Forum Discussion
AnotherAtreyu
12 years agoExpert Protege
SitRep on the UDK situation?
Hey guys, it has been just a few days short of a month since Nates update on the UDK situation, and I was hoping we might be able to get a SitRep on the situation? Thank-You. :)
Chard6
12 years agoHonored Guest
Since Andrew's passing Oculus have had to employ a new developer to focus solely on the unreal code. It is my impression from the brief encounters I've had with people from Oculus that they are struggling to get up to speed with the level of affinity Andrew brought to the company through UDK. Rest assured that they are working on a great solution for you guys but it will take some time. Any work being done on UE4 is a collaboration between maybe just one or two Epic developers and one or two Oculus employees. Even less representation is offered towards the UE3/UDK side of development. But, we are getting this development for free and they are paying very talented developers to provide tools for us for which we should be grateful. (but we are in a worse situation than the unity devs)
It is my belief that Oculus had to license out their own separate version of UDK and as a result now has to speak to each and every middle-ware provider in order to negotiate a deal on behalf of Oculus developers to provide complete support.
I for one know that we can not produce high quality current-gen assets running on the Oculus Rift with a comfortable frame-rate without support from software such as Simplygon and other optimization tools. We have made that plainly clear to the guys at Oculus who have made it plainly clear that they are working towards a solution. We don't know when, but I'm happy to wait.
It is my belief that Oculus had to license out their own separate version of UDK and as a result now has to speak to each and every middle-ware provider in order to negotiate a deal on behalf of Oculus developers to provide complete support.
I for one know that we can not produce high quality current-gen assets running on the Oculus Rift with a comfortable frame-rate without support from software such as Simplygon and other optimization tools. We have made that plainly clear to the guys at Oculus who have made it plainly clear that they are working towards a solution. We don't know when, but I'm happy to wait.
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