real Development Kit or just a clever cash grab since, how are people supposed to actually develop anything for it when the development kit itself is in early stages of development and is subject to constant revisions.

Read more about why the Oculus rift future looks bleak here. http://annoyedadmin.wordpress.com/2014/03/25/oculus-and-the-rift-are-probably-dead/ Its a pretty good read.

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6 Responses to – The Oculus rift DK2 review –

  1. Quetzhal says:

    Dude, you set up your Rift badly. There’s no evident blur except at the extreme edges of the lens for me, no aberration in well-scaled demos, and the judder and headtracking latency might just mean your rig isn’t powerful enough to run whatever demo you’re trying.

    New revisions of the SDK aren’t breaking anything. Everything post DK2 is backwards compatible.

    • i have an i7 hexacore, 32gb ram, nvidia titan, tell me again how my rig isnt powerful enough :D

      The blur is made by the color shifting around everything but the center + the terrible DPI of the screen + terrible resolution of most of the demos i tried, i can only see a sharp image in the center but i still cant see the detail because of the terrible DPI and it just hurts my eyes trying to.

      • Steve says:

        In honesty, your rig isn’t powerful enough for VR, at least one titan isn’t good enough to run the latest titles well, but should be ok for demos with the right config.

        I’m running an I7 4790K heavily overclocked under water and two 780TI’s in SLI also overclocked which will dwarf one titan, and I am reaching the limit of them on Alien Isolation as an example.

        A factory titan as a benchmark will get around 10k flat GFX score in firestrike, while 780TI SLI will get 20k so if I am hitting the performance wall then you will certainly run into issues.

        I normally run Nvidia surround in 5910×1080 fine,l but it’s still just enough for the Oculus at the moment in stereo 3D.

        Jitter is non-apparent on my rig apart from poorly optimized demos, but you must have 75 FPS constant and locked to 75hz. Even my rig playing Alien isolation everything can be maxed apart from the all important post processing, this has to be turned down low, ramping up post processing or HBAO produces jitter, and both GPUS and CPU are being utilized to it’s full potential.

        Locking at 75hz or 75FPS can be an issue in simple demos, example, unlocking FPS can result in me achieving 400+ in some demos but jitter is apparent without oculus being primary and forcing 75hz.

        I agree though that the screen door is noticeable although you can apply a filter to the screen to blend the pixels. The lenses are not blurry for me at the edges unless I wear glasses under it, but that’s to do with your pupil distance.

        The future isn’t all that bright for VR for regular consumers though when you need over 1k alone of latest GPU processing power just to run it. When the resolution doubles as it needs to, today’s PC’s won’t be able to run it with the latest games.

        CV1 is a long way off…..

    • also all the DK1 stuff i tried running gave me errors and i needed to run them through desktop mode instead.

      Either way, where do i find these well-scaled demos? cuz everything i tried was disappointingly low resolution and didnt have any options for resolution or antialiasing.

  2. Pingback: – The THC Vive – | - UTILIZATOR -

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