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I was brainstorming a cockpit game for Gear VR (racing, flying, etc.) and I think that one of the ways to have highly detailed cockpit without sacrificing polycount budget for the scene is by rendering stereo cubemap of the cockpit with alpha channel for windows in a 3D app and having it rendered in the cubemap stereo layer in the game. Not really sure how to set it up since stereo layer needs a texture, not a material and I don't recall seeing cubemaps with alpha.Is it achievable ? How would I set it up? Thanks
Just turning on mobile HDR in UE4 cuts fps (almost) in half. That's without having any post process effects on.Why is that ? Thanks
As you may know HISMCs (hierarchical instanced static mesh components) and foliage tool suck so badly on Gear VR that it defeats whole purpose of having instanced meshes in mobile VR (instead of decreasing drawcalls, they are ramping up with every new instance; culling per instance inside HISMC isn't working; no proper way to disable LOD switch dithering; etc.). It's impossible to build modular levels because of that.Do you happen to know if Epic is working on making sure those things work properly on Gear VR and if you do, is there an ETA?P.S. foliage tool can be used to scatter objects (rocks, props, etc) and not necessarily to be used for actual foliage, which isn't going to perform well on Gear VR anyway.Thanks beforehand
I am wondering about rendering portals (like seen in Prey or Portal; one per view; no portal-inside-portal thing) in my project. I was told it will be prohibitively expensive. I am wondering if Oculus folks have a different perspective on how to go about it without having noticeable performance loss. Is such thing even possible ? If so, how ?!Thanks
I'm working in Blueprints, and so far I haven't found any way to detect when the user puts on/takes off the Gear VR headset.Does anybody know how to accomplish this?
Hello everyone!i need some help. Fps in my game in UE4 when i use VR preview - jumps from 90 to 45 and back discretely. Like something lock fps :( who faced something like this?
I'm working with Unreal 4.14 which supposedly even has a new forward rendering path for VR, though not sure if it is meant just for desktop vr or for mobile too.I'm attempting to get antialiasing working on a Galaxy S6 with GearVR, but I've spent the past 2 days trying out all sorts of things and nothing makes a difference.Basically, I start with a blank project set to mobile + scalable graphics quality. Then I've tried the following. Always packing to Android ETC2:. default project settings (theoretically deferred path by default).. With the new forward rendering option.. Setting any combinations of the following console variables: . r.MSAACount . r.MSAACompositingSampleCount . r.DefaultFeature.Antialiasing . r.MobileOnChipMSAA . r.MobileMSAA . r.MobileContentScaleFactor . gearvr.EnableMSAANothing seems to enable anti aliasing. I also posted this on SO, gamedev SE, Unreal AnwerHub and the Unreal forums. and no one has replied anything other t
I bit concerned about downloaded oculus software where it goes is goes to phone hardware or into oculus account library If i deleted software on phone because memory getting full. Can reopening to software from oculus account library or not after deleted from phone
So, I thought this was all behind me and sorted out, but apparently not. Here is the original post on UE4's AnswerHub: https://answers.unrealengine.com/questions/389782/gear-vr-unable-to-reach-60-fps-on-empty-scene.htmlThe issue is that phone screen doesn't run at 60 Hz and since UE4 is vsync locked, it won't ever run at 60 fps. If i make a totally empty scene, with a single cube on which player can stand, I would not be able to have 60 fps in Gear VR.Also, I am very sensitive to motion sickness and I can tell you that 58 fps with occasional dips doesn't make me sick at all. There are plenty of games on Oculus Store that maybe run at 60 fps, but make me sick instantly. I hope you guys have people running these app compliance tests who understand all that and not robots (software) that rejects any app that doesn't reach 60 fps (in that link above last post indicates that the person's app was rejected due to fps being 59.90 and not 60)All that being said, maybe that dev misunde
Unreal Engine 4 IntegrationThese release notes describe changes to Oculus’s Unreal Engine 4.12 and 4.13 available from the Oculus GitHub repository. Oculus distributes integrations of the Unreal Engine which include the latest Oculus SDKs to provide up-to-date support for Oculus Rift and Gear VR.Applications targeting Oculus devices automatically apply stereoscopic rendering, orientation tracking (Rift and Gear VR), and positional tracking (Rift only). The OculusPlatform plugin provides an online subsystem which interfaces with Oculus Platform features. The OculusInput plugin provides support for Oculus Touch and Oculus Remote controllers.Clicking on “Download” above will redirect you to our Unreal Introduction, which reviews various options for working with the Oculus Unreal integration.New FeaturesAdded VoIP and moderated room finding/joining support, available through the Online Subsystems interface. For more information, see Platform Features and Online Subsystems.Bug Fix
Can Oculus please add this functionality into Mobile SDK and expose it to Blueprint?When S8 is out, the performance disparity between S6 and S8 will be massive. S8 users would not appreciate visual fidelity of a project built for S6, when S8 will be able to run much better visuals.With said BP nodes we could see if the phone is S6 family, S7 family or S8 family and tune game performance accordingly.Alternatively Oculus Store should be able to detect the phone model and provide apk built for a specific phone family (this way S6/S7 can have lower quality models and textures and S8 apk can have HD content). This would eliminate massive download size, which would be the thing when S6/S7/S8 assets all packed together.Thanks beforehand !
I remembered there was a fork where close up objects rendered in stereo, but anything farther away rendered as mono. Is there such fork for 4.14 ? Is it being developed further to be in 4.15 and 4.16?I am hoping that perhaps UE4 with monoscopic rendering can reach 59.9 fps solid.Thanks
I am experimenting with how far I can push visual fidelity with Gear VR without loosing performance. I tried post process effect, bloom in particular and that didn't show up on the device when running ES2 renderer.Is it a bug or limitation of ES2 or missing feature ?Thanks
So now that ES3.1 can be used out of the box and my new PC can handle ASTC compression much better than my old rig, I gave ES3.1 + ASTC a spin, for Gear VR (using my S6).Turned out ES3.1 + ASTC renders much slower than ES2 + ETC2. ~20 fps difference at times. Is it by design or is it something that is still being worked on as far as optimizations go?
Basically that's what UE4 Gear VR app is asking for upon fresh install:Is that something that Oculus/Epic require?If not, how do I disable those (except maybe modifying SD card content) ? I personally don't like when apps ask me for a ton of permissions (like accessing my contacts, location, my SSN, etc. :wink: )Thanks
1.Do Oculus have plugin for Unreal Engine 4 (UE4)? 2.What is version of UE4 that support Oculus touch?3.How to set oculus touch controllers UE4 ?4.How to build project VR that use Oculus rift and touch?5.Can I use pointing, pinching, thumbs-up, and gestures by touch in UE4 ?6.From 5, can I use from blueprint?7.Can I connect touch with Avatar?Thank.
I'd like to make my own VR hands model with appropriate anims. Does Oculus provide a template for hands / Touch controller rigged model to be used in UE4 for Rift/Touch ?Thanks
I'm trying to map bringing a game menu by pressing a = button on a left controller, but I cannot find any mapping for that. I tried all MotionController (L) keys, but none of them is triggering. Any ideas?I whould think it whould be a shoulder button, like in Vive, but it is not working in Rift.
Hi guys: I'm a newcomer for UE4,want to build a application on oculus rift with UE4 , is there any useful tutorial recommend? thanks~
Unreal Engine 4 IntegrationUnreal provides built-in support for Oculus Rift and Gear VR development on Windows.Unreal apps run on the Oculus platform automatically apply stereoscopic rendering to the main camera as well as positional and orientation tracking for the Rift, or orientation tracking for Gear VR.For more information on downloading and using the Oculus Unreal integration, please seeUnreal Introduction.Online SubsystemsSeveral features of the Oculus Platform SDK may be accessed through the Unreal Online Subsystems interface:AchievementsRoomsMatchmakingIdentityEntitlementsP2P networkingFriends leaderboardsNot all functionality of these features is available through the Online Subsystems interface. Developers who need unsupported features should use the Oculus Platform Plugin available with our Platform SDK.Online Subsystems access is available in the following ways:Oculus Platform SDK v. 1.6 and 1.7 include a standalone OSS plugin (Rift only)Epic GitHub: 4.13.0-preview-2 inclu
Hi, I would like to add entitlement checks in my project but unfortunatly for now I'm stuck with the 4.12 version. I tried to go with the 4.13 but it adds a lot of strange behaviors and crashes and I didn't found any way to fix it.I noticed the plugin needed for entitlement checks is only available in 4.13 so how can I do it in 4.12?Thanks!
Hi there, I'm now doing Oculus integration for my project and not able to find a way to implement in-game login in all those best practices. What I wanna achieve is that when user fails entitlement check, we'll give him/her another chance to login. Anyone got idea on this? Thanks in advance.
Hello! I'm having some issues with including the now required entitlement checks in my UE4 project.I am following the steps outlined here: https://developer3.oculus.com/docume...m-walkthrough/ 1. I've went into the DefaultEngine.ini file and added the necessary code as shown below, replacing the "OculusAppID" with my own App ID.[OnlineSubsystem]DefaultPlatformService=Oculus[OnlineSubsystemOculus]bEnabled=trueOculusAppId="123456789012345"2. I then went into the GAME_NAME.Build.cs file (replacing game_name with my project name) and added the lineDynamicallyLoadedModuleNames.Add("OnlineSubsystemOculus");3. I then added the code "#include "Online.h" to my project's header file4. Lastly, I added the entitlement check (as shown below) to run when the project first launches.Online::GetIdentityInterface()->GetUserPrivilege(*Online::GetIdentityInterface()->GetUniquePlayerId(0),EUserPrivileges::CanPlay,IOnlineIdentity::FOnGetUserPrivilegeCompleteDelegate::CreateLambda([](const FU
I'm looking for some documentation that describes where in the real world the tracked HMD position returned by Unreal actually sits.I'll assume that it is of course in the centre left to right,but where is that point located relative to, say, the CV1 headsets exterior front surface? Ie how far back from the front surface?Is this described somewhere?CheersFred
for all idea about a game in vr the one DO NOT KNOW HOW TO MAKE. give a listy of ideas and what and see who wants to take the dare
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