Oculus Rift Owners Thread

Discussion in 'VR & Head-Mounted Displays' started by Hagrid, Oct 14, 2017.

  1. Hagrid

    Hagrid Kyle's Boo

    Messages:
    7,240
    Joined:
    Nov 23, 2006
    Oculus Rift Owners Thread
     
    Last edited by a moderator: Oct 22, 2017
  2. Supercharged_Z06

    Supercharged_Z06 [H]ard|Gawd

    Messages:
    1,915
    Joined:
    Nov 13, 2006
    Tip #1: Definitely don't jump into any flying sims right off the bat and start doing barrel rolls. Driving sims as well. Save those for later.
    Tip #2: Avoid games/apps that have free motion in them (running/walking in game while you stand still IRL is a big no-no until you build up a tolerance and have some VR experience... this hits some folks a lot harder than others.
    Tip #3: If you are playing something like in the two tips above and start to feel nausea coming on, even just a little, STOP. DO NOT try and push through it as it will only make it worse and you'll feel like crap for quite a while. Take the HMD off and take a break... try something else a bit later.
    Tip #4: Watch your guardian boundaries. Make sure your monitor/TV or anything with glass on the wall is NOT in your immediate play area. It's very easy to get carried away and forget this when in VR.
     
    RogueTadhg likes this.
  3. Hagrid

    Hagrid Kyle's Boo

    Messages:
    7,240
    Joined:
    Nov 23, 2006
    I broke tip #4 and a 46" tv....... Dont swing past boundries is a good idea.
     
  4. reaper12

    reaper12 [H]ard|Gawd

    Messages:
    1,938
    Joined:
    Oct 21, 2006
    Hi, I am a Rift owner. Have a 4 sensor setup in a 10ft x 10ft play area. Using a cable management system from Midwec to solve the problems with the cable tangling in my feet.

    Buying the Rift has been one of the best purchases that I have ever made.
     
  5. harsaphes

    harsaphes [H]ardness Supreme

    Messages:
    4,382
    Joined:
    Aug 29, 2005
    So is it two in front....standing or wall mounted, and where exactly is the 'behind' one.
     
    Last edited by a moderator: Oct 17, 2017
  6. Hagrid

    Hagrid Kyle's Boo

    Messages:
    7,240
    Joined:
    Nov 23, 2006
    I have them on the wall with the adjustable cctv mounts. The one is directly behind me so its making a upside down triangle looking forward. I hav a spring taking up the slack so it doesn't get tangled in my feet. I also have the usb and hdmi wiretied on the front of my wire rack. This is for quick connect of my tv and also in case I get crazy and pull to hard.
     
  7. bobzdar

    bobzdar [H]ard|Gawd

    Messages:
    1,369
    Joined:
    Jun 6, 2003
    I only have 2 cameras but it works fine for my roomscale setup (~9'x9'), no plan to get a 3rd. I have them wall mounted using adjustable camera mounts.

    One other tip - be careful of ceiling fans. I have one in my room and, well, I stuck my controller in it once shooting at a drone in RoboRecall. It didn't break anything and didn't catch my hand, but I shut it off when playing games that have you reach up at all after that.
     
  8. harsaphes

    harsaphes [H]ardness Supreme

    Messages:
    4,382
    Joined:
    Aug 29, 2005
    Soooooooooooooooo. During the Rift setup my mouse started to go wonky and finally was unusable. I was able to finish the setup with the keyboard but I still cannot use the mouse. Logitech something with one of those usb plugs. The only mouse usable after the Rift software and setup is a wired one.

    Any idea why this would happen?

    Other than that AMAZING.
     
  9. Hagrid

    Hagrid Kyle's Boo

    Messages:
    7,240
    Joined:
    Nov 23, 2006
    I know on mine I installed a 1x pcie 4 port usb 3 card. I have 2 of the rift cameras on it. I think it was $20 or something.
     
  10. harsaphes

    harsaphes [H]ardness Supreme

    Messages:
    4,382
    Joined:
    Aug 29, 2005
    Well for right now I'm using a wired. I Googled it and it seems to be a problem for a lot of people.

    Definitely an under powered USB problem. I'll have to get a hub tomorrow.
     
    Last edited: Oct 16, 2017
  11. Supercharged_Z06

    Supercharged_Z06 [H]ard|Gawd

    Messages:
    1,915
    Joined:
    Nov 13, 2006
    Use a wired mouse myself. Try plugging your mouse receiver into another unused USB 2.0 port. Or if you have a fancy keyboard with its own USB ports, try using one of them. Low bandwidth devices like keyboards/mice/joysticks/pedals can also easily all share a single USB port - just plug all of them into a USB hub and then plug the hub into the USB 2.0 port your keyboard or mouse was using before.
     
    Last edited: Oct 16, 2017
  12. Decibel

    Decibel 2[H]4U

    Messages:
    3,670
    Joined:
    Nov 10, 2000
    Anyone mention Oculus Tray Tool yet?

    (Quotes keep the forum from freaking out on Reddit links right?)
     
  13. harsaphes

    harsaphes [H]ardness Supreme

    Messages:
    4,382
    Joined:
    Aug 29, 2005
    Just tried Kingspray...AMAZING....any artists here, you should check it out.
     
  14. harsaphes

    harsaphes [H]ardness Supreme

    Messages:
    4,382
    Joined:
    Aug 29, 2005
    Got all my USB problems straightened out. I just put the sensors in a standard USB port and the headset in the 3.0. Everything is good to go. Mouse now works also.
     
  15. harsaphes

    harsaphes [H]ardness Supreme

    Messages:
    4,382
    Joined:
    Aug 29, 2005
    So I'm setting up SteamVR and have a question. Do I go through the Room Setup once I launch it or is that not necessary? Also do I see my Steam library from withing the Rift?
     
  16. Hagrid

    Hagrid Kyle's Boo

    Messages:
    7,240
    Joined:
    Nov 23, 2006
    Yeah, Steam has it's own setup as well.

    This is the one I followed for the games.

    https://www.vrheads.com/how-launch-your-steamvr-games-oculus-home
     
  17. harsaphes

    harsaphes [H]ardness Supreme

    Messages:
    4,382
    Joined:
    Aug 29, 2005
    Yeah I saw that also but no one mentions actually launching SteamVR from Steam. If I do that it wants me to do a room setup.
     
  18. Hagrid

    Hagrid Kyle's Boo

    Messages:
    7,240
    Joined:
    Nov 23, 2006
    Yeah, Steam has it's own built in room setup.
     
  19. Supercharged_Z06

    Supercharged_Z06 [H]ard|Gawd

    Messages:
    1,915
    Joined:
    Nov 13, 2006
    Harsaphes, if you are a sci-fi fan or like anything space themed as to games/experiences, then the one VR game I personally recommend above all other titles is Lone Echo.

    To me at least, this game is truly ground breaking on so many fronts that it makes it a must have/must play title. It takes a good 8-10 hours to play through properly, but I spent closer to 12 hours just relishing it all and taking it all in. I for one do NOT recommend just rushing through it. Enjoy the details and the sights along the way - play space tourist a bit. The game starts off a little slow as you learn what you are and what you can do, but the immersion factor, locomotion mechanics, graphics, attention to detail, the environments, and the game interaction using the touch controllers is in a class by itself. It's definitely an extremely well polished VR game and worth every cent paid for it. The fact that you also get Echo Arena with it (another must have title) is just a bonus.

    Seriously, get this game and play it! I'm shocked more folks don't mention or talk about it here... most likely because its a Rift+Touch title.

    If anything, this one game really opens your eyes as to what is possible in VR when it comes to the medium and the future of VR gaming. Those that haven't played it yet are in for a surprise/treat. And all of you that call it a lever pulling simulator are jaded fuck-tards that can go screw yourselves! :D It is so much more than that as to showcasing what is possible in VR and it's future. It is to VR what the Wolfenstein 3D game was to all FPS games that followed it - ground breaking and genre defining.

    With the Rift + Touch controllers, this game alone will pretty much convince anyone that the VR hardware investment they have made was so worth it!
     
  20. Hagrid

    Hagrid Kyle's Boo

    Messages:
    7,240
    Joined:
    Nov 23, 2006
    Also Arizona Sunshine and Dead Effect 2 VR. Windlands is fun and if you are afraid of heights, it should help after a bit. :)
     
  21. Supercharged_Z06

    Supercharged_Z06 [H]ard|Gawd

    Messages:
    1,915
    Joined:
    Nov 13, 2006
    There are lots of really good VR games out there now and I've also recommended several of them in other threads such as here:

    https://hardforum.com/posts/1043103579/

    I still contend that Lone Echo is a real standout though - in a class all by itself.
     
  22. harsaphes

    harsaphes [H]ardness Supreme

    Messages:
    4,382
    Joined:
    Aug 29, 2005
    Downloading Lone Echo now.
     
  23. harsaphes

    harsaphes [H]ardness Supreme

    Messages:
    4,382
    Joined:
    Aug 29, 2005
    Hung up my Rift today, now a little cable management and I'm good to go.

    IMG_20171017_163427.jpg
     
  24. reaper12

    reaper12 [H]ard|Gawd

    Messages:
    1,938
    Joined:
    Oct 21, 2006
    Not for me, really good visuals and the story is decent, but the game itself is boring as hell. They had so many possibilities and did nothing with it. It's so scripted that the story is ruined because there is no tension. You can't try to solve a problem until the game lets you. Not the problems are hard solved, in fact, after you cut a bulkhead, pulled lever and replaced another damn battery for the 100th time, the puzzles aren't even puzzles anymore.

    It's worth getting it because the first two hours are really amazing. Then it's mindless chore after mindless chore. 8-10 hours to lay through? That's really stretching it. Even taking the time to find all the cube sats it took me less than 8 hours.

    To me, I don't see how anyone with any intelligence or imagination could be happy with this game after the initial couple of hours. The potential for the game was huge. They could have done anything, instead they did nothing. They didn't even put much effort into the scenery for the second half of the game. And the puzzles were ever more mind numbingly boring, like replacing the solar panels. Yeah that really showed what's possible in VR.

    They could have made a game that you could actually break things, do things wrong. Why couldn't you drive the transports? Why didn't they put in a few scenes that were dangerous, something requiring a mad dash. Or at least why didn't they give some puzzles that were a little bit difficult to solve? It just disappointed me so much in the end.
     
  25. Hagrid

    Hagrid Kyle's Boo

    Messages:
    7,240
    Joined:
    Nov 23, 2006
    How is your tracking low to the ground with the cams so low? I know some games like VR Dungeon Knight you have to crawl and pick stuff up of the ground.
     
  26. harsaphes

    harsaphes [H]ardness Supreme

    Messages:
    4,382
    Joined:
    Aug 29, 2005
    So far not a problem.
     
  27. Supercharged_Z06

    Supercharged_Z06 [H]ard|Gawd

    Messages:
    1,915
    Joined:
    Nov 13, 2006
    While you bring up some good points as to criticisms with the game's core entertainment values - how challenging it was for example, and I fully agree that there's so much more potential there that could have been exploited or worked in, I still feel that you are sort of plowing through a forest, harvesting all the lumber and not taking in any of the scenery or realizing that you are experiencing something special... just how unique the VR interface was and how well the game's VR environments were designed. How this is the launch platform to a whole new era of VR gaming...

    What they crafted as to locomotion mechanics and how things simply worked and were designed with VR in mind is so very next level and so easy to take for granted. It was so seamless and the VR execution as to body mechanics, tools use, environment interaction, was so well implemented that I can easily forgive its other weaknesses.

    I for one was not disappointed and really enjoyed the game as an experience.
     
  28. harsaphes

    harsaphes [H]ardness Supreme

    Messages:
    4,382
    Joined:
    Aug 29, 2005
    Just put in about 30 min or so in the game. It is beautiful but already I think it's very slow paced. We will see.
     
  29. harsaphes

    harsaphes [H]ardness Supreme

    Messages:
    4,382
    Joined:
    Aug 29, 2005
    What's everyone using for wall/ceiling mounts?
     
  30. Supercharged_Z06

    Supercharged_Z06 [H]ard|Gawd

    Messages:
    1,915
    Joined:
    Nov 13, 2006
  31. harsaphes

    harsaphes [H]ardness Supreme

    Messages:
    4,382
    Joined:
    Aug 29, 2005
  32. Supercharged_Z06

    Supercharged_Z06 [H]ard|Gawd

    Messages:
    1,915
    Joined:
    Nov 13, 2006
    Umm, Not following you at all. Two of my sensors are wall mounted. The mount is not big at all and very versatile. (The gimballed ball joint portion is very adjustable and can also be removed/unscrewed if you just want to use the mount plate and rig it to just screw a camera head to it... with some slight re-engineering.) There are many others options out there as well, just sharing mine.
     
  33. Hagrid

    Hagrid Kyle's Boo

    Messages:
    7,240
    Joined:
    Nov 23, 2006
    Yeah, I think most people used this type of mount as you can move it around in any direction.
    Harsaphes, you might grab 2 or even 3 if you decide to go with 3 sometime. They are cheap too.
     
  34. harsaphes

    harsaphes [H]ardness Supreme

    Messages:
    4,382
    Joined:
    Aug 29, 2005
    Great thanks. Loving my set.
     
  35. harsaphes

    harsaphes [H]ardness Supreme

    Messages:
    4,382
    Joined:
    Aug 29, 2005
    Because my TV sticks out from the wall I'm wondering if I mount the sensors next to it will the set block them? I really dont have that much space that I'm willing to put them.
     
  36. reaper12

    reaper12 [H]ard|Gawd

    Messages:
    1,938
    Joined:
    Oct 21, 2006
  37. Sonicks

    Sonicks [H]ard|Gawd

    Messages:
    1,197
    Joined:
    Jul 24, 2005
    Anybody here try any third-party "facial interface" (the foam piece) replacements?

    I've seen very mixed reviews on the VR Covers and I'd really like a thicker alternative to the stock foam pad. I've recently realized that my left glasses lens has been rubbing against the Oculus lens (probably during intense Robo-Recall sessions) and now there are a few nicks and scratches on both the Rift and my glasses. I figure the easiest solution is to get the Rift just a couple more millimeters away from my face with a thicker pad but I don't want to make a janky solution myself nor do I want to spend a whole lot on a sub-par product.

    It would be nice if Oculus themselves just made a slightly extended version of the faceplate to accommodate glasses.
     
  38. westrock2000

    westrock2000 [H]ardForum Junkie

    Messages:
    10,247
    Joined:
    Jun 3, 2005
    I got Space Pirate Trainer, it's super fun. Repetitive obviously, but you get involved real fast. Reach behind your head for shield and gravity light saber. Kids like it a lot too.