Valve adds Oculus Rift DK2 support to SteamVR

August 18, 2014 | 09:51

Tags: #dk2 #middleware #oculus-rift-dk2 #steamvr #vr

Companies: #oculus-rift #oculus-vr #steam #valve

Valve has announced an update to its SteamVR beta, adding support for the new positional tracking system used in the Oculus Rift Developer Kit 2 (DK2) design.

Oculus VR's latest hardware design is an undeniable improvement over its first-generation hardware, boasting a more accurate means of tracking the user's head movements and a higher-resolution display that dodges the visible-pixel problem of the first generation. To make the most of its new features, however, client software needs to be updated - and Valve's SteamVR middleware has received just such an update.

According to the company's official change log, the latest release of SteamVR - which is still a beta - adds full support for the Oculus Rift DK2 hardware, with positional tracking supported on both Windows and OS X but not Linux or Valve's own Steam OS platforms. The update also fixes an issue that could cause the middleware application itself, vrserver.exe, to run even when no head-mounted display is detected and to slowly increase its share of CPU time until the system is bogged down completely.

As a beta, it's unsurprising to see that there are still some issues that need to be resolved: as well as adding support for DK2 head-tracking on Linux and Steam OS, Valve has confirmed that the current beta still only supports the 'Extend Desktop' multi-monitor mode and can take a good few seconds to gracefully fail if the Oculus driver application isn't running when a head-mounted display tries to contact it.

Those who have been lucky enough to receive their Oculus Rift DK2 hardware over the last few weeks will need to manually opt-in to the beta through the Steam desktop application in order to take advantage of the latest improvements.
Discuss this in the forums

Posted by runadumb - Mon Aug 18 2014 11:03

Tried it last night and Steam VR is very cool.
Half-life 2 is jaw dropping. I had many "wow" moments but the flying buzzsaw things are something else.
Its hard to explain but the 3D is particularly impressive. The world just feels utterly believable.

Downside is I (currently) have to stop and rest after 30 mins as it makes me feel quite ill. Hoping that will improve. The loading screens don't have head tracking and if I don't keep very still, they can dial up the vomit factor fast.

Posted by Griffter - Mon Aug 18 2014 11:09

i am the unlucky one i guess...

Posted by schmidtbag - Mon Aug 18 2014 13:38

runadumb
Downside is I (currently) have to stop and rest after 30 mins as it makes me feel quite ill. Hoping that will improve. The loading screens don't have head tracking and if I don't keep very still, they can dial up the vomit factor fast.
I've heard about this problem - common for people who get motion sickness. I heard the Oculus Rift team is supposedly finding a way to fix this but I don't see how that's physically possible. The reason motion sickness happens is your eyes tell your brain that you're moving but the rest of your senses disagree, which gets your brain to think you're poisoned. And what does a healthy body do to poison? Vomit. So, unless they can find a way to stimulate the vestibule, I don't see how they can prevent motion sickness.

In the meantime, I'd suggest taking some Dramamine.

Posted by runadumb - Mon Aug 18 2014 13:56

I'll just plough on through. I've gotten much better since getting the rift 3 weeks ago. Some demos made me ill after only a few minutes at the start.

Baby steps and all that.
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