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Up and Coming
July 26, 2014

Oculus Rift DK2 and UE4 4.3:problems with Oculus Runtime 0.4

Hey guys.

As many of you recently figured out DK2 and UE4 4.3 do not work together if Oculus Runtime 0.4 is installed.

We apologize for the mess. I want to confirm that UE4 4.3 is indeed DK2-ready. The problem is the new 0.4 Runtime that unfortunately is incompatible with 0.3-based apps for now. We are working on resolving this issue right now, as well as preparing a new integration of UE4 and Oculus SDK 0.4.

As a workaround for now - you should not install 0.4 Runtime while you use UE4 4.3. Instead, you'll need to install a DK2 camera driver, download link:
http://static.oculus.com/sdk-downloads/Oculus+VR+Camera+Installer.exe
(Note: you will need to uninstall this driver later when you decide to switch to 0.4).

If you already have installed 0.4 Runtime then you may either uninstall it and install the camera driver from above, or you need to disable the OVRService by performing the following steps:
1) Remove or Disable the "Oculus Service Scheduler" from the Windows Task Scheduler: "Start" button -> "Task Scheduler"
2) Switch display mode to Extended mode or uninstall the Oculus Display Driver;
3) Remove "OculusConfigUtil.exe" from Programs -> Startup (For example, C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Startup).
    This topic has been closed for replies.

    32 replies

    Up and Coming
    July 30, 2014
    Pos tracking is off for me also.
    I guess we'll just have to wait...

    Go Oculus go ! ^_^
    Welcome to http://www.SynthesisUniverse.com it's out there, on the Oculus Share : https://share.oculus.com/app/synthesis-universe--maze--intro-experience
    Participant
    July 31, 2014
    I think this is something for the Unreal team to fix, not Oculus?
    Up and Coming
    August 1, 2014
    Let's hope they are not thinking the same...

    spyro
    Up and Coming
    August 1, 2014
    Has only 1 person got this working? I am still pretty much in the same condition... can get it to display, but no tracking...

    Managed to get various other demos working so I am pretty sure the hardware is fine...

    Now on UE4 version 4.3.1. Reinstalled UE4 so should be a clean start too.
    Oculus Hut - A big fat slice of VR A page I made about surfing the virtual reality web! Janus VR Room 45: janus://zion.vrsites.com/1/45 YouTube: https://www.youtube.com/channel/UCj70pq7hA26fvLv832NmboA A little UE4 experience: Virtual Bard
    Up and Coming
    August 1, 2014
    This may help,

    http://www.reddit.com/r/oculus/comments/2c6qqc/updated_unofficial_oculus_service_manager_by/

    Direct link:
    http://www.mediafire.com/download/1i39o786z33xei6/OculusServiceManager_-_By_Bilago.7z

    It's a tool that stops/starts the Oculus service (and a few other things). I need to stop the service in order my dk2 to work when running anything in the stand alone window in full screen in UE4.3.
    Participant
    August 1, 2014
    "huttybangbang" wrote:
    Has only 1 person got this working? I am still pretty much in the same condition... can get it to display, but no tracking...


    UE4 head tracking is working great for me with 4.3.1 on Win 7. The head tracking cam on OSX doesn't work yet. For windows, just uninstall the Oculus runtime and install the camera driver from the first post in this thread. The blue light on the tracker cam will not come on but it will be working anyway (assuming it's plugged in correctly).

    Only issue I'm still trying to figure out for UE4 and DK2 is the display jitter when running a game through the editor. It's not a problem when I build a stand alone game and run it outside of the editor. Probably just some setting to flip in the editor...
    Participant
    August 1, 2014
    try disabling realtime in the viewport and then starting the game in a standalone window.
    Up and Coming
    August 2, 2014
    "zwickarr" wrote:
    This may help,

    http://www.reddit.com/r/oculus/comments/2c6qqc/updated_unofficial_oculus_service_manager_by/

    Direct link:
    http://www.mediafire.com/download/1i39o786z33xei6/OculusServiceManager_-_By_Bilago.7z

    It's a tool that stops/starts the Oculus service (and a few other things). I need to stop the service in order my dk2 to work when running anything in the stand alone window in full screen in UE4.3.


    It's still very flaky, but worked! Don't ask me how though - bit of luck?

    Didn't work a few times, but eventually worked. I find that if it does not work first time then I have to reboot and try again...

    When it has worked, I:

    + disabled the service
    + launched my game
    + (it pops up in a window) brought up console command thing by typing` (tilda)
    + entered command "stereo on"
    + dragged the window to my extended screen (i.e. my DK2)
    + double clicked on the bar to full screen - and presto!

    The blue light comes on with my camera. Full tracking (rotation and positional)! :D

    Switched off live mode on my UE4 editor, but can still be jittery.

    Best performance is from when I just compile the game out and use it independently outside of the editor. Difficult to be certain though right now.

    Thank you all for help! :)
    Oculus Hut - A big fat slice of VR A page I made about surfing the virtual reality web! Janus VR Room 45: janus://zion.vrsites.com/1/45 YouTube: https://www.youtube.com/channel/UCj70pq7hA26fvLv832NmboA A little UE4 experience: Virtual Bard
    artyom17Author
    Up and Coming
    August 4, 2014
    Hey guys,

    Sorry for having troubles with DK2 + UE4.
    DK2 and camera could a bit picky in which USB port they are connected and WHAT ELSE is connected to your USB ports. So, if you are having 'no tracking / no positional' issue try to disconnected all the possible USB devices (such as thumb drives, external USB HDDs, etc) and try to connect DK2 and camera in different ports.
    You may use an OculusWorldDemo from SDK 0.3 (still should be available for download on our website) to test if DK2 works.
    If you try to use the OculusWorldDemo from the SDK 0.4 (assuming you have installed 0.4 runtime and disabled the service) then it could restart the service and even if it works the UE4 won't after it (you'll need to stop the service again).
    Up and Coming
    August 7, 2014
    "huttybangbang" wrote:


    + entered command "stereo on"



    hm... when I enter stereo on in the console from my Packaged Project Win64 (win 8.1 on my pc) it crashes. But only when the DK2 is on & in normal screen without the rift on - enter "stereo on" nothing hapens

    this is the failure message with DK2 on

    rendering thread exeption:2.jpg

    When I enter showlog I got a yellow message over and over again see attachments. I use the VR Game Template V0.3 https://forums.unrealengine.com/showthread.php?12874-VR-Game-Template
    1.jpg
    Also I edited the Path to YourGame>\Config\DefaultEngine.ini like in the UnrealWiki https://wiki.unrealengine.com/Oculus_Rift

    [Oculus.Settings]
    ; In meters, not Unreal Units (cm)
    ; Recommended for true first person viewpoint
    ; since you are simulating the head.
    ;HeadModel_v2=(X=0.0,Y=0,Z=0.0)
    ; Default values
    HeadModel_v2=(X=0.12,Y=0,Z=0.17)

    bChromaAbCorrectionEnabled=true
    bMagEnabled=true
    bDevSettingsEnabled=false
    bMotionPredictionEnabled=true
    bTiltCorrectionEnabled=true
    AccelGain=0.0
    MotionPrediction=0.04

    bOverrideIPD=false
    IPD=0.064

    bOverrideStereo=false
    ProjectionCenterOffset=0.0
    LensCenterOffset=0.0
    FOV=90.0

    bOverrideVSync=false
    bVSync=true

    bOverrideScreenPercentage=false
    ; Value is out of range [30..300]
    ScreenPercentage=100.0

    bAllowFinishCurrentFrame=false
    PositionScaleFactor=1.0
    ; Defaults to true if DLL built with OVR_VISION_ENABLED defined.
    ; Positional tracking for DK2 onwards perhaps?
    bHmdPosTracking=false
    bLowPersistenceMode=false

    ; Defaults to true.
    ; If enabled, viewpoint rotation is updated during the render thread.
    ; Depending on how you control a players view rotation, you may need to disable this.
    bUpdateOnRT=true