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Up and Coming
October 6, 2014

Made a level and works on RIFT but something is wrong

Managed to make a level based on a tutorial and got it to show on the RIFT. It's ok but something is making me feel a bit ill, it's not quite right. The red cross is in the top left corner where as it should be in the middle? It feels like the view isn't properly centered? I'm wondering if that's to do with the window on the monitor not filling the screen? I'm using Direct HMD.

Any ideas?

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    18 replies

    capwnAuthor
    Up and Coming
    October 10, 2014
    Thanks again mrcrisp! Have to admit, still struggling with this. Even at sp hmd 5 it's at about 50fps when looking in the main room. That's not right is it? My new quality shortcuts are clearly working (it changes) with my F1, F2 and F3 keys but it never goes above 70 unless I'm looking at the sky.

    Is it possible my begin commands are not working here because I've done it wrong? Also am I supposed to be deleting these real time lights and 4 reflection balls?? is that what could be causing it?

    It's frustrating, this is just a silly little tutorial room, how am I supposed to build a level? :cry:

    edit, picture doesn't seem to fully load in this browser. So I'll post the url instead,http://i.imgur.com/kLCpZDX.jpg

    Up and Coming
    October 10, 2014
    I see you have a number of lights in the scene- did you change them from stationary to static and then hit build lights only?

    Build out a copy of your project as a development build and close Unreal and test your project with static lighting.
    PC Specs: i7-5820k, 16gb DDR4 2400mhz, MSI gaming mainboard, MSI GTX 980 4gb, Samsung Pro SSD, 2x1tb WD Black HDD, 700w Certified PSU, 3xAcer 27" monitor, 47" TV, Xbox360 Controller, CH Pro HOTAS, Fanatec Wheel+Pedals, Windows 7 64bit.
    capwnAuthor
    Up and Coming
    October 10, 2014
    ok,

    I have about 5 lights, they were all blueprint lights that were already made and had no option to make them static. TWO of the lights, a point light I created and the directional light, DID have an option and I switched it from stationary to static. Also killed 2/4 reflection spheres. I made a package (I already had it set to development build) but my results when looking at my main area were...

    hmd sp 50 - 60-70 frame
    hmd sp 75 - 50-60 frame
    hmd sp 100 - 40-50 frame

    Also, I notice when I switch with my F1,F2,F3 etc that it freezes my rift. On the monitor, moving the rift still seems to be working but when I put the rift on it's frozen :cry: Are you sure my F1, F2 etc are set up correctly based on the pic above?

    As for building lights I think I need to do more tutorials. Is the idea to use fancy dynamic lights to make it look cool, then build lights only, then switch those lights from stationary to static? Though my package options are set to automatically make them static anyway so I shouldn't need to rebuild if I export a package, right?


    Thanks for your help!
    capwnAuthor
    Up and Coming
    October 10, 2014
    Ah I suddenly had a brainwave, the unreal demos I've tried were all in extended mode so I switched to that and got much better results! The F1, F2 etc issue went away. Also,

    hmd sp 75 = almost constant 75fps
    hmd sp 100 = around 50-60fps

    Shame, hmd sp 75 moves nicely but the textures are a bit blurred :( Anything else I could be doing to get hmd sp 100 working at 75fps?
    Up and Coming
    October 11, 2014
    Put a post process on whole scene, then play with antialiasing. Still making a scene with more than one light will be troublesome. Use less complicated materials, effects... you need to sacrifice a lot of candies if you want to develop for oculus in any engine.
    http://www.theandronauts.com/andro-news/ https://www.facebook.com/pages/The-Andronauts/143001552557189
    capwnAuthor
    Up and Coming
    October 11, 2014
    Just had a quick read of what post processing for unreal4 means, sounds like that would be ADDING to the scene rather than taking away? I do not have 1 light in the scene anymore (or does static count?). I'm sure I've seen unreal demos in the oculus with lights and even fx.
    Up and Coming
    October 11, 2014
    "capwn" wrote:
    Just had a quick read of what post processing for unreal4 means, sounds like that would be ADDING to the scene rather than taking away? I do not have 1 light in the scene anymore (or does static count?). I'm sure I've seen unreal demos in the oculus with lights and even fx.


    You may have seen Unreal4 projects in the Rift that have good lighting etc- this is really down to experience on how and what to optimize.

    As an example- I rendered out the `Mobile` scene from Unreal4- and at hmd sp 100 I can have it running smooth- but at the default level (I think it's 140) it `strobes` the frames and I get a hit on the FPS- and this is on a GTX980 on a scene that was designed for mobile phones!

    So I went in and removed some reflection spheres from the scene and turned off `mobile HDR` and it ran better.

    If a scene designed for a mobile phones running in VR takes a big hit- then through experience with Unreal4 you will learn to optimize scenes and use some `trickery` such as static lighting to give the appearance of lighting conditions.

    I'm still a noob after 2 weeks with Unreal4, but in that time I have created blueprints, modified lighting, optimised scenes, had NPC's walk up to and face the player, created particles and generally gotten a feel for how powerful and how power consuming Unreal4 is- but it's a designers wet-dream- so easy to have an idea and literally prototype it in minutes.

    You will get better with time.
    PC Specs: i7-5820k, 16gb DDR4 2400mhz, MSI gaming mainboard, MSI GTX 980 4gb, Samsung Pro SSD, 2x1tb WD Black HDD, 700w Certified PSU, 3xAcer 27" monitor, 47" TV, Xbox360 Controller, CH Pro HOTAS, Fanatec Wheel+Pedals, Windows 7 64bit.
    capwnAuthor
    Up and Coming
    October 11, 2014
    Yeah I'm going to dig through some more videos about setting up scenes rather than just the official unreal ones. Going to begin with digital tutors. So is your scene with the particles and NPC running ok with the rift? At 75fps?

    Could part of my problem be that I'm following a scene tutorial and that all the pieces I'm using are not optimized? I'm not using my own props. The intention of this scene wasn't for the rift. I wish there was a tutorial for creating a scene with the Rift in mind? In the meantime I can look at creating my own scenes/lighting from scratch, just start with a plane for a floor and keep testing on the Rift every time I add something so I start to understand what really drags the FPS.