One of the lucky ones with an Oculus Rift CV1. Have had some time to play with it. Also an owner of DK2, so have some references that way. Ergonomically I feel the CV1 is a great leap. The 'screen door' effect nearly eliminated, some increased resolution. It gives a good boost

Unfortunately there are aspects of CV1 that I do not like The 'god rays' effect I am not happy with. On my CV1 there also looks to be a clear difference in calibration and matching of the two OLED displays. My 'half' problem is the thermo/LED characteristics of CV1. Not really a problem, just a bonus observation of IR tracking LEDs behavior

My Question(s):

Not easy to quantify the problems and make comparative videos/pictures. Have tried as best I can to illustrate in a controlled manner how my CV1 looks to me. Below are 3 sections, one for each problem. The 'god rays' I probably have to live with, looking at others feedback. The 'thermo' issue is more of an observation. Temp itself is ok by me. My biggest gripe is the 'calibration' between the two OLEDs. Any belief that the non-public support 'OLED-fixer-tool' could help ? Any other tips on possible solutions ? Worth the hassle to try support ? Or just live with it, and wait for CV2/Vive2 ?

Problem - Rays:

Here is a video I made to illustrate the 'god rays' problem:

It also contains stills to illustrate the other problems. But they can be found in sections below too. Not easy taking video. Tried 2 GoPro Sessions, and more. Funnily enough ended up with my iPhone SE. For the video I used the 'FiLMiC Pro' app and locked everything I could (1080p60, focus-lock, ISO600, 1/60s, EV0.00). Also had a blanket over my head to keep light out, old-style photography.

Not a pro. But to me the biggest problem is to illustrate how your eyeballs moves all the time in sync with head movement and what you are watching. It has a big impact at which angle you are looking to get the 'god rays'. In the end I found one angle with camera lens that gave a good representation of how it looks to me.

The problem/effect is dependent on light/dark edges and so on. Not a problem present at all times. That said. I do not like them. When I notice them, they do not help with immersion. But seeing how widely reported, probably not a lot to do for CV1.

Problem - Calibration / Veil:

This is my biggest gripe with the whole situation. It is not prevalent in most cases. But when it's there, it's jarring as <beep>, and destroys the immersion. Best shown in large uniform light/dark sections, especially if it transitions slowly in color. Sometimes it's like having a static gray overlay veil. Just laying there, not keeping still relative to environment being rendered. I have taken off the plastic protection on both lenses, and checked for possible residue.

Here is a picture with some stills to illustrate the problem:

It is from EVE Valkyrie, selection on start, looking behind. That 'grain' that looks like motion effect on left eye, is NOT motion effect. It is a real difference between the left and right eye in some way. Also the difference in color/brightness is consistent. Somewhat difficult to stuff my DSLR into the CV1. Used the 'Manual' app on iPhone SE. Locked everything I could (5000K, focus-lock, ISO1500, 1/15s). Still a blanket over my head to keep light out.

Another sample from EVE Valkyrie, just to show consistency:

Tried another variant to provoke/illustrate the problem:

Created a 360 photo with uniform #020202 color, and viewed it in Oculus 360 Photos. Increased the shutter to 1/5s to better illustrate effect. You can see the marked difference of the grain/coating. Also the difference in calibration/tint.

Problem - Thermo:

As told, not really a problem. More of an observation:

Did this collage for the fun of it with a FLIR ONE Thermal Imager for iOS/iPhone (double-checked temps with a IR temp gun). The temperatures is not an issue for me. But what surprised me was that the IR tracking LEDs turned on at once if Oculus Home was started. Without having touched the CV1. Might be a choice made to have instant tracking when picked up. But looks a little unnecessary to keep them on before motion or head-sensor is detected on CV1. The difference from 2 to 3 is probably that USB/bridge/logic inside CV1 is not activated before 'Oculus VR Runtime Service' is started. I keep it on manual. As a side-effect, Rift Audio device not visible before service is started. Did these images with runtime 1.3.2, tried 1.4.0 too, same behavior.

Equipment / Software:

Oculus Rift CV1, Win 8.1 x64, NVidia 980 Ti (361.91), Oculus Runtime 1.3.2/1.4.0.