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nickzucc's avatar
nickzucc
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13 years ago

How to properly cook a UDK level for the oculus rift?

So I am pretty happy with my first level for the oculus rift. I just cooked the map using unreal frontend.

The problem is that when I run my newly cooked game it isnt:

1. Not in fullscreen mode. ( I think I can either use alt + enter or win + up arrow for this.)

2. Game is not rendering in stereo mode and typing it in the console command prompt area isnt working.

The head tracking does seem to be working.

Are there some specific steps that I am unaware of that are needed to make things work?

Thanks for any help you may be able to provide! :)

9 Replies

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  • You're using the UDK from the 1.1 downloads in the dev center i'm presuming?

    Other than that, make sure the rift is plugged in before launching the app, and you may need to restart after entering the console commands.
  • I still needed to go and change the UDKEngine.ini file and the UDKSystemSettings.ini files after it was cooked and the game was extracted.

    I just needed to go into fullscreen mode by hitting alt + enter.

    I was under the impression that I wouldn't need to change any kind of settings files after it was cooked.

    It would be really nice to have options to set the resolution, the anti-aliasing and the post process buffer size. All these seem to have a big impact on performance and it would be nice for the end user to just select those in the Unreal front end before the game.
  • It would be really nice to have options to set the resolution, the anti-aliasing and the post process buffer size. All these seem to have a big impact on performance and it would be nice for the end user to just select those in the Unreal front end before the game.


    Why can't you? Create a menu in Flash using either Scaleform(preferred) or FScommands(rapid development).
  • Anonymous's avatar
    Anonymous
    "saviornt" wrote:
    Why can't you? Create a menu in Flash using either Scaleform(preferred) or FScommands(rapid development).

    I was browsing the forums here while downloading the UDK to get an idea as to what I'm getting in to. And now my heart skipped a beat. Are you saying that menus in the UDK are Flash based?
  • Jeppe's avatar
    Jeppe
    Honored Guest
    I found a solution to the issue - before cooking, you need to change a line in one particular ini file. It's not the same ini file you usually change to implement Oculus Rift support.

    In the file Engine\Config\BaseEngine.ini you need to change

    [Engine.Stereo3D]
    bEnabled=False


    to

    [Engine.Stereo3D]
    bEnabled=True


    This should give your cooked UDK game Oculus Rift support, without having to change any ini files after installing the cooked game.
  • UDK can use Scaleform for rendering UI. However, you can also write your own UI using Canvas.

    Both Scaleform and Canvas can be rendered onto a render target / scripted texture which should allow you to properly distort the UI for the Oculus Rift.
  • damient's avatar
    damient
    Honored Guest
    I found this forum, tries to improve the quality of the rendered image for the low res rift... Still waiting to get mine so dont know if this improves anything

    - You need to enable AA filtering to compensate for the lower resolution of the Rift, to do that go to C:\UDK\UDK-2013-03\UDKGame\Config and open the UDKSystemSettings.ini with Notepad or another text editor
    - Make sure you set the following lines to the values below, this will enable 16x AF and 8xAA:

    MaxAnisotropy=16
    MaxMultiSamples=8
    bAllowD3D9MSAA=True


    http://3dvision-blog.com/forum/viewtopic.php?f=11&t=2874
  • damient - Yeah, I know about these settings, they do make the game look better but from my test there is a pretty heavy frame rate hit for cranking the anti-aliasing up. Also increasing the frame buffer for post process changes frame rate quite a bit as well.