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mouse_bear
6 years agoRetired Support
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.Note: You must log into a subscribed GitHub account first, otherwise you will get a 404 error from the link below.
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.
17 Replies
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- motorsepStart 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. - MaxArchHeroic 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.
- motorsepStart Partner@MaxArch
So 4.23.0 is slower than 4.22.3 ? - MaxArchHeroic 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)
- CorysiaExpert ProtegeHmmm, when you guys built the engine, did you get something like this:
This is the 4.23 branch, pulled fresh this morning.$ ./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% - motorsepStart PartnerI didn't see anything like that (I am on Windows 10 if case you are on a different OS).
- CorysiaExpert ProtegeYes, 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.
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