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Up and Coming
April 4, 2013

Quick Help for Rift in UDK Game

Just installed the UDK download.

Quickstart guide: Edit C:\UDK\UDK-2013-03\UDKGame\Config\UDKEngine.ini

look for:
[Engine.Stereo3D]
bEnabled=False

change :
bEnabled=True

It will work on your rift and knock your socks off!!!

I'm sure there are actual directions and tutorials coming but this could save some people time and frustration.
    This topic has been closed for replies.

    29 replies

    Up and Coming
    April 4, 2013
    Thanks! I have changed the .ini file as you mentioned however as a total beginner - how do you run a demo in the rift format?
    Up and Coming
    April 4, 2013
    The docs are up!

    https://developer.oculus.com/document ... ration.pdf
    Ibex 3D VR Desktop for the Oculus Rift: http://hwahba.com/ibex - https://bitbucket.org/druidsbane/ibex
    April 4, 2013
    Yes, please explain how you run the rift demo in UDK.
    April 4, 2013
    i followed the above .ini tweak and loaded up DM-Deck with the rift on and it's working! i was thinking i would have to do something else, but nope... viola.
    April 4, 2013
    When I go into the game the resolution seems very low is there a way to set this in the editor?
    Participant
    April 5, 2013
    To increase the resolution, you can set "ScreenPercentage" over 100. 150% looks pretty good and isn't too slow.

    In UDKEngine.ini, look for
    ScreenPercentage=100
    and change it to
    ScreenPercentage=150
    Participant
    April 5, 2013
    I didn't find "Screenpercentage" in the UDKEngine.ini file. I did however find it below.

    C:\UDK\UDK-2013-03\UDKGame\Config\DefaultSystemSettings.ini (6 hits)
    ; Scalability setting defaults
    Line 39: ScreenPercentage=100.000000
    Participant
    April 5, 2013
    "areisse" wrote:
    To increase the resolution, you can set "ScreenPercentage" over 100. 150% looks pretty good and isn't too slow.

    In UDKEngine.ini, look for
    ScreenPercentage=100
    and change it to
    ScreenPercentage=150


    What exactly is the ScreenPercentage setting doing? Is this a sort of super-sampling?

    I'm a bit new to this, but I turned on anti-aliasing in the UDKSystemSettings.ini and the detail is much improved (I set it to 8 samples and 16 AF).

    Anyway, I just loaded up the UT sample maps. Holy moley! What a delight it is to walk around and look at stuff. Using the Rift really highlights the craftmanship that went into building these levels. Being able to inspect everything in such an immersive way is so fantastical.
    Up and Coming
    April 5, 2013
    "cpaek72" wrote:
    Yes, please explain how you run the rift demo in UDK.


    Once you have followed the direction in the Original Post, just launch the UDK Game shortcut from the Windows Start Menu.

    To check out other demos, launch UDK Editor and select File-> Open. Check out the various demos, including Epic Citadel under Maps/Mobile. Once the map is open, select Play-> On PC

    For greater beauty, in UDKSystemSetting.ini, I also changed:
    MaxAnisotropy=16
    MaxMultiSamples=8
    ResY=800
    EDIT: Nope, ScreenPercentage=100.000000 is the way to go. 150 or 200.
    Enjoy
    Participant
    April 5, 2013
    The ScreenPercentage setting enables supersampling - rendering the scene to a bigger buffer than the screen. This makes a difference because the distortion correction (applied to the scene when displaying on the Rift) adds sampling artifacts.

    "nitroatomicus" wrote:
    "areisse" wrote:
    To increase the resolution, you can set "ScreenPercentage" over 100. 150% looks pretty good and isn't too slow.

    In UDKEngine.ini, look for
    ScreenPercentage=100
    and change it to
    ScreenPercentage=150


    What exactly is the ScreenPercentage setting doing? Is this a sort of super-sampling?

    I'm a bit new to this, but I turned on anti-aliasing in the UDKSystemSettings.ini and the detail is much improved (I set it to 8 samples and 16 AF).

    Anyway, I just loaded up the UT sample maps. Holy moley! What a delight it is to walk around and look at stuff. Using the Rift really highlights the craftmanship that went into building these levels. Being able to inspect everything in such an immersive way is so fantastical.