Forum Discussion
OlivierJT
13 years agoExplorer
UDK feature request list for all.
Bonjour everyone,
Following the post from NMichell,
I wanted to ease things on the Oculus UDK team and also make sure we all have the things we need/wishes in one list, where everyone had input and where it's easy for oculus(and everyone too) to look for info.
I will of course update it based on your feedback and post !
If you think I need to add categories or anything, let me know !!
So please make a wish ! (keep it redacted, short and simple)
I will also add a feature list for the 3rd parties ( Speedtree, Scaleform, bink )and their status, just to be nice.
Cheers,
Ol
------------------------------------------------------------------------------
UDK feature list <updated July 11th>
-Control about Additive Oculus rotation (to enable cockpit like support) for "pitch and roll"
-a way to disable tracking (for testing purpose)
-changing camera "scale"
-Attaching the Camera to a socket (possible today via external unrealscript coding)
-changing fov
-use rift in Editor (play in editor) instead of "play this game on pc"
-bug ? > "lighting and materials to be consistent between the normal and Rift mode"
-use stereo and warp in a viewport without having Rift plugged in.
-magnetometer support
-Support for the new |Oculus profile from OVR SDK 2.x
-having oculus info on overlay in realtime. Console command ? (rotations,absolute rotation, fov, ipd etc...)
-enable chromatic aberration
Scaleform:
"no render to texture possible on bsp and surfaces"
Speedtree:
"not working, no import possible"
Bink:
"not working"
Following the post from NMichell,
In the meantime, please don't hesitate to let us know if you have any questions or suggestions about the Oculus UDK. Let's make sure we get everyone's changes into the next release. We're here to help!
I wanted to ease things on the Oculus UDK team and also make sure we all have the things we need/wishes in one list, where everyone had input and where it's easy for oculus(and everyone too) to look for info.
I will of course update it based on your feedback and post !
If you think I need to add categories or anything, let me know !!
So please make a wish ! (keep it redacted, short and simple)
I will also add a feature list for the 3rd parties ( Speedtree, Scaleform, bink )and their status, just to be nice.
Cheers,
Ol
------------------------------------------------------------------------------
UDK feature list <updated July 11th>
-Control about Additive Oculus rotation (to enable cockpit like support) for "pitch and roll"
-a way to disable tracking (for testing purpose)
-changing camera "scale"
-Attaching the Camera to a socket (possible today via external unrealscript coding)
-changing fov
-use rift in Editor (play in editor) instead of "play this game on pc"
-bug ? > "lighting and materials to be consistent between the normal and Rift mode"
-use stereo and warp in a viewport without having Rift plugged in.
-magnetometer support
-Support for the new |Oculus profile from OVR SDK 2.x
-having oculus info on overlay in realtime. Console command ? (rotations,absolute rotation, fov, ipd etc...)
-enable chromatic aberration
Scaleform:
"no render to texture possible on bsp and surfaces"
Speedtree:
"not working, no import possible"
Bink:
"not working"
102 Replies
Replies have been turned off for this discussion
- OlivierJTExplorerHello Kris ^_^
What method were you using for the RTT?
The ususal, via Flash pro, an export of a swf.
But I tried also things taken from UDK library just to make sure.
The tutorial provided doesn't work (green surface) on OUDK, I double checked and it works on UDK.
(tutorial from the Scaleform youtube channel "2 and 3 of 11" in particular)
It's not HUD stuff, it's on bsp or on meshes in the world.
HUD is another process.
The list if for Oculus, not UDK in general of course. ^_^ - KrisRedbeardExplorerAhh, I'm going the other way - RTT to a Scaleform UI element, not Scaleform to world. Haven't done that in ages, so I can't recall much. A lot of the stuff I have done uses Scaleform 4 & AS3, so a lot of the tutorials and documentation is inaccurate to say the least.
I'll let you know if I sort anything and/or experience the same problem.
Thank you for the info. - kblaneyHonored GuestUsing UTPortal actors to make connections between various areas of the level causes a strange bug. As you walk through portal Oculus preserves head direction and so quickly orients the players vision in an unsettling manner. That is, if you walk through a portal facing north that links to a portal facing west, you are going to experience a quick 90 degree turn which you don't otherwise experience without Oculus. Obvious workaround is to orient portals in the same relative direction, but this isn't always possible.
- OlivierJTExplorerUP
- stevesloanHonored GuestGet Image based reflections working in both eyes. Right now it hurts my head.
- artyom17Expert ProtegeWhere can I see image based reflections? Does any standard map contain it?
- stevesloanHonored GuestNo I don't think so. I will try and provide a file when i get home tonight. It requires direct x11, this might be part of the problem.
- artyom17Expert ProtegeSend all necessary files to repro the issue to 'support@oculus.com', specify it is for 'artyom17', 'Image based reflection repro'. Thanks!
- BlackFangHonored GuestI think the main complaint was 3rd party plugins, which has been solved. I didn't see the command for disabling tracking, which is a good feature. If thats true, then you can just disable the tracking, then implement your own version on top of, if you want to do something different. There are two problems with the use of native code, not being able to change it, which isn't a problem if it can be disabled, but also that native code is harder to dissect through and understand how it is working, which makes it harder to use. The newest OUDK should work for +95% of people. I could probably make it work for me too now, but I've already gotten quite a ways with the standard UDK, so I feel like I might as well continue. The only thing I could request now would be to move the sensor data reading and camera-rift coordinating even more towards UnrealScript.
- AnotherAtreyuExpert ProtegeAfter giving the new Oculus UDK a go (haven't had much time lately so I just got around to it) I can definitely say you all (Epic included obv) have done an excellent job at making this what we were hoping to see.
I hope you don't take anything personally, as you may remember from those oh so happy early shipping threads I am a firm believer that sometimes a little push is necessary to get things moving, and move they did!
So, from the bottom of my bits, Thank You guys for putting this together for us. :)
Yay! :D
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