[GearVR] Multi-view and MobileHDR
Hi, Can anybody explain to me why mobile multi-view doesn't work with MobileHDR ? When I turn it on i only get the image of the left eye. Any idea if this is just a bug or if it requires substantial work on the engine side ? Would I be wasting my time if I try to fix it in the engine myself ? Is there any plan from Epic or Oculus to support this in the near future ? Thanks1.7KViews1like5Comments[Gear VR] Using StereoLayers to render stereo cubemap a la Oculus 360 photos - how ?
A question popped up on UE4 forums about rendering cubemaps in UE4 in the same quality as they are in Oculus 360 photo app. As far as I know, it's not possible to do such thing using standard to UE4 sky sphere method, because not only sky spheres are not timewarped, but also they act as standard world texture when it comes to mipmaps. So in order for sky sphere to look good, it can not have any mipmaps. Then I read this doc https://developer3.oculus.com/documentation/mobilesdk/latest/concepts/mobile-rendering/#mobile-perf-guides-resolution and I remembered that Stereo Layers support cubemap and are timewarped. So I figured that perhaps using StereoLayers we can render cubemap and Oculus Mobile SDK do the same thing to it as it does to cubemaps in Oculus 360 photos app. Am I thinking in the right direction ? Now, the questions is how to render stereo cubemap using StereoLayers in UE4, if it's even possible at all ? The end goal is to be able to make either a 360 photo gallery a la Oculus 360 app, or to use that for archviz - have several rooms pre-rendered in stereo cubemaps and have clients transition from "room" to "room" by swapping cubemaps in StereoLayers. Thanks2.7KViews1like8Comments"No Gear VR Sup > SDK 1.42", that's a bummer since I use GearVR for early development for Go/Quest
I really don't know why Oculus dropping the support for GearVR in such early-stage since Oculus Go is the same as GearVR so they are not going to have wast too much time to support GearVR with new SDKs. And GearVR is the best place to develop your game first even if you are targetting Quest or Go, you don't need to put the HMD 100 times a day on your head to debug small little thing you made, you can do that in flat screen on GearVR, unlike Go and Quest. even if GearVR is dead which it isn't, its the best and easiest platform to develop your game for mobile VR, I used my GearVR tp publish my game for both Daydream and Oculus Go. What's your thought about this? do you guys use GearVR too make your life easier for developing for Quest/Go?1.7KViews0likes8Comments[Go / Gear VR] Nodes 'Has Input Focus' and 'Get VR Focus State' not working as intended
Hello! I'm having trouble pausing the game using either 'Has Input Focus' or 'Get VR Focus State' blueprint node (and passing certification). I'm also using 'Has System Overlay Present' to check and pause the game if the Oculus overlay is displayed (which works fine). I've checked this on Unreal binary distribution 4.18 and 4.19. Current behaviour is that after about 10 seconds from removing the headset the game pauses but it does not pass certification so I assume there has to be abetter way or something is wrong? I was also looking at 'UnrealSample' from Oculus SDK but couldn't find anything related to pausing the game in that situation. Behaviour is implemented inside Game Mode blueprint, the actors that supposed to pause have the 'Tick Even if Paused' disabled. If anyone has some ideas or samples (blueprint or c++) that could show the working way to do this I will be very thankful. My implementation (also tried 'Get VR Focus State' in place of 'Has Input Focus'):Solved3.1KViews0likes7CommentsUE4.22 binary huge performance drop for Go / GearVR projects
Anyone else noticing a huge drop in performance when testing their projects in Epics 4.22 binary branch (Oculus SDK runtime 1.32)? Is there a setting somewhere to fix this? Draw thread on one project was running at 16-17ms in 4.21 and below, now runs at 27ms in 4.22 !! (results in a good 10+FPS drop) ::neutral: I hope this will be fixed in the Oculus 4.22 branch before it's released?1.7KViews2likes12Comments[GEARVR] How to make trigger base on Face-tracking On and Off?
Hello, I want to start playing a music once user is looking to GearVR and his face is tracking, once it's stopped tracking music stops. How to do it? I remember I saw this nodes, but don't remember it's names. Thanks412Views0likes0Commentsvr.PixelDensity 2 - distorting the view
Hello, I made an application for GearVR, I have jsut switched to S9 from S8, hoping to get a little better performance, evertything works great but I have one critical issue with vr.PixelDensity, whatever I put any number, it's distorting the image and stretching it. Can you please have a look why it is happening, it's the same issue on both phones S8, S9, Android Orio 8.01.5KViews0likes6CommentsStruggle with GearVR for over a year
Hello, I unfortunatelly made an application using UE4 for GearVR and S8, I have tested many thing but neight of my tries have worked to make a Pixel Density higher than default, please tell me exact steps how can I make density to be higher? How to make a resolution better? I going to kill my self soon.486Views0likes1CommentHand swap (right or left)
Hello. Developing GearVR + Oculus GO game on UE 4.19. How can we detect which hand is selected in controller options (left or right)? I've tryed MotionController->GetHand but it is deprecated in 4.19. MotionController->MotionSource always returnes "Right".1KViews0likes2Comments[GearVR] Splash screen no longer working in Unreal Integration version 1.24.0
Configuring a splash screen via the OculusVR plugin settings under project settings no longer displays a splash on GearVR for both the 4.18 and 4.19 branches of the 1.24.0 Unreal Integration. Let me know if any other info is required however it has been also reported by other users over at the Unreal Forum. 4.18 Unreal binary version displays the splash screen as expected.1.2KViews3likes5Comments