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UE4 QA Build 2014/01- LibOVR 0.2.5c integration is released

artyom17
Expert Protege
I am glad to announce that we have released Oculus integration with the latest (at the moment) January 2014 QA Build of UE4.
UE4-QA already contains initial support for Oculus Rift, however, it is way behind of actual development due to number of reasons. Eventually, all of these changes will be parts of main UE4, but at the moment we are releasing our own integration.
Integration with January 2014 QA contains the same fixes / new features as the previous one, plus the following new fixes / features:

  • Added PlayerCamera.bFollowHmdOrientation boolean flag (accesible via both BluePrint and C++) that enables a player's camera to follow the HMD orientation (useful for third-persion shooters, on-vehicle cameras, cinematic cameras, etc).

  • Added 'ResetOrientationAndPosition(float yaw = 0.0f)' to HeadMountedDisplay class (callable via both BluePrint and C++) that resets orientation by setting roll and pitch to 0, assuming that current yaw (or the one specified in the parameter) is forward direction.

  • Improved latency in OpenGL when 'setfinishframe on' is used

  • Fixed a potential threading issues when Update-On-RenderThread mode is used (on by default, see 'hmd updateonrt on|off' console command).

  • Fixed a non-initialized variable issue that could cause head model to work incorrectly


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The changes Oculus Integration introduces into December 2013 UE4-QA are the following:

  • Added chromatic aberration correction support;

  • Correct detection of Rift's screen and automatic switching to/from stereo when switching to/from full screen;

  • Correct detection of necessary super-sampling when in stereo mode; override-able via 'hmd sp ###' console command;

  • Automatic control of VSync when switching to full screen stereo mode; override-able via 'hmd vsync ###' console command;

  • Added latency tester support and 'ovrlatency' console command to print out latency testing results;

  • Latency was significantly reduced by adding 'update on render thread' mode (on by default, see 'hmd updateonrt on|off' console command) and by turning off frame caching (off by default, since it may reduce the overall framerate, see 'setfinishframe on|off' console command);

  • LibOVR is upgraded up to 0.2.5c version with various improvements, including (but not limited to) better yaw drift and tilt corrections.

  • Fixed console and FPS statistics rendering in stereo mode

  • Added 'uncapfps' console command for convenience (equivalent to 'set Engine bSmoothFrameRate 0').

  • Added 'hmdpos reset <optional yaw in degrees>' console command to reset orientation (and optionally, set yaw to the specified value (in degrees));

  • Added 'motion enforce' command that enables motion tracking in non-stereo mode as well (useful for taking screenshots or testing);

  • Added a set of 'motion ####' commands (see UE4-Oculus.txt for details);

  • Added 'hmd disable|enable' command to completely disable / re-enable HMD (could be useful to avoid switching to stereo when switching to full screen with Rift connected)

  • Fixed distortion scale calculation for Rifts with different screens;

  • Fixed several rendering issues in stereo mode


  • Fixed rendering of lens flares in stereo mode (was in left eye only; re-download the integration if you downloaded it before Jan 11, 2014)

  • Fixed a crash that occurred at shader compilation in OpenGL when stereo mode was enabled (re-download the integration if you downloaded it before Jan 11, 2014);

  • Fixed incorrect full screen switching in OpenGL (Windows) with Rift connected (re-download the integration if you downloaded it before Jan 11, 2014);


The integration package can be downloaded from our 'Downloads' page, installation instructions are included (see inside of the .zip file). The full list of new console commands is also included in the .zip, see UE4-Oculus.txt file.
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