So, the DK2 is here and I’ve spent the day with it. Ahead of our detailed review of the unit, which will land soon, I wanted to share some quick thoughts and impressions with you.
The Good
The DK2 VR Headset is a quality piece of hardware made from good solid quality plastics.
No more breakout box! Only a single, braided cable running over the top of your head.
1080p makes a mighty difference! Desktop sized text at 1080p is legible, particle effects pop, textures sing it’s like opening the screen-door on your virtual world (well, almost – read below).
OLED and low persistence of vision produce (for the most pert) a staggeringly stable and blur-free image when compared to the DK1’s LCD panel. Plus colours really pop, aided by those inky blacks to contrast against. Having said that, see “the bad” below for caveats.
The Games
So, the bad news is that with the very latest SDK, released just today, installed there isn’t a huge amount of stuff you’re going to be able to play right now until more demos have been compiled against it. In fact, until you start hacking about, you’re pretty much limited to the SDK pack-in demos ‘Oculus World’ (Tuscany Lite) and the config utility’s scene.
It was a delight to step back into the Tuscany Villa again, this time armed with positional tracking and a glorious 1080p OLED panel. But the DK2’s vastly improved specs show up just how basic this classic VR demo looks now. I recall my first steps with my brand new DK1 and it was a revelatory experience. Well, despite the demo’s limitations I found myself lingering to lean in and inspect branches on trees or light fittings on the wall, just because I could.
The lovely folk at Kite and Lightning have informed us that the DK2 enabled demo will be made available to the public in August. If you want to stay informed and grab a copy as soon as it’s available, head over to sign up here.
The Ugly
Sorry, into each DK2 some rain must fall – and unfortunately were a fair few issues I need to be candid about.
The OLED panel and it’s artefacts: Darker scenes show what looks like an oddly static green haze over the image. It’s not noticable in most situations, but in the darkness of the Technolust demo it was very evident. Also, I’ve noticed a rather worrying looking smearing when high contrast areas are in motion – the visual effect is like a cross between old fashioned LCD blur and overdriven LCD pixel trailing (evident on some early TN based 120Hz monitors). But at this stage it’s not yet clear as to the cause.
Low persistence of vision stutter. I noticed this during my brief demo of the Crystal Cove prototype at CES 2014 in January. During fast pans of the head, the image would stutter frquently in some demos. I suspect it’s an artefact of in consistent frame rate but it’s quite jarring to go from super smooth tracking to judder.
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Well, that’s it for now. We’ll be back with more detailed DK2 impressions, including full previews of games and demos as we get them working. Stay tuned!