Skip to main content
Up and Coming
April 5, 2013

Test Stereo3D without a Rift?

Hey VR Heads!

I had a question for the Oculus team: is there a way to enable some of the Oculus integration (SBS 3d, distortion) without a Rift connected?

With the version of UDK I was using, I would boot up what I was working on with RealD enabled. It was useful for investigating UI layouts and text size, and also just to see how things looked in SBS 3D. However, it seems that RealD is not included in the Oculus UDK.

I have been mucking around with the config files and the UnrealScript files (Oculus.uc, Stereo3D.uc) and haven't found a clear way to simulate the SBS 3D. Is this just a cut and dry detected/not detected situation going on in the untouchable source code?

It would be great to get a preview of how things will look while I wait for the dev kit to arrive!
    This topic has been closed for replies.

    27 replies

    Up and Coming
    April 6, 2013
    Huh, that's odd. Welp, I have no idea, then. I don't work on the UDK integration, so I'm not sure why they aren't working. Just gotta wait for your Rift, I guess.
    Up and Coming
    April 7, 2013
    The funny part about all of this is that the EXE demonstration works without any Rift drivers, so there has to be a way to get UDK to run without the Rift.

    Edit: I stand corrected- thats a Unity integration
    Inspiring
    April 8, 2013
    You shouldn't be able to test the stereo without a Rift connected. The reason for this is because the stereo/warping algorithms pull parameters from the headset in order to work. So if you don't have a headset it defaults to the normal 2D functionality.

    Sorry for the confusion.
    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
    CymaticAuthor
    Up and Coming
    April 8, 2013
    "cybereality" wrote:
    You shouldn't be able to test the stereo without a Rift connected. The reason for this is because the stereo/warping algorithms pull parameters from the headset in order to work. So if you don't have a headset it defaults to the normal 2D functionality.

    Sorry for the confusion.


    Thanks for the clear and detailed answer, Andres! I figured it was something along those lines.
    Dev Relations @ AltSpaceVR - VC Funded VR Startup. Now Hiring! Co-organizer, Silicon Valley Virtual Reality (SVVR) - Monthly meetups, SVVR Expo. Contributor, Road To VR - #1 VR News Site. VR Evangelist - VR Impressions & discussions.
    Up and Coming
    April 9, 2013
    "cybereality" wrote:
    You shouldn't be able to test the stereo without a Rift connected. The reason for this is because the stereo/warping algorithms pull parameters from the headset in order to work. So if you don't have a headset it defaults to the normal 2D functionality.

    Sorry for the confusion.

    thanks for the update.

    I'm curious on what parameters are used from the headset for stereo/warping. Just whether it's connected?
    Inspiring
    April 9, 2013
    Well the distortion constants are stored in the headset, which as used to feed into the warp shader. There are also things like IPD, and other eye related parameters that are used for the stereo.
    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
    Up and Coming
    April 9, 2013
    does that mean you'll be able to use devkits with games made for the commercial rift and it'll automatically know how to warp for the devkit?
    Inspiring
    April 10, 2013
    The idea was that storing parameters on the Rift would help with compatibility, since we would like games created with the developer kits to work on the consumer version.
    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
    Up and Coming
    April 10, 2013
    fantastic thank you.
    Up and Coming
    April 10, 2013
    "cybereality" wrote:
    The idea was that storing parameters on the Rift would help with compatibility, since we would like games created with the developer kits to work on the consumer version.



    This is really good to know- knowing that the puzzles I make in UDK can be scaled. Thanks :mrgreen: