Forum Discussion
shanecolbert
11 years agoProtege
HUD/Menu drawing in UE4 for Oculus Rift
Hello,
Upon experimentation, HUD calls draw to an absolute location, whilst a game is in stereo mode.
Is there a way to have the text correctly displayed, rending in their correct locations for both the left/right eyes, whilst taking in (x,y) screen co-ordinates??
My current work-around (if you can call it that :P) has been to implement a textured plane that is positioned in-front of the camera. I then render the HUD elements as a textured material that is mostly transparent.
This is bad, since it is subject to motion blur. Additionally, if anything passes in-front of the HUD elements, the HUD elements are occluded. I hope this makes sense.
How have others been solving this problem?
Upon experimentation, HUD calls draw to an absolute location, whilst a game is in stereo mode.
Is there a way to have the text correctly displayed, rending in their correct locations for both the left/right eyes, whilst taking in (x,y) screen co-ordinates??
My current work-around (if you can call it that :P) has been to implement a textured plane that is positioned in-front of the camera. I then render the HUD elements as a textured material that is mostly transparent.
This is bad, since it is subject to motion blur. Additionally, if anything passes in-front of the HUD elements, the HUD elements are occluded. I hope this makes sense.
How have others been solving this problem?
1 Reply
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- PokeyHonored GuestBasically everyone says to not use screen-space HUDs in VR. Oculus writes in their Best Practices Guide:
Strive to integrate your interface elements as intuitive and immersive parts of the 3D world. For
example, ammo count might be visible on the user’s weapon rather than in a floating HUD
Putting elements on the 2D screen in the Rift makes the user look with their eyes rather than their head, which can increase eyestrain.
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