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April 4, 2013

Oculus-ready UDK Now Available!

Hey everyone,

The Oculus-ready version of the UDK is now available from the Oculus Developer Center!

You can download it right from the Downloads page:
Oculus Downloads

The documentation can be downloaded from the Documentation page:
Oculus Documentation

Discuss the Oculus-ready UDK over in the new UDK forum:
Oculus - UDK Integration Forum

We're looking forward to seeing what type of unreal virtual reality experiences you guys create!

-- Nate
    This topic has been closed for replies.

    83 replies

    Up and Coming
    September 25, 2013
    Ghostship, can you send us a repro case to support@oculus.com (put "for artyom17" in the subj)? I'll try to fix it asap, but first I need to reproduce the issue...
    Up and Coming
    September 25, 2013
    Artyom17, I will get a repro case sorted and sent tonight. Thanks :)
    Developer of Ghostship and CDF Starfighter.
    Up and Coming
    September 25, 2013
    Great, will appreciate this. I think, I already can see that RenderToTexture is broken (there is a standard QA map in UE3). There are two issues with it:
    1) It depends on 'screenpercentage', the green border does not exist if screenpercentage == 100
    2) HMD distortion is applied to the render to texture target (shouldn't).

    I still would like to get your repro case just to make sure we are on the same page.
    Up and Coming
    September 25, 2013
    I thought it was down to to the render to texture, i just emailed you a test map for the build with it set up with the render to texture. In normal mode its fine, in the rift its broken.

    I Look forward to getting it sorted out and least sort the problem out for future use of the render to texture for other developers. Thanks :)
    Developer of Ghostship and CDF Starfighter.
    Up and Coming
    September 25, 2013
    Screen percentage at 100 fixed it, mine was 150. :)
    Developer of Ghostship and CDF Starfighter.
    Up and Coming
    September 25, 2013
    "Ghostship" wrote:
    Screen percentage at 100 fixed it, mine was 150. :)


    Well, I tried your sample with screen percentage > 100, but it still works ok to me in Rift. Can you verify that the map you sent us is really the one that breaks with screen percentage > 100?
    Up and Coming
    September 26, 2013
    I Tried the test one again in 100, and the texture is not present for the map on the screen, just the red screen background. In the editor it is fine, but using pie or the rift does not show the map texture at all.

    this is strange, because setting 100 has fixed my maps green border as mentioned in the email. That is the most crucial part on my end, but as the basic test of rendering a texture to a mesh is having problems for some reason. This was just a quick reproduction of a render texture camera displayed on a map on a mesh.
    Developer of Ghostship and CDF Starfighter.
    Participant
    September 26, 2013
    I find that the frontend application packaged with this release wont deploy to iOS devices. What gives? Are other people experiencing this?

    Also, all the bottoms in the viewport related to ios deployment are gone.
    Up and Coming
    September 26, 2013
    Release Candidate 2 is available:
    viewtopic.php?f=44&t=4332
    Up and Coming
    September 28, 2013
    Artyom17, I'm just wondering what your opinion is regarding something Palmer said on Facebook recently;

    Palmer Luckey: If you plan on making games for the Rift, start learning Unity. It is probably the best/easiest option right now.
    September 26 at 2:29pm · 1


    With the new build of UDK I have hopes that things are on the right path. I recently read on the Epic forums from a guy going by the name Cube2222, that "All assets will be reusable", he was speaking of UE4. This would be a big win. http://forums.epicgames.com/threads/970073-UNREAL-ENGINE-4-FAQ-Read-this-before-asking

    All-in-all I want to think that developing with UDK is "a" right choice, but your founder who is on the inside seems to have doubts himself. It is not the cost of Unity that keeps me away, it is what I've seen in the Infiltrator and other demos regarding the scope of environmental complexity and realism that nearly demands that I build with UDK3 and ultimately UDK4. But if inside knowledge points to Unity being the best path, I feel I have to make the shift.

    Man the contortions of a new industry giving birth are a bitch.