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Up and Coming
November 14, 2014

Is UE4 always going to be a second class citizen for Oculus?

I guess I would have thought it would have improved a bit as Carmack said at Connect that he expected the percentage of users using UE4 to grow but its hard to always be a bit behind with the updates. I know its not just Oculus involved but even the work with mobile SDK we see a release with no support for UE4 despite Unreal devs saying they are done but waiting on Oculus for fixes to the SDK before they can release. Is there any news or information on this front? Again this isn't meant to start a flame war I am just seeking the information so I can plan accordingly.
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    16 replies

    Up and Coming
    November 14, 2014
    From my experience, Oculus doesn't see developers as a high priority. Unreal devs are even lower priority. We have been making threads like this one viewtopic.php?f=60&t=14054 and this viewtopic.php?f=60&t=12828 since the DK1 came out and they just keep ignoring us.

    Currently, you might as well write your own Oculus plugin as opposed to relying on them. I actually did a dll bind with the stock version of UDK back in the day because Oculus UDK was so horribly broken, mapping the rotation of the Rift to every camera in the game.

    With developer interaction this dreadful, I hope they aren't surprised when many of us jump ship the moment a comparable competitor HMD comes out.
    I complain a lot. Just think of me as a squeaky wheel lol. Youtube channel -> https://www.youtube.com/user/xblBlackFang/videos
    Up and Coming
    November 15, 2014
    Isn't UE4 at its core too processor intensive to attempt Gear VR export?
    i7 skylake, EVGA Classified, 2 EVGA 980 sc's, Thermaltake TR2 RX(1000W), 32GB DDR4, Win 10 on an SSD
    Up and Coming
    November 15, 2014
    "pittsburghjoe" wrote:
    Isn't UE4 at its core too processor intensive to attempt Gear VR export?

    Not sure why you would say that but regardless I don't want to start an engine war. Both Unreal and Unity have overhead yet both have produced great quality games for mobile platforms so this isn't an issue.
    Up and Coming
    November 15, 2014
    I apologize then. I was told Unity, by default, was much less processor intensive.
    i7 skylake, EVGA Classified, 2 EVGA 980 sc's, Thermaltake TR2 RX(1000W), 32GB DDR4, Win 10 on an SSD
    Up and Coming
    November 15, 2014
    i7 skylake, EVGA Classified, 2 EVGA 980 sc's, Thermaltake TR2 RX(1000W), 32GB DDR4, Win 10 on an SSD
    Up and Coming
    November 19, 2014
    So, still no post from Oculus on this thread. (How surprising!) Of course, there was never any follow up by Oculus on this thread either -> viewtopic.php?f=60&t=14054.

    I don't see why Oculus can't devote the tiniest smidge of effort to dev support, considering how much money that they have now. They almost totally refuse to seriously address any thread with suggestions that might require them to alter their plugin from uber-generic first person shooter mode. Its a pain for me to rewrite their plugin for each version that comes out. I guess I might have to start getting noisy again, like I did back when they needed to fix their UDK. Its pretty frustrating, the developer interaction is much better over at the Epic forums, and they have to deal with orders of magnitude more traffic. Even sixense has been giving decent responses, and the STEMs aren't even out yet.
    I complain a lot. Just think of me as a squeaky wheel lol. Youtube channel -> https://www.youtube.com/user/xblBlackFang/videos
    Inspiring
    November 19, 2014
    Oculus is continuing to work with Unreal Engine 4, and working with Epic to have the Oculus integration come standard with the engine. I do realize there has been slower progress than with Unity, and this is an area that can be improved.

    I will try to get an answer for the question in your other thread. If you look back, you will see that I did respond to your original post, and I did ask the team about this but it must have got lost in the shuffle. Sorry about that.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Up and Coming
    November 20, 2014
    "cybereality" wrote:
    Oculus is continuing to work with Unreal Engine 4, and working with Epic to have the Oculus integration come standard with the engine. I do realize there has been slower progress than with Unity, and this is an area that can be improved.


    I appreciate the acknowledgement of the issue with slower progress and I am glad that you are working to get built in integration with UE4 that will be very nice. You mention the slower progress on UE4 is an area that CAN be approved is it something you are actually working on improving? Thank you
    Up and Coming
    November 27, 2014
    What is missing from an integration standpoint? I launch UE4, create a level... Run it... Turn my direct mode DK2 on... Hit alt+enter... And I am transported into my creation in glorious 75fps.
    New Participant
    November 27, 2014
    Hi andrewtek
    What rig does you use / What are your setup?