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mouse_bear's avatar
mouse_bear
Retired Support
6 years ago

Oculus Unreal Integration - v1.40 (08/29/19)

Version 1.40 of our integration for Unreal Engine 4.22 has been released!

For more information, see our Unreal Engine Developer Guide.

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You can grab the latest version of the Oculus UE4 Source here: 
More information about this release can be found here.

Integration Changes

  • Updated the Oculus Unreal Integration to 1.40.

Bug Fixes

  • Miscellaneous bug fixes and performance improvements.

Known Issues

  • A significant drop in frame rate occurs when UE4 is not in focus in VR preview mode. To avoid this issue, uncheck the Use Less CPU when in Background in Edit > Editor Preferences > General (left sidebar) > Miscellaneous (left sidebar) > Performance.
  • Exclusive Mode issues: Setting the mirror window to full-screen exclusive mode will not work correctly if the monitor and HMD are connected to different GPUs.
The thread for the previous version (v1.39) can be found here: https://forums.oculusvr.com/developer/discussion/79117/oculus-unreal-integration-v1-39-07-26-19

17 Replies

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  • motorsep's avatar
    motorsep
    Start Partner

    MaxArch said:

    Thats brilliant news. @motorsep You already tested building this update? Downloading now...


    No, I only had time to build engine, convert my project and compile shaders.. I'll mess with it after I get off work.

    If you get to test performance before I do, please let us know here.
  • MaxArch's avatar
    MaxArch
    Heroic Explorer
    @motorsep Just tested with a small project (180k tris).
    Using only static lights (build with GPU lightmass) and mobile multiview+direct. FFR is set on 'high'

    Used OVR metrics tool on the Quest to get some data.

    The binary UE 4.23.0 and the O-VR build seem to have the same performance - about 68-72 fps.
    When Vulkan is enabled I loose about 18 fps and a few purple glitches appear (has been reported before). Memory usage is half with Vulkan (1429 vs 695)

    I hoped to gain a few fps using Vulkan. Maybe Renderdoc can reveal why Vulkan is loosing fps.




  • MaxArch's avatar
    MaxArch
    Heroic Explorer
    @motorsep Can't say. I only compared the Epic Binary UE 4.23 to the O-VR 4.23 branch with and without Vulkan. Haven't tested it against O-VR 4.22.3 branch (and removed that already from my system)
  • Corysia's avatar
    Corysia
    Expert Protege
    Hmmm, when you guys built the engine, did you get something like this:

    $ ./GenerateProjectFiles.command 

    Setting up Unreal Engine 4 project files...

    Running installed mono, version: Mono JIT compiler version 5.18.0.268 (2018-08/68aad3b0eb7 Tue Feb 26 07:23:00 PST 2019)
    2019-10-11 09:50:14.302 defaults[6564:194818]
    The domain/default pair of (com.epicgames.ue4, MonoAOT) does not exist
    While compiling /opt/private/Unreal/UnrealEngine/Samples/Oculus/AvatarSamples/Intermediate/Build/BuildRules/AvatarSamplesModuleRules.dll:
    /opt/private/Unreal/UnrealEngine/Samples/Oculus/AvatarSamples/Plugins/OVRLipSync/Source/OVRLipSync/OVRLipSync.Build.cs(37,16) : warning CS0219: The variable `TargetBinariesDirectory' is assigned but its value is never used
    Generating data for project indexing... 96%Oculus Avatar SDK not supported for this platform
    100%
    Writing project files... 100%
    This is the 4.23 branch, pulled fresh this morning.
  • motorsep's avatar
    motorsep
    Start Partner
    I didn't see anything like that (I am on Windows 10 if case you are on a different OS).
  • Corysia's avatar
    Corysia
    Expert Protege
    Yes, I'm on OSX.  I don't get this message in the 4.22 branch.  Well, ShaderCompileWorker built OK.  I guess I'll see what UE4 does now.