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Up and Coming
October 1, 2015

GearVR or DK2 HQ Rendering Layer in UE4

I was wondering if there is support on the Gear for UE4 to render certain materials or actors on a higher quality layer, eg: for UI presentation, etc... I know Oculus does this for their HUD and menu, is there something we can do in UE4? I don't just want a quad rendered with a high quality texture but an entire object in the world rendered in higher quality for display as the GearVR resolution isn't showing enough detail for that surface texture.
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    28 replies

    heshamAuthor
    Up and Coming
    November 18, 2015
    Any update on when we might see this and if it will be cross-platform for GearVR and the Rift? Or will it be more generic and apply to any HMD and so we'll need to wait for Epic to integrate this change? This seems like it should be HMD agnostic but if it takes advantage of the Oculus API's all the better. Also still hoping for async timewarp in UE4 for the Rift so that like on the GearVR of rendering stutters the whole view doesn't lock. On the GearVR I see that the last render sticks and we can head-track through but the same build on Rift will hang head tracking till whatever is locking the thread resumes.
    Ibex 3D VR Desktop for the Oculus Rift: http://hwahba.com/ibex - https://bitbucket.org/druidsbane/ibex
    Inspiring
    November 19, 2015
    The overlay quad feature is currently in development and should be cross-platform and available on our github within a few weeks. There isn't currently an ETA for multiple eye buffer compositing. A public build with ATW is probably at least a couple of months out. Even when ATW is available, it doesn't help with positional tracking, so your app will have to hit frame rate either way. I would recommend optimizing with the current SDK there.
    heshamAuthor
    Up and Coming
    November 19, 2015
    Thanks! Looking forward to it!
    Ibex 3D VR Desktop for the Oculus Rift: http://hwahba.com/ibex - https://bitbucket.org/druidsbane/ibex
    Up and Coming
    November 21, 2015
    I thought timewarp used the depth buffer now, so it could handle translation. Will that not work with asynchronous?
    Inspiring
    November 21, 2015
    We've experimented with positional timewarp and other algorithms, but there isn't anything that's ready to ship yet.
    Up and Coming
    March 4, 2016
    "vrdaveb" wrote:
    The overlay quad feature is currently in development and should be cross-platform and available on our github within a few weeks.

    Has this already been implemented in 4.11b6? If so, how can I test it?

    At the moment I'm mostly interested in improving the general sharpness of a very simple UE4/GearVR app (basically 360 photos plus text or icons), what is the best approach right now? Can we get close to the results of the native 360 photos app somehow?
    Inspiring
    July 17, 2016
    Sorry for the delay here. Did you ever find the Stereo Layers component?
    Inspiring
    July 17, 2016
    360 layers are not yet supported, but the Stereo Layers component will let you render head- or world-locked quads.
    Inspiring
    July 18, 2016
    I recall stereo layers are for Rift/Vive only. Gear VR / Android not supported at this time.
    Inspiring
    July 18, 2016
    Actually they work on Rift and Gear VR.