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Oculus DK2 Side By Side Lens View with DK1

Screendoor Effect (or lack there of):

Many reviews have I read, you know, reviews for the Oculus Rift DK2 where enthusiasts alike are talking about the “Screendoor Effect”. In my opinion, I believe a few of these reviews are coming from those who have never triedthe Oculus Rift DK1. Truthfully, I been actively using the Oculus Rift DK1 for about 1 year now. The difference is truly night and day! The Oculus Rift DK1 screen door was unbearable at times, but, you just had to push through it because, it was just that immersive.

The Oculus Rift DK2 is absolutely, no doubt about it, better. Picture this, within mere seconds your eyes adjust, the crispness and the scene comes to life exceeding expectations. As enthusiasts, gamers, critics and reviewers have pointed out: the “Tuscany” demo at this resolution immediately reveals it’s age. This demo is no longer sufficient for this screen; “Elite Dangerous” or “Technolust” will make jaws drop (for real).

For those that see or have seen very small pixels (compared to the Oculus Rift DK1) perhaps try “Mayaman’s Hack” with the privacy screen overlaid on the OLED panel, I would be interested to hear how that turns out.

Contrast & Low Persistence:

The opinion of the enthusiasts agree, it’s an improvement you have to see to believe. It shows you in an instant that the Oculus Rift DK1 was only showing us dark grey. We never truly saw what black looked like (LCD vs OLED of course).

I really can’t imagine what the horror demos will be like with the DK2, the new low persistence screen is (for the lack of a better phrase) a game changer. Regardless of the speed which your head moves at, it renders a beautiful looking scene with no blur whatsoever. Enthusiasts alike have mentioned the “black smear” in high contrast areas, well, I have seen it, but rarely. Again, compared to the blur we had on Oculus Rift DK1, it’s not even comparable.

Field of View (possible trick?):

There have been reports of a “black area” to the left, and right, which narrows your field of view. I did see this, I think a few of us saw it on Oculus Rift DK1, but only when we would set the wrong resolution for a demo or game.

As such, I have found a nifty little trick for this (though I am unsure if it will work for everyone): When setting up your IPD in the demo scene (desk with cards and plant) the instructions tell you too extend the Oculus Rift screen out as far as it will go for the test. I did this, (the first time) resulting in seeing the left and right black areas that killed a bit of the field of view.

I then decided to recalibrate the display while having the screen pushed all the way to my eyes. After this, the demo scene plus “Tuscany World Demo” was at full width again (and had the same field if view as the Oculus Rift DK1). As I said prior, this worked for me, but, this possible workaround will not work for everyone.

Positional Tracking:

I am confident that everyone has read enthusiasts of the Oculus Rift DK2 saying “how did we live without this?” It’s true, it’s incredible, smooth, flawless in how it operates. Well, almost. The field of view on the IR sensor is only mediocre at best; having the full 5 feet distance makes it work really well.

It may sound ridiculous but has anyone thought of trying to take the Xbox Kinect Lens Adapter and retro-fitting it (the lens adapter that increased the Kinect’s FOV)?

Conclusion:

The Oculus Rift DK2 and it’s screen mixed with low persistence and position tracking makes this baby one hell of a package. The strain on the eyes is incredibly lower (if any). Like most of us, we have been forcing our eyes to dealwith the Oculus Rift DK1; Its finally a pleasure to put it on!

The CV1 should be on hell of a device!

[Unboxing The the Oculus Rift DK2]

https://www.youtube.com/watch?v=lkbw9Y0y6hI 

[Side by side comparison, the Oculus Rift DK2 vs the Oculus Rift DK1]

https://www.youtube.com/watch?v=mA4II-qxyQE