Oculus Unreal Integration - v1.41 (10/09/19)
Version 1.41 of our integration for Unreal Engine 4.23 has been released! The Oculus Integration for Unreal provides support for VR applications that target the Oculus headsets. This integration enables your applications to support stereoscopic rendering, orientation tracking, and positional tracking. For more information, see our Unreal Engine Developer Guide. For beginning or casual developers, we recommend the Unreal Engine binary available through Epic’s Launcher: https://www.unrealengine.com/download Oculus Source Distribution Note: To access the latest distribution of our Oculus Source, you must log into a subscribed GitHub account first, otherwise you will get a 404 error from the link below. You can grab the latest version of the Oculus UE4.23 Source here: https://github.com/Oculus-VR/UnrealEngine/tree/4.23 More information about this release can be found here. New Features Enabled late-latching on Quest + Vulkan. This feature can can reduce rendering latency by up to 1 frame. To enable late latching, check the LateLatching checkbox under OculusVR plugin settings. Integration Changes Updated the Oculus Unreal Integration to 1.41. Updated the Platform SDK integration to 1.40. Updated the Audio SDK integration to 1.41. Bug Fixes Fixed a controller-updating race condition, which could cause controller movement hiccups if the app hit the FPS target. Fixed a Dash depth compositing issue on UE 4.23. Fixed a pipeline state cache bug under Multiview, which can cause memory leaks and render-thread slow down. Known Issues A significant drop in frame rate occurs when UE4 is not in focus in VR preview mode. To avoid this issue, uncheck the Use Less CPU when in Background in Edit > Editor Preferences > General (left sidebar) > Miscellaneous (left sidebar) > Performance. Exclusive Mode issues: Setting the mirror window to full-screen exclusive mode will not work correctly if the monitor and HMD are connected to different GPUs. The thread for the previous version (v1.40) can be found here: https://forums.oculusvr.com/developer/discussion/80333/oculus-unreal-integration-v1-40-08-29-195.8KViews3likes20CommentsOculus Unreal Integration - v1.40 (08/29/19)
Version 1.40 of our integration for Unreal Engine 4.22 has been released! For more information, see our Unreal Engine Developer Guide. Note: You must log into a subscribed GitHub account first, otherwise you will get a 404 error from the link below. You can grab the latest version of the Oculus UE4 Source here: 4.22: https://github.com/Oculus-VR/UnrealEngine/tree/4.22 More information about this release can be found here. Integration Changes Updated the Oculus Unreal Integration to 1.40. Bug Fixes Miscellaneous bug fixes and performance improvements. Known Issues A significant drop in frame rate occurs when UE4 is not in focus in VR preview mode. To avoid this issue, uncheck the Use Less CPU when in Background in Edit > Editor Preferences > General (left sidebar) > Miscellaneous (left sidebar) > Performance. Exclusive Mode issues: Setting the mirror window to full-screen exclusive mode will not work correctly if the monitor and HMD are connected to different GPUs. The thread for the previous version (v1.39) can be found here: https://forums.oculusvr.com/developer/discussion/79117/oculus-unreal-integration-v1-39-07-26-193.5KViews0likes17CommentsOculus Unreal Integration - v1.39 (07/26/19)
Version 1.39 of our integration for Unreal Engine 4.22 has been released! For more information, see our Unreal Engine Developer Guide. Note: You must log into a subscribed GitHub account first, otherwise you will get a 404 error from the link below. You can grab the latest version of the Oculus UE4 Source here: 4.22: https://github.com/Oculus-VR/UnrealEngine/tree/4.22 More information about this release can be found here. New Features Full Support for Vulkan graphics API on Android devices, including: Mixed-Reality Capture (MRC) MSAA Multiview Fixed-Foveated Rendering (FFR) Integration Changes Updated the Oculus Unreal Integration to 1.39. Known Issues A significant drop in frame rate occurs when UE4 is not in focus in VR preview mode. To avoid this issue, uncheck the Use Less CPU when in Background in Edit > Editor Preferences > General (left sidebar) > Miscellaneous (left sidebar) > Performance. Exclusive Mode issues: Setting the mirror window to full-screen exclusive mode will not work correctly if the monitor and HMD are connected to different GPUs. The thread for the previous version (v1.38) can be found here: https://forums.oculusvr.com/developer/discussion/77573/oculus-unreal-integration-v1-38-06-21-191.7KViews1like5CommentsOculus Unreal Integration - v1.38 (06/21/19)
Version 1.38 of our integration for Unreal Engine 4.22 has been released! For more information, see our Unreal Engine Developer Guide. Note: You must log into a subscribed GitHub account first, otherwise you will get a 404 error from the link below. You can grab the latest version of the Oculus UE4 Source here: 4.22: https://github.com/Oculus-VR/UnrealEngine/tree/4.22 More information about this release can be found here. New Features Added Mixed Reality Capture support for Oculus Quest. Integration Guide Setup and User Guide Integration Changes Updated the Oculus Unreal Integration to 1.38. API Changes Renamed the TiledMultiRes setting to FixedFoveatedRendering . Bug Fixes Miscellaneous bug fixes and performance improvements. Known Issues A significant drop in frame rate occurs when UE4 is not in focus in VR preview mode. To avoid this issue, uncheck the Use Less CPU when in Background in Edit > Editor Preferences > General (left sidebar) > Miscellaneous (left sidebar) > Performance. Exclusive Mode issues: Setting the mirror window to full-screen exclusive mode will not work correctly if the monitor and HMD are connected to different GPUs. The thread for the previous version (v1.37) can be found here: https://forums.oculusvr.com/developer/discussion/75864/oculus-unreal-integration-v1-37-05-21-191.8KViews0likes5CommentsOculus Unreal Integration - v1.37 (05/21/19)
Version 1.37 of our integration for Unreal Engine 4.22 has been released! For more information, see our Unreal Engine Developer Guide. Note: You must log into a subscribed GitHub account first, otherwise you will get a 404 error from the link below. You can grab the latest version of the Oculus UE4 Source here: 4.22: https://github.com/Oculus-VR/UnrealEngine/tree/4.22 More information about this release can be found here. New Features The 1.37 Oculus Integration for Unreal adds development support for the Rift S headset. Added support for Android External Surfaces to support high-definition video playback to Unreal compositor layers. Added support Equirect compositor layers. Updates to the Oculus Platform Tool to support additional launch settings and expansion files. Vulkan updates - Fixed miscellaneous MSAA bugs. Added support for sRGB render target. Added engine-side support for FFR. This feature will require a future Oculus Quest runtime update for end-to-end support. Added engine-side support for multiview. This feature will require a future Oculus Quest runtime update for end-to-end support. Known Issues A significant drop in frame rate occurs when UE4 is not in focus in VR preview mode. To avoid this issue, uncheck the Use Less CPU when in Background in Edit > Editor Preferences > General (left sidebar) > Miscellaneous (left sidebar) > Performance. Exclusive Mode issues: Setting the mirror window to full-screen exclusive mode will not work correctly if the monitor and HMD are connected to different GPUs. The thread for the previous version (v1.36) can be found here: https://forums.oculusvr.com/developer/discussion/74997/oculus-unreal-integration-v1-36-04-23-193KViews1like10CommentsOculus Unreal Integration - v1.36 (04/23/19)
Version 1.36 of our integration for Unreal Engine 4.22.0 and 4.21.2 have been released! For more information, see our Unreal Engine Developer Guide. Note: You must log into a subscribed GitHub account first, otherwise you will get a 404 error from the link below. You can grab the latest version of the Oculus UE4 Source here: 4.22.0: https://github.com/Oculus-VR/UnrealEngine/tree/4.22 4.21.2: https://github.com/Oculus-VR/UnrealEngine/tree/4.21 More information about this release can be found here. New Features Added the OVRPlatform Tool to the Unreal Integration. The OVRPlatform Tool enables builds to be submitted directly from the Unreal Editor. Moved ovrp_WaitToBeginFrame to the start of the game thread to reduce the latency between the start of game frame and the frame being visible. Integration Changes Updated the Oculus Unreal Integration to 1.36. Updated the Audio integration to 1.36. Updated the Avatars integration to 1.36. Deprecated support of the Oculus audio plugin on Android. Bug Fixes Fixed an issue where a mirrored window may have been displayed incorrectly. Fixed an issue where any call to the blueprint SetSplashScreen after the first would not have any effect. Fixed an issue where some splash screen frames executed out of order with game thread frames. Fixed an issue where hiding a splash screen on Android platforms would write data into unallocated memory. Known Issues A significant drop in frame rate occurs when UE4 is not in focus in VR preview mode. To avoid this issue, uncheck the Use Less CPU when in Background in Edit > Editor Preferences > General (left sidebar) > Miscellaneous (left sidebar) > Performance. Exclusive Mode issues: Setting the mirror window to full-screen exclusive mode will not work correctly if the monitor and HMD are connected to different GPUs. The thread for the previous version (v1.35) can be found here: https://forums.oculusvr.com/developer/discussion/73915/oculus-integration-for-unreal-v1-35-02-28-193.6KViews2likes11CommentsOculus Integration for Unreal - v1.35 (02/28/19)
Version 1.35 of our integration for Unreal Engine 4.21 has been released! You can grab the latest version of the Oculus Source Distribution of UE4.21 here: https://github.com/Oculus-VR/UnrealEngine/tree/4.21 Note: You must log into a subscribed GitHub account first, otherwise you will get a 404 error from the link above. More information about this release can be found here. 1.35 Update Notes New Features Added the Oculus System Metrics to the UE4 Profiler Tool. See the Go and Rift debugging pages for more information about using the Oculus System Metrics to optimize or debug your app. Enabled .mp3 playback on Android apps in the Media Player. Added MSAA support for Vulkan on PC (experimental). Integration Changes Updated the Oculus Unreal Integration to 1.35. Bug Fixes General performance improvements/fixes. Fixed a crash in OculusAvatar when enabled without the Oculus Runtime installed. Fixed an issue where the camera may not reflect the latest pose after recentering. Known Issues There's a bug affecting the ovr_SetBoundaryLookAndFeel API by which color set operations to the visualized boundary grid don't work if they're called while the HMD is not being worn. A significant drop in frame rate occurs when UE4 is not in focus in VR preview mode. To avoid this issue, uncheck the Use Less CPU when in Background in Edit > Editor Preferences > General (left sidebar) > Miscellaneous (left sidebar) > Performance. Exclusive Mode issues: Setting the mirror window to full-screen exclusive mode will not work correctly if the monitor and HMD are connected to different GPUs.3KViews2likes12CommentsOculus Integration for Unreal - v1.34 (01/31/19)
Version 1.34 of our integration for Unreal Engine 4.21 has been released. You can grab the latest version of the Oculus Source Distribution of UE4.21 here: https://github.com/Oculus-VR/UnrealEngine/tree/4.21 Note: You must log into a subscribed GitHub account first, otherwise you will get a 404 error from the link above. More information about this release can be found here. 1.34 Update Notes New Features The Unreal Integration now adds SysTrace markers automatically with no additional configuration required. More about using SysTrace can be found in the SysTrace guide. Added UI for device selection to the target Oculus devices (Android development only). Integration Changes Updated the Oculus Unreal Integration to 1.34. Updated the Platform SDK to 1.32. Updated the Audio Spatializer to 1.34. Bug Fixes General performance improvements/fixes. Fixed an issue on Android apps where the microphone may not be released when the app backgrounds or exits. Fixed an issue where an Avatar’s hands may not be in the correct location after a recenter. Known Issues There's a bug affecting the ovr_SetBoundaryLookAndFeel API by which color set operations to the visualized boundary grid don't work if they're called while the HMD is not being worn. A significant drop in frame rate occurs when UE4 is not in focus in VR preview mode. To avoid this issue, uncheck the Use Less CPU when in Background in Edit > Editor Preferences > General (left sidebar) > Miscellaneous (left sidebar) > Performance. Exclusive Mode issues: Setting the mirror window to full-screen exclusive mode will not work correctly if the monitor and HMD are connected to different GPUs.849Views1like0Comments