We have had some recent success with the Oculus DK2 drivers and today are releasing a new RedFrame environment demo, available for download from the links below. This demo features the library, a key location in RedFrame and a nice companion to the master bedroom that we had released for DK1 last year. This is a slightly smaller environment (we don’t want to give too much away), but it contains some hints about what's to come. I've included some of the new rendering techniques featured in my last post, Experimenting with Unity 5, which look very good in VR.

Before playing, be sure to specify your height and IPD in the Oculus Config application included with the Oculus Rift Runtime. The RedFrame environment is precisely modeled to scale which can magnify discrepancies in your virtual height. We’ve also included a “seated mode” (see controls below) that will approximately match your height when sitting in a desk chair, greatly increasing both immersion and sense of scale.

Download

Controls for Keyboard

Move - W, A, S, D

W, A, S, D Turn - Q, E, or mouse

Q, E, or mouse Sit - Space or Tab

Space or Tab Recenter View - R

Controls for Gamepad

Move - Left stick

Left stick Turn - Right stick or bumpers

Right stick or bumpers Sit - A (Xbox), X (PS3/4)

A (Xbox), X (PS3/4) Recenter View - Y (Xbox), Triangle (PS3/4)

Troubleshooting

Compared to the Oculus Rift DK1, the setup for DK2 can be a bit more complex. It’s hard to say how well it will run on every system, but we have a few tips that got it working well for us:

On Windows, change your Oculus settings to use "Direct to Rift" mode instead of "Extended" mode, and run the Direct to Rift app included with our demo. Don’t mirror your display, it causes bad jitter. Update your graphics drivers after verifying that they're compatible with your Rift. If the frame rate doesn't feel smooth, relaunch the app and select the lower quality setting. The two presets we've included should perform well on most computers. If your screen goes black, it may be because your head passed through an object. This is a feature we added handle collisions with head tracking. If the screen shows up tiny in the corner, make sure the resolution is set to 1920 x 1080 on launch. Sometimes with the OSX build, the cursor won't hide. If this happens you can just drag it to the top of the screen.

Since this is still a work in progress and far from perfect, if you have trouble please let us know about your experience. Your feedback is very helpful!