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bobcober's avatar
bobcober
Protege
9 months ago

Oculus-VR github fork and 5.5.3

I have a question about the Oculus fork of the engine on github. https://github.com/Oculus-VR/UnrealEngine

It is currently on 5.5.

Epic has released 3 hotfixes 5.5.1, 5.5.2, and 5.5.3 that contain numerous bug fixes.

Are there plans to update the fork on github with these hotfixes?

Confused when starting a new project whether it is better to go with Vanilla 5.5.3 and just use the integration or use the 5.5.0 fork?

It seems the github fork is the way to go based on https://developers.meta.com/horizon/documentation/unreal/unreal-compatibility-matrix/.

But then are we all supposed to individually try to apply the 5.5.1, 5.5.2, 5.5.3 hotfixes?

It would make sense for Meta to update the github release to 5.5.3  - and then everyone would benefit?

Are there specific problems with the hotfixes?

Thanks for any feedback/advice/tips

 

 

 

 

 

11 Replies

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  • Another perfectly good question without a response.  The forum bots didn't even bother to ask you: "Have you tried turning it off and on again". 

    I suspect you don't want to update any post UE engine improvements after building these paired UE/(Oculus)Meta XR forks.  Probably want to just download the latest repo and rebuild - yay!

    But I do have the same questions. Is this the road to Utopia or the path of insufferable build issues, dead end traps, and Meta update hassles?  I am a little leery of using the VR fork, but the siren of better functionality calls me, and I cannot resist.  Also, wonder why they don't offer a downloadable build/basic installer?  Maybe they don't want to deal with the hassle of building it either - lol.  

    Can't wait to spend a couple days wondering why it won't compile.

  • I am struggling to understand the logic of making people build a version of UE5 for Quest.  The primary goal is to encourage as many people as possible to develop for Quest. As an artist, building a complex program like UE5 seems so hard.

    I have spent 2 days of my time trying to build this. I have no idea what I am doing, and frankly really don't want to.  I just want to use a UE5 version that is easy to install and has some unique Quest features. That might make what I do better, and Meta some new content. 

     Sorting out the environment to get stuff to build for Quest was painful. Trying to find out what works and what doesn't was painful. Trying to understand some pitfals, painful.  It seems that Meta really doesn't want you to develop on UE5 or it doesn't feel like it 

    • bluedonkey's avatar
      bluedonkey
      Member

      I ended up getting it to build, which is great. 

      So is the plugin and the fork the same? My impression was that they are not.  It seems that. the Quest fork offers some extra functionality. Or am I misinformed?

      • RiverExplorer's avatar
        RiverExplorer
        Start Partner

        I have not done any exhaustive comparison. I did not notice any difference.

  • As far as I understand, you won't get Application Space Warp with the plugin. Of course, this only matters if you are developing for Standalone-VR.
    Not sure about other issues, but I would guess they have a reason why they are maintaining that fork of the UnrealEngine.
    It's a shame that it's necessary to do that in a fork of the engine, though. Looking at you, Epic!

    Anyway, after a lot of try-and-error I have come to the conclusion that I'll stick with 4.27 for the time being. 5.x is, at least for now, simply to heavy for VR (standalone, I'm not doing PC stuff) and costs me something like 30% of my fps. Not worth it.

     

    • RiverExplorer's avatar
      RiverExplorer
      Start Partner

      As I understand their docs, they only support Application Space Warp with 4.27:

      https://developers.meta.com/horizon/documentation/unreal/unreal-asw/

      • RiverExplorer's avatar
        RiverExplorer
        Start Partner

        Someone send me a private message (no name so I do not know who sent it):

        https://developers.meta.com/horizon/documentation/unreal/unreal-compatibility-matrix/

  • If you're starting out I wouldn't bother using Meta XR at all as the vanilla VR in Unreal Engine is great to get all the things running on the Quest.

    If you want to use Meta XR for fun install the Epics Unreal Engine 5.5.3 from the Launcher app and add the plugin etc (some idiot created a full step by step guide).

    Ok- there are a number of adjustments in the Meta github fork like SpaceWarp, Late Latching, Layer supersampling/sharpening, full Depth Occlusion API, Occlusion Culling, Adreno Occlusion Path, Enhanced LightGrid, Uniform Based Dynamic Local Lights and Emulated Uniform Buffers fun. Lots of nerdy stuff that I personally wouldn't worry about until later into development.

    Always fun compiling forks tho!