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artyom17
13 years agoExpert Protege
UnrealEngine3 - Oculus 0.2.5c integration is released
Hey guys,
A new UE3 integration with latest OculusSDK 0.2.5 is released.
What's new in Oculus SDK 0.2.5c
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Changes in UE3 integration 0.2.5
What's new in this UE3 integration
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Changes in UE3 integration 0.2.4b
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New features in UE3 (based on Feb 2013 QA) integration with Oculus SDK 0.2.4:
Bug fixes:
A new UE3 integration with latest OculusSDK 0.2.5 is released.
What's new in Oculus SDK 0.2.5c
- Integrated the latest Oculus SDK 0.2.5c (bug fixes, added support for DK-HDv2)
- Removed not always correct logic of calculating player height using profile height; now AddEyeHeight is not calculated, it is just a constant value from .ini config file that is added to BaseEyeHeight. Instead, added Oculus.GetPlayerProfile() method that returns height, ipd, name and gender of the player, thus a developer can do her own math.
- Fixed rendering of planar reflection shadows in stereo for DX11 (see ImageReflectionsTest map).
- Fixed stereo rendering issue in BokehDOFTest map (blur was applied in left eye only).
- Fixed a rendering issue in BokenDOFTest map: nothing was rendered if ScreenPercentage != 100
- Fixed a bug that caused not whole buffer to be cleared, if ScreenPercentage > 100 (see BokehDOFTest and ImageBaseReflectionTest maps).
- Fixed distortion scale calculation for Rifts with different screens.
- Fixed wrong FOV in CinematicMode (map LightMassBrightDay or FoliageMap).
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Changes in UE3 integration 0.2.5
- Significantly improved tilt and magnetic yaw correction. This eliminates occasionally noticeable yaw translation after movement.
- The Oculus Config Utility must now be used for magnetic calibration, as it collects more data for better magnetic field fit.
- Removed manual and calibration support in the API. External calibration data should now be used, as it is much more precise.
- Updated firmware to version 0.18, which reduces drift. New firmware can be found in Binaries/OculusConfigTool/Firmware. Please, use the ConfigTool and re-flash your Rift (DK1 only).
What's new in this UE3 integration
- Integrated all Epic's changes in the code up to the state of July UDK.
- Magnetometer calibration was removed from the game, external calibration via ConfigTool should be performed
- Console commands 'hmdmag auto', 'hmdmag mancal', 'hmdmag bkgcal', 'hmdmag reset' were removed; as well as corresponding functions in Oculus.uc: IsMagAutoCalibrating(), IsMagManuallyCalibrating(), BeginCalibration(), ShouldBeginCalibration(), BeginManualCalibration(), AbortMagCalibration(), GetMagCalibrationSamples(), GetMagCalibrationSamplesNeeded(), IsYawCorrectionInProgress()
- Added a new function to Oculus.uc: IsMagEnabled()
- Added tilt correction support, console commands 'hmdtilt on/off/show', functions in Oculus.uc: SetTiltCorrectionEnabled(bool)/bool IsTiltCorrectionEnabled()
- Added EnablePlayerViewUpdating(bool), EnableScaleformFollowHmd(bool), EnableBinkFollowHmd(bool) and corresponding Is...Enabled functions. (UnrealScript, Oculus.uc). This stops/re-enables motion tracking for player viewpoint, Scaleform menus or Bink video, but doesn't disable Oculus HMD tracking completely (thus, Oculus.GetCurrentOrientation() / GetAdjustedOrientation() still work as before). To completely disable HMD tracking use Oculus.EnableMotionTracking(bool).
- Fixed a rendering issue with image based reflections in stereo in DX11. See ImageBasedReflectionTest (use -dx11 cmd line opt)
- Fixed wrong rendering of Captured Scenes (RenderToTexture test map) with ScreenPercentage > 100.
- Fixed incorrect rendering of shadows in stereo (FoliageMap).
- Fixed a bug in UnSetup.exe that was causing game distributions on Steam (or similar services) to fail.
- Fixed screen corruption that occurred when ScreenPercentage is changed and resolution is higher than 1280x800
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Changes in UE3 integration 0.2.4b
- Fixed a crash (if ActionScript 3 is used) and memory leak (if ActionScript 2 is used) in Scaleform 4.2.24; integrated the very latest Scaleform 4.2.24.
- Fixed 'gimbal lock' issue that could occur with the main menu (or any 'follow-HMD Scaleform movies) by changing math from Yaw/Pitch/Roll to quaternions.
- Added FOV to ASDisplayInfo to be used with GFxObject.SetDisplayInfo.
- Fixed FOV for Scaleform movies to match FOV of the game, thus, Scaleform movies that follows the HMD movement now behave more naturally.
- Re-enabled Scaleform AMP Profiler (it was disabled in previous integrations).
- Fixed a crash in UEngine::GetCurrentWorldInfo (GWorld could be NULL).
- Added complete config printout in building script.
- Fixed a bug in UnCanvas::DrawTileZ that may cause wrong disparity in one of the eyes (when stereo is on).
- Fixed a bug in UCanvas::DrawRotatedMaterialTile (it didn't work with Z values other than 0 and didn't work in stereo).
- Fixed a bug in Scaleform / Oculus integration that caused incorrect rendering when multiple movies with different HmdExtraDepth were rendered together.
- Fixed an issue with Canvas.Project that didn't work correctly in non-stereo mode when Rift is connected.
- Fixed a bug that potentially could cause HmdWarpFilterBuffer to fail (assert, when SrcColor < SRTI_FirstNonFilter && DestColor == None).
- Disabled Oculus initialization when -nullrhi command line is used.
- Fixed stereo issues with Canvas's DrawShadowedString, DrawStringOutlinedZ, DrawStringMatZ, DrawStringZ.
- Fixed FPS counter to be visible in stereo mode.
- Added SETFINISHFRAME console command support for DX11 renderer (reduces latency from 37-40ms to 25-27ms, but also slightly reduces framerate).
- Fixed a bug in mouse handling/aiming when Rift is not connected or game is not in stereo mode.
- Resetting mouse aim and player rotation (roll,pitch) when switch from stereo to non-stereo mode.
- Added initialization of PlayerController.BaseHmdOrientation / Rotation by the value from Oculus.BaseOrientation to respect orientation previously reset be ResetMotionInput.
- Added Oculus.Add/RemoveStateListener and OculusStateListenerInterface to receive notifications about stereo on/off.
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New features in UE3 (based on Feb 2013 QA) integration with Oculus SDK 0.2.4:
- Integrated Oculus SDK 0.2.4
- Integrated Scaleform 4.2.24
- Added ResetMotionInput function (UnrealScript) to re-center user's view (including Scaleform and Bink movies)
- Added support for full screen GFx movies (previously didn't render correctly with Rift); added .ini parameters into [Engine.Oculus] section: bFullScreenGFxMovieFollowHmdRotation and FullScreenGFxMovieHmdExtraDepth
- Added Oculus user profiles support for Rift DK1, config utility program is located in Binaries/OculusConfigUtil
- Added 'motion on' / 'motion off' console commands to enable / disable motion tracking (for testing purposes)
- Added informational HUD (displaying actual yaw, pitch, roll, IPD, etc), toggled by 'ToggleHmdInfoHud' function (works in game only)
- Added USB hot plug/unplug support (for Rift and Latency tester); added Oculus.OnDeviceStatusChange event for UnrealScript (see Oculus.uc)
- Changed behavior of AddEyeHeight config value: now, by default, it is taken from user profiles (calculated based on user's height); can be overridden by a value from .ini file if bOverrideAddEyeHeight == True is specified in [Engine.Oculus] section
Bug fixes:
- Fixed a potential crash that could occur when bUpdateOnRT == true and LatencyTestCheckInput is called on render thread
- Fixed incorrect stereo in Canvas that occurred when DrawMaterialTile function is used
- Fixed wrong positioning of mouse cursor in UDK main menu
- Fixed 'Game Mode' and 'Map' menus, where blurred images were rendered incorrectly in Rift
- Disabled HMD warping if stereo is OFF
- Fixed default .ini files to contain correct values for Rift support
- Fixed several rendering issues in stereo mode with ScreenPercentage > 100%
- Various minor fixes and code cleanups
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