Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
karoliinasalmin's avatar
karoliinasalmin
Honored Guest
11 years ago

UE4 + DK2 + OSX?

Hi,

I received my DK2 today. I managed to even get the bundled demo to work with it although it was a bit complicated because the Oculus screen wanted to stay portrait. Got the rotation done after some fighting with it and it works.

However, so far for the demo, I would like to start doing my own stuff.

I do not have yet UE subscription, hence this is a newbie question.

I would like to double check that my combination will work
prior I make the contract because I do not have Windows machines.
In other words, does the Mac version of Unreal Engine support currently Oculus Rift DK2, in other words, can I start
doing game(s) (currently no commercial intentions and I figured the UE has way more friendly pricing for my needs where I do not expect to get any money back for my investments) with the DK2 on OSX right away and to do so what would I need to do? If this is not yet working/not yet done/is coming "at some point", then obviously the UE4 is a no-go and would like to know ahead before I subscribe to the UE because it will start costing me the price immediately even if I was unable to use it with my setup (OSX + DK2). I am not intending to use Windows via bootcamp as a workaround, so that workaround is not valid. My computer is Late 2013 15 inch Retina Macbook Pro with maxed-out configuration (Geforce 650M, 1GB VRAM, 16 GB RAM).

If everything will work and someone else has already tested that it works, I will probably get the UE4 subscription.

Thanks in advance.

Best Regards,
Karoliina Salminen
Finland

7 Replies

Replies have been turned off for this discussion
  • hho's avatar
    hho
    Honored Guest
    Hi Karoliina
    I have not tried UE4 as such, but a word of warning regarding your hardware. I have more or less the same Macbook Pro (late 2013, 2.3 GHz i7, GeForce 650M, 2048 MB VRAM, 16 GB RAM) and have tried a few UE4 demos on it with DK2. I got refresh rates around 30-35 fps. There might be room for some optimization and the level of detail may be reduced, but I doubt you will get anywhere near anything usable. The GPU is just too slow.

    A developer from Oculus said at some point, that the minimum GPU was probably a GTX 770 (link). Here is the comparison between our GPU and the 770:
    http://www.videocardbenchmark.net/compare.php?cmp[]=2531&cmp[]=122


    I am currently considering my options :-)

    BR
    Hans-Henrik
  • artyom17's avatar
    artyom17
    Expert Protege
    We added Mac OSX support for DK2 into UE4 4.4.1, now it fully supports DK2, including positional tracking.
    However, I agree with the user 'hho': MacBook Pro is not a good HW for running UE4, especially with DK2. Honestly, I am quite skeptical about using Mac platform with UE4 + DK2 at all: the most powerful system is Mac Pro with Radeon D700, which is pretty lame for VR anyway. UE4 doesn't really benefits from the dual D700s either.
  • Just wanted to jump in and say that with all the latest software (0.4.2 beta, ue4.4.1, osx10.9) I'm finally able to develop for Rift on my shiny new MacBook Pro.

    The rift templates even worked on the first try, with full head tracking. Couch Knights ran glitch-free as well.

    Okay, yes, the frame rate is rough in big outdoor scenes. But it's exciting nonetheless, and to me just means there are some design constraints to keep in mind if you want a smooth experience on OSX.

    Good Job Oculus and Unreal teams! Keep it coming!

    - j
  • Hi.

    I am trying to do the same thing using an iMac and UE4. Could you post an instruction about where could I find the DK2 SDK for UE4, and how to imply the SDK? I have used Unity before but not UE4.

    Thank you.




    "hilobird" wrote:
    Just wanted to jump in and say that with all the latest software (0.4.2 beta, ue4.4.1, osx10.9) I'm finally able to develop for Rift on my shiny new MacBook Pro.

    The rift templates even worked on the first try, with full head tracking. Couch Knights ran glitch-free as well.

    Okay, yes, the frame rate is rough in big outdoor scenes. But it's exciting nonetheless, and to me just means there are some design constraints to keep in mind if you want a smooth experience on OSX.

    Good Job Oculus and Unreal teams! Keep it coming!

    - j
  • "artyom17" wrote:
    We added Mac OSX support for DK2 into UE4 4.4.1, now it fully supports DK2, including positional tracking.


    Where? How? I keep trying to load Couch Knights into DK2, and nothing happens. The Oculus plugin is enabled, and I've been trying Play > New Editor Window. The game loads, but not fed into DK2 (and positional tracking doesn't work).

    UE 4.4.3, OS X 10.9.2, Mac Pro + Radeon 7950

    Please help!
  • artyom17's avatar
    artyom17
    Expert Protege
    Not sure what the 'bump' was for, but OSX support is there. You can't use Editor->Play->New Editor Window though, you must run it as a Standalone game or in "VR Preview' mode (will be available in UE 4.7 or if you install Oculus integration into 4.6 from here and rebuild UE).