Skip to main content
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

    Participant
    April 5, 2013
    "areisse" wrote:
    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.


    Thnx, I will try this instead of enabling MSAA.
    Inspiring
    April 5, 2013
    The ScreenPercentage variable effects how large the back buffer is. With higher values you will increase the quality of the resolution. If you don't change this value, the quality will suffer. The reason this is needed is due to the way the distortion shader samples the scene. If you use the native resolution, there are not going to be enough pixels for the shader to sample, and thus you will get a low quality image.
    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
    Participant
    April 6, 2013
    "rmcclelland" wrote:
    "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

    In your edit, are you saying to NOT change ScreenPercentage from 100? Or change it in addition to the MaxAnisotropy and MaxMultiSamples settings?
    Up and Coming
    April 6, 2013
    MaxAnisotropy=16
    MaxMultiSamples=8

    Didn't seem to have much effect vs the default. I'm now getting good quality running:
    ResY=800
    ScreenPercentage=200.000000

    Though I haven't played with it enough to determine the difference between ScreenPercentage 200 and 150 in terms of quality and performance.
    Up and Coming
    April 6, 2013
    The ScreenPercentage quality change to 200 makes a world of difference. Still low res but its a quality render.

    The only thing I am having trouble fixing now is aligning UI elements for stereo viewing. I have a double red dot and player name tags. Does anyone have any recommend HUD or distortion settings to fix this?
    Up and Coming
    April 7, 2013
    Thanks for the tips, that got me to experimenting with some of the other options, so far i've got these changes commenting to myself as I went:


    ;DBEDIT - Dynamic shadows dont seem to be stereo atm, only show up in left eye..
    ;DBEDIT - default True, hurts. foliage demo mainly
    DynamicShadows=False

    ;DBEDIT - why would i want more blur?! Default True
    MotionBlur=False

    ;DBEDIT - speed tweaks? or personal preference. i'm over bloom.
    AmbientOcclusion=False
    Bloom=False

    ;DBEDIT break stereo, show up differently in each eye
    LensFlares=Fasle

    ;DBEDIT ?! default true: appears to be mouse smoothing, doesn't seem to change hmd effects?
    OneFrameThreadLag=True

    ;DBEDIT was false.. feels about the same either way?
    UseVsync=False

    ;DBEDIT anistrophy = texture smoothing, not too much of a performance cost
    MaxAnisotropy=8

    ;DBEDIT multisampling, 8 looks good, but a bit slow for me.. 4 is nice compromize, default 1
    MaxMultiSamples=4

    ;DBEDIT turning this on crashed udk on load?!
    bAllowD3D9MSAA=False

    ;DBEDIT was 768... rift=800!
    ResY=800

    ;DBEDIT: upscale the back buffer, offsets for the distortion shader.. 140-160 looks good, higher gets slow on my lappy.
    ScreenPercentage=150.000000


    Overall these changes slowed things down a bit (I guess that's why they're not default) but it looks a hell of a lot better.

    Also play around with the console: ~, show postprocess.. with that off you can definitely see a frame or two removed from the whole process.. gives you something of a reference point for sharpness and response times, if not really helpful as it kills the distortion shader
    Dave Buchhofer | Dev @ Matterport
    Participant
    April 8, 2013
    We'll be looking at fixing those issues in the future. Some lens flares work though - were you referring to some in a sample level that I can check?
    When using the rift, and in fullscreen, motion blur should be off even if configured on, and vsync is always on, so you don't need to change those settings if you like them the other way when playing without the rift.

    "dbuck" wrote:
    Thanks for the tips, that got me to experimenting with some of the other options, so far i've got these changes commenting to myself as I went:


    ;DBEDIT - Dynamic shadows dont seem to be stereo atm, only show up in left eye..
    ;DBEDIT - default True, hurts. foliage demo mainly
    DynamicShadows=False

    ;DBEDIT - why would i want more blur?! Default True
    MotionBlur=False

    ;DBEDIT - speed tweaks? or personal preference. i'm over bloom.
    AmbientOcclusion=False
    Bloom=False

    ;DBEDIT break stereo, show up differently in each eye
    LensFlares=Fasle

    ;DBEDIT ?! default true: appears to be mouse smoothing, doesn't seem to change hmd effects?
    OneFrameThreadLag=True

    ;DBEDIT was false.. feels about the same either way?
    UseVsync=False

    ;DBEDIT anistrophy = texture smoothing, not too much of a performance cost
    MaxAnisotropy=8

    ;DBEDIT multisampling, 8 looks good, but a bit slow for me.. 4 is nice compromize, default 1
    MaxMultiSamples=4

    ;DBEDIT turning this on crashed udk on load?!
    bAllowD3D9MSAA=False

    ;DBEDIT was 768... rift=800!
    ResY=800

    ;DBEDIT: upscale the back buffer, offsets for the distortion shader.. 140-160 looks good, higher gets slow on my lappy.
    ScreenPercentage=150.000000


    Overall these changes slowed things down a bit (I guess that's why they're not default) but it looks a hell of a lot better.

    Also play around with the console: ~, show postprocess.. with that off you can definitely see a frame or two removed from the whole process.. gives you something of a reference point for sharpness and response times, if not really helpful as it kills the distortion shader
    Participant
    April 8, 2013
    The red dot in UT should be aligned properly by default. Can you post the output of running "stereo show" and "hmdwarp show" in the console? If you're using your own game code, have a look at UTWeapon.uc to see the adjustments for the Rift.

    The player name tags in CTF are a known issue. We'll be looking at those in the future.

    "willste" wrote:
    The ScreenPercentage quality change to 200 makes a world of difference. Still low res but its a quality render.

    The only thing I am having trouble fixing now is aligning UI elements for stereo viewing. I have a double red dot and player name tags. Does anyone have any recommend HUD or distortion settings to fix this?
    Up and Coming
    April 8, 2013
    "areisse" wrote:
    We'll be looking at fixing those issues in the future. Some lens flares work though - were you referring to some in a sample level that I can check?
    When using the rift, and in fullscreen, motion blur should be off even if configured on, and vsync is always on, so you don't need to change those settings if you like them the other way when playing without the rift.


    The main flare that stuck out to me was in the Citadel scene, when just walking into the outdoor area, lookup up right towards the castle, there is a flare that shows up in both the left and right eye in different places? and also flickers with a different visibility in each eye: https://dl.dropbox.com/u/8000/CitadelShot.jpg
    edit: It's the secondary portion of the flare that is in a different position/orient per eye.. the flicker seems to be much easier to repro though. and i seem to be failing at catching it with a screenshot ;)

    it also happens when looking up thru tree's.

    another thing: the falling leaves from the speedtree in the interior courtyard have different orientations in each eye occasionally, much more minor than the flickering flares though!

    and also the flying birds are 1 left eye only.. those were the main one's that I've noticed so far. it looks amazing, thanks:)
    Dave Buchhofer | Dev @ Matterport
    Inspiring
    April 8, 2013
    Also, maybe some of you missed this.

    To play the UDK game on a Rift you should press "Start this level on the PC", which is the icon that looks like a green arrow on top of an LCD monitor. Then when the game loads up, press F11 and it will switch into Rift mode and target the Rift screen. This will only work if you actually have a Rift connected.
    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