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capwn
11 years agoHonored Guest
Intergration improvements recently?
It's been about 3 months since I dabbled with Unreal4. I fell in love with the blue prints system and the cheap subscription scheme but ultimately had to drop it because of the way it worked with the Oculus. I found getting anything below 75fps a real struggle, anything with textures or lights and it would be going to around 35. Of course you could tinker with multiple settings like hmd, mirror, etc but most often then not the only way to make it run at 75fps would be to lower the hmd to something like 50, resulting in blurred pixelated graphics.
After a few months I tried Unity and straight away it worked like a dream. It just worked! No messing around with settings. Clear and fluid. Yet, I miss the visual scripting (that is well supported with tutorials everywhere) and payment scheme.
Has any effort been made in the last few months to improve Unreal's compatibility with Oculus for casual users such as myself?
After a few months I tried Unity and straight away it worked like a dream. It just worked! No messing around with settings. Clear and fluid. Yet, I miss the visual scripting (that is well supported with tutorials everywhere) and payment scheme.
Has any effort been made in the last few months to improve Unreal's compatibility with Oculus for casual users such as myself?
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- AnonymousMaybe give 4.7 a try when the official release comes out. I like the simplicity of the Blueprints system too, while having the ability to code in C++ when needed. Epic and Oculus keep making gradual improvements to their software.
- cyberealityGrand ChampionUnreal should work, though maybe it's a little more intensive then a basic Unity app.
- saviorntProtegeWith Unreal, you have to do ALOT of tweaking for VR, namely on the graphics side. By default, the engine will use the highest settings for graphic fidelity, rather than peformance. Unity is opposite, you have to enable all of those graphic settings, so purely speaking, Unity's VR performance will be naturally better than Unreal.
Now, with that being said, Epic does have a VR template "in the works", and I have been trying to pester them about getting it finished, but, it's not exactly like I am a multi-million dollar studio or anything. - capwnHonored GuestThat working backwards thing seems to be a typical Unreal thing. Even setting up my art assets, if you use any blank/default setting they add a ton of bloom, reflection and all sorts of stuff. I wish it was the other way around, where you learn how to add elements that help make it more fancy. Would be better for learning too. Instead they throw everything at you and you have to work out how to dial it back. Perhaps it's just a preference thing but that way of working just doesn't fit with me at all. Even with Unreal4 being free I'm now thinking of taking it out of my potential future pipeline.
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