It also has a different shape due to the pentile display that I’ve found a bit less distracting. The screen door is still noticeable, but feels much less intrusive. This is very important to Keep Talking as we no longer need to position the bomb at uncomfortably close distances to enable people to see it well. The bump from 1280×800 to 1920×1080 may not sound all like all that much, and a lot of discussion of the change to a pentile OLED makes it sound even less significant, but I’ve definitely found in practice it makes a big difference in being able to make out things like text and smaller details. The resolution increase, low persistence and positional tracking push the experience far beyond what was possible with the old device. When people discuss the specs and the pros and cons of the DK2 versus the DK1 it tends to sound like it is a small incremental update, but for me it’s been a night and day difference. I’ve had the original dev kit since last April and have tried practically every demo I could get my hands on and I’ve also been working for the last several months with it on Keep Talking and Nobody Explodes so I’ve spent quite a lot of time in the DK1. Note a lot of this is just placeholder art until we have our actual art complete and that it also looks a lot better in the rift, most of the artifacts are due to the camera going out of focus rather than a problem with the DK2 itself. We received our Oculus Rift DK2s on Tuesday and so I thought I would do a post with some first impressions and also make a short video of what our game currently looks like through the lens and taking advantage of positional tracking for all movement.