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capwn
12 years agoHonored Guest
Made a level and works on RIFT but something is wrong
Managed to make a level based on a tutorial and got it to show on the RIFT. It's ok but something is making me feel a bit ill, it's not quite right. The red cross is in the top left corner where as it should be in the middle? It feels like the view isn't properly centered? I'm wondering if that's to do with the window on the monitor not filling the screen? I'm using Direct HMD.
Any ideas?

Any ideas?

18 Replies
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- henleybProtege
"capwn" wrote:
Managed to make a level based on a tutorial and got it to show on the RIFT. It's ok but something is making me feel a bit ill, it's not quite right. The red cross is in the top left corner where as it should be in the middle? It feels like the view isn't properly centered? I'm wondering if that's to do with the window on the monitor not filling the screen? I'm using Direct HMD.
Any ideas?
I got that but entered in to the blueprint and got rid of the crosshair which makes it a bit more comfortable. - capwnHonored GuestAh yes that helped once I got rid of it, thanks! I still feel a bit sick though because if I look left and right the screen judders. I have closed Unreal4 and am running a file from a standalone package so I should have the resources. I can run other oculus demos without the judder.
Is there a way to test frame rate easily? otherwise I'll look up a tutorial and add it in there myself.
Also is there a way to easily close a window running a RIFT demo? I click alt and enter again but just can't close it. Have to go into task manager every time and end task. - PatimPatamProtege
"capwn" wrote:
Is there a way to test frame rate easily? otherwise I'll look up a tutorial and add it in there myself.
Also is there a way to easily close a window running a RIFT demo? I click alt and enter again but just can't close it. Have to go into task manager every time and end task.
Use the console! Press tilde "`" in-game (or set a different console key in project settings - input).
Then try these commands:
"stat fps"
"exit"
To have a good experience using the DK2 your FPS should be locked at 75 with vsync on. - capwnHonored GuestThanks, exit worked but stat fps command shows up but I see no stats. This was on a monitor full screen, not tried it on oculus yet. Will do tonight. It should be showing up on the monitor though right?
- PatimPatamProtegeStrange.. yep FPS info should appear on the top right of your screen (if Rift mode is enabled it appears more centered so it's easy to see).
- capwnHonored GuestAh, it works if I type out the full command. If I click enter when it autofinds it then it doesn't work. Anyway, I'm getting 50FPS even with default FPS blueprint level. This is standalone, my editor is shut down.
Some stats of my PC, my graphics card is supposed to be pretty good! A AMD Radeon R9 200 Series?
- mrcrispProtegeUnreal 4 by default is set to run at `Epic` quality settings.
Open the console using the ` key and type hmd sp 100 to reduce the oversampling down- at this level it won't be as sharp, but you will get your framerate back up.
Also, create a blueprint that runs the following console commands at begin event:
stereo on
fullscreen
hmd sp 100
hmd timewarp on
mirror off
stats fps
The above will ensure that the project runs directly to rift (in direct or extended mode), runs fullscreen, reduces the oversampling, makes sure timewarp is on, turns off mirroring (performance boost in direct mode) and stats fps shows your current latency and framerate.
I run these on starting my project and it removed all judder- even on an underclocked GTX980.
Also- limit the amount of lights and or make them static and build the lighting out- this will improve performance to.
I have only just started with Unreal4- but so far it's proving to be very powerful- and power hungry. :mrgreen: - capwnHonored GuestGreat post!
I still have more to learn with blue prints. What type of event/node do I need in order to create this list of procedures to go through? Can it be a standalone set of nodes or will it need to connect to my current ones? - capwnHonored GuestYeah I'm at a TOTAL loss here :) I am in blue prints and have created a EventBeginPlay node but no idea how to add the other stuff. Typed 'Stereo on' in multiple different search bars but it just doesn't find anything at all. Not even any of the others.
- mrcrispProtegeSimply pull out the wire from the begin event node and drag it out and the search box pops up- type console and then you see execute console commands, place it down and link the white execute wire from the begin event to it and type in the console execute node the command you wish to execute.
Just duplicate the console nodes as many times as you need, link all the execute wires together- making sure this is a: under level blueprint and b: stereo on is the first command in the first execute console node.
If you'd like to map a key to reset the orientation of the HMD- just add a key press node (just type the key into the search and it will find it for you) and drag the white execute wire out and then search for call function>input>hmd>reset orientation and position- I have it mapped to the R key.
You can map any key to anything- so for example I have F1 to F3 mapped for supersampling levels, 100, 140 and 200- just to test them in game.
Here is an example of my console execute nodes:
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