Unreal Development
Recently active
Can anyone confirm if the dk1 works with ue4 4.10 or later? Thanks.
I mean White semi-transparent edges when moving.(I suppose it is reversed in color and moved image of previous frame with big transparency.)How to disable such post effect?tip: It is very visible in Oculus VR if you start standalone application and then press Start button. (fps became lower in 10 times so you will see it precisely. And I didn't see such effect on usual monitor.)p.s. It is very visible between light and dark parts of image.
Hello all,Sorry if this is a dupe post. I did some searching and googling earlier to no avail. I was wondering if all games made with UE4 (specifically UE 4.10) are Oculus Rift compatible? I know there is a list of compatible games, but this is more of an in-house training tool/game, so it will likely never end up on the public market. Is it like a plug and play deal? Do I need to download a plugin? I already have the Oculus Rift runtime. Thanks! And sorry again if its a dupe! - ChungCurrent PC Specs:-Core i7 2600K @ 3.4 GHz-16 GB RAM-Dual GTX 780 (SLI is Disabled)-Win 7 Ultimate-Oculus Runtime 0.7.0 (also tried with 0.8.0)-Oculus Rift DK2
So the runtime and SDK is being released March 28th? If UE4.11 is out before then, will it still have the 1.0 SDK implementation?If it does, then exactly how are we supposed to test it without the runtime to make sure the scenes work properly?Even if I can't afford the HMD myself.. I still want to release this title I've been trying to work on by the release date.
So, UE4 sucks...If you have any feedback, please share: https://forums.unrealengine.com/showthr ... post427517
https://forums.unrealengine.com/showthr ... post437457Nice one - instanced stereo rendering! And SDK 1.0Btw, I wonder if UE4 utilizes async timewarp for Gear VR. Oculus folks, do you happen to know?Another complain I have is lack of GL ES 3.1 render path available (supposedly have to recompile engine from source to enable it, but people say it doesn't work). Can Oculus pester Epic to fix that, please ? :)It is my understanding that Oculus doesn't use UE4 in-house. However, since Epic isn't going to provide people with templates optimized for Gear VR, maybe Oculus can make one for the community ?
I posted the question on UE4 AnswerHub, so feel free to reply either there or here (just trying to cover larger crowd to get a response): https://answers.unrealengine.com/questi ... scrat.htmlThanks.
Hey guys. So, this trailer:It's coming from a viewport in the virtual environment that was *not* an HMD attached to either player. I'm developing a piece of software that requires people to have a kind of camera with them, so this is what I'd like to have. Anyone know how they did it or if this functionality might come our way?I understand from the presentation on Toybox that it was made in Unreal, hope I'm not wrong?
I've made a UnrealEngine plugin which adds a Launcher window to your game with some graphics settings, like this;You can download the plugin here;http://www.mediafire.com/download/skjz15jcb93ju0a/ScalabilityUIPlugin_v4_4_1.zipAnd you can contribute to the source code here;https://github.com/Teddy0/ScalabilityUIPluginIt will pop up this window when you start the game (but not the editor) and allow users to lower graphical settings to help them hit 75 fps.Pixels Per DisplayPixel: adjusts the resolution, and has a dramatic effect on performance.Anti-Aliasing: Lowering this to Low/Medium will help performance at high resolutionsPost Processing: Lowering this to Low/Medium will disable tone mapping and bloom, both of which have a high impact on performanceThe rest are pretty self explanatory.You can change the banner image by replacing this file;Plugins\ScalabilityUIPlugin\Resources\Banner.png
This is one of the coolest things that happened for Gear VR using Unity:viewtopic.php?f=37&t=27428http://talesfromtherift.com/debug-logs-over-wifi/Is such thing possible to do in UE4 ?Thanks.
I'm curious if anyone has seen/experienced unreal 4 VR content that feels as rock solid as the "show demo scene" desk with cards scene that comes with the Oculus Configuration Utility.When I view the Demo Scene and shake my head, the image always is rock solid with no visible ghosting or judder. However, everything I view in Unreal has significant ghosting/judder when head shaking and just doesn't feel as rock solid. Frame rate doesn't really appear to be the culprit, as even starting with a blank scene, and with the frame rates hitting 120-140 in the rift, the ghosting is still the same as a big scene in the 30-40 fps range. I can cycle through wireframe, unlit, and lit, and the ghosting when head shaking is always there. I just tried the Couch Knights demo, in both vr preview in editor, and as the released stand alone game, and that has the same ghosting, or judder. Nothing I have found so far seems to change/fix the ghosting.Is anyone else experiencing this ghosting? Is it possible
I am not quite sure how it works with UE4, but do I need Mobile SDK 1.0.0 and Audio SDK 1.0.0 to build Gear VR projects with UE4 ?UE4 docs don't go into much of the details, so it's not quite clear what's needed and how to get it working with UE4 :/UE 4.10 preview4 is what I am talking about.Thanks.
Anyone got this working?I'm just learning and tried ton of tutorials as well but nothing works even I follow everything so there is probably some stupid issue there, anyone got it actually working?When I come to point to either start as standalone and with alt +enter move to oculus.. there is nothing it doesnt even goe to full screen, and building standalone same thing as well. thanks
So I followed this tutorial to integrate wwise into ue4 https://www.youtube.com/watch?v=fB42PCIzj7c and it worked pretty well he forgot to mention that you need to generate the soundbank but thats also me being a noob. Now I am trying to integrate the audio sdk into wwise which I did by following the documentation but ran into some confusion here: https://developer.oculus.com/documentat ... tegration/I dont know where to "Add the commented-out code at the bottom of the file OculusSpatializer.h file to the code where the Wwise run-time is being initialized". I thought turning on the Oculus plugin was enough but I'm not sure what is supposed to happen. Does anybody have experience with the audio sdk and unreal?
For some reason, the camera position seems to be centered on my right eye. I would like to get the position between my eyes. Is there an API call I should be using to get the value I am looking for?
Hopefully this can help somebody, because it drove me nuts.For the longest time, I could not figure out how to get my HMD to move with a vehicle, any vehicle. With "Follow HMD Orientation" turned on anywhere in any component, the HMD would always be facing world X, and not re-orienting with rotation updates to the root component. This persisted through many versions of UE4, but I think I was able to brute force it into working.I started with the C++ Flying Pawn template and called the project FlyingVR2>First I added "HeadMountedDisplay" to the list of module deps in FlyingVR2.Build.csThen in FlyingVR2Pawn.cpp I made this change to the constructor:Camera->bUsePawnControlRotation = true; // rotate camera with controllerThen in the Tick, I added this snippet:// Rotate HMD -- I have to do this because the HMD base doesn't stick itself to the vehicle by default. if (GEngine->HMDDevice.IsValid()) { FQuat HMDOrient(GEngine->HMDDevice->GetBaseOrientation()); FQuat PawnOrie
Are there any apps / experiences / games for Gear VR made with UE4 ?
Running DK1 so I need older software. Thanks!
Every sound, every texture, every mesh, EVERYTHING that was used to create this cinematic gem is now free for the taking.
Hi,I just upgraded my setup to Oculus Runtime 0.7.0 (Win8.1) and now all my UE4 setups are running much slower and not hitting 75fps any longer. These are simple scenes that were running just fine before this update. I had taken out all/most post processing from them and they were otherwise very basic.I tried upgrading the Nvidia driver to the recommended match but it ran just as badly as before I did.Same thing happens in both UE4.8 and 4.9 scenes. Is this something which is known? Is there a fix or should I revert?CheersFredEDIT: I reverted back to Oc runtime 0.6.0 and my previous Nvidia driver (347.52) but did not get rid of the problems. Frustrating as it was all working fine this morning but now all scenes ghost or judder.EDIT2: Strangely I have in Mono view GPU usage of 8.3ms, but in VR mode 25ms! Why 3 times as much?
Hi,I am trying to figure out how to reset the default player camera view and the incoming HMD tracker data to re-orient and position to how I want it. (UE4.8)I seem to sometimes be able to do it but sometimes there seem to be an orientation offset.Could it be that when I have changed the view by hand using the mouse, that is where this 'hidden' offset value is coming from?Is there a way for 'Reset Orientation and Position' to take this into account? I suppose I should be able to feed that back into the functions 'Yaw' value. But the problem is I don't know where to read/get this 'mouse yaw offset' value.Would anyone know?CheersFred
Hi,I have a scene that is running at a very high framerate in mono rendering, usually doesn't drop below 120fps. However, when running in the Rift, the framerate appears to be clamped very aggressively. For example, the majority of the scene is running at 75fps (as dictated by the forced vertical sync), but in some areas, the framerate is pulled down to 37.5fps.I can accept a small FPS drop in more complex areas. But an artificial halving of the framerate is unacceptable. Is there any way to disable this behavior?Thanks.EDIT: Just to clarify - changing the PD and SP settings to very low numbers makes no difference. The framerate is always either 75fps, or 37.5fps.
Hi Guys,I am new to this forum so sorry if this is the wrong board etc. I am still getting used to it. I am in the middle of programming a data visualization tool experiment for a company using an Oculus DK2. I had the Oculus working great for version 4.7 with the Feature Content etc but now when I try to open my project in 4.9 it will just come up with a black screen in VR and then in Standalone it will show the image but when I take it to alt+enter for VR it just goes back to the black screen again. I have tried most of the answers given to similar problems in this forum but still can't seem to fix it!Help!
I tried updating to 0.7.0.0 beta and I'm getting black artifacts in my DK2 and a stuttering effect every few seconds. Is it possible to fix this or download an older runtime? I have a demo on Friday.. any help would be awesome. Thanks.EDIT: Same problem being experienced here: https://www.reddit.com/r/oculus/comment ... _sdk_does/How can I download the last runtime before 0.7.0.0?EDIT: Now I'm getting complete digital distortion sometimes when I run VR Preview in Unreal. It flashes white and then just displays flickering artifacts and distortion.
Hello,I recently updated to the 0.7.0.0 beta Oculus Runtime and the NVIDIA drivers for that SDK.I have a scene where the user doesn't need any input, it's just an animated camera moving forward. The user can look around while the camera is moving. I used this guide (https://wiki.unrealengine.com/Oculus_Rift_Separate_View) to setup the free look functionality with a moving camera and everything seemed to be working fine. After upgrading to 0.7.0.0, now when I move my head to look around, sometimes the camera will go nuts and jump around to random angles and positions. It's mostly when looking backwards. This was not happening before I updated to 0.7.0.0, I believe. Here is a video of the problem (https://www.youtube.com/watch?v=lwpHtWR2P5g)Is this the Oculus Seperate View causing the problem? Or the tracking camera? Any help would be very much appreciated. Thank you.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.