No dk 2 support also means no cv1 support at the start. Because cv1 is based on the dk 2. This means when cv1 comes out a lot of new ppl in racing will only look at oculus supportet titels.
I don't know if today is International Panic Day or something... lol
Clearly something is making a lot of people think that ISI is steadily steering this sim straight into an early grave. No official OR support yet: AC will win 'the war'. Minor graphical bugs in newly released tracks: AC will win 'the war'.
Really quite amusing. Slightly annoying, but most of all really amusing. All in good time, patience etc.![]()
What war? All titles can coexist. If one is going by Oculus Rift support and video preview virtual reality hype then Live for Speed and pCARS are the winners.
So for a publisher it makes no sense to wait if u need a dk 2 anyway. So the whole mainsteam thing what isi talk about dk 2 is complete *piep* There are only one reason to not buy dk 2 and it is to save 300 dollar and wait for the cv1 and work with the cv1 to make the oculus in rfactor 2 ready. This would mean that a publisher care about 300 Dollar![]()
Gjon: We did some work on it with the original Rift device. We already had some of the basics in there from earlier products and the Rift work enhanced this further. At some point soon we will carve out time and finish this up for not only the Rift but for all devices of this class.
From rFactor2 Facebook page:
Rift offers some rewards commercially, there is a chance it'll be done fairly soon as there is right now a commercial client wanting to pay us to develop it. If that comes through, obviously rf2 users would benefit sooner with the rift. Not often something like that comes along, but whenever you can have someone else pay dev costs it's very nice.
It makes sense not due to money reason but because ISI is primarily not interested in supporting a certain device, but all types of virtual headsets (read quote below). It's a bit same as if rF2 would suddenly add support for some Samsung monitor technology. It makes not much sense when you have limited resources as ISI does, they have clearly decided to spend their time on more important things and later add generic support for headsets when it gets more popular.
Doug: What about new technology with the virtual headsets? Any updated news to report?
Gjon: We did some work on it with the original Rift device. We already had some of the basics in there from earlier products and the Rift work enhanced this further. At some point soon we will carve out time and finish this up for not only the Rift but for all devices of this class.
Ok, so i just tried the DK2 for my first time and OMFG!!! It's amazing!
I was not expecting it to be this big of a leap in resolution quality from the dk1 to the dk2. When i bought and tried the dk1, after an hour i put it on ebay immediately. The resolution was so bad. The DK2 has only improved from 800p to 1080p which certainly doesn't sound like a big improvement but when coupled with the new screen improvement in general, it's quite literally 10x better than i had imagined it was going to be.
This is actually a very functional and usable product as is in my opinion, something i never expected i would say until a CV2 based on dk1 experience. I can completely see why Oculus have said they're not going to produce a dk3 but instead release the CV1 next.
I am swearing left, right and center when using it....very impressive.
What seems obvious to me is that everyone that tries the Rift with a sim, is instantly sold on the tech, even if not for the DK2 itself, at least for CV1 or CV2 in the worst case scenario. Only people complaining about resolution and FOV and stuff are the ones that never tried one, and can't even imagine what it's like.
The comment of the guy saying DK2 makes others "kick your arse" because of screendoor was epic, ignorant sentence of the month. I've not only became faster with DK2, but is much more enjoyable and as already said, slides are catched much earlier and consistency improves drastically. It's like gamepad vs Wheel, you can actually be as fast in a hotlap with a gamepad, but it's much easier to be consistent with the wheel because it's more natural and precise. With the Rift the exact same thing happens again, the 3D sense of scale makes it much easier and natural to drive. Only a better screen and a haptic chair separates you from the real thing, and that will eventually come so monitors are basically sentenced to death already for sim racing