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Up and Coming
July 11, 2013

UDK feature request list for all.

Bonjour everyone,

Following the post from NMichell,

In the meantime, please don't hesitate to let us know if you have any questions or suggestions about the Oculus UDK. Let's make sure we get everyone's changes into the next release. We're here to help!

I wanted to ease things on the Oculus UDK team and also make sure we all have the things we need/wishes in one list, where everyone had input and where it's easy for oculus(and everyone too) to look for info.

I will of course update it based on your feedback and post !
If you think I need to add categories or anything, let me know !!

So please make a wish ! (keep it redacted, short and simple)

I will also add a feature list for the 3rd parties ( Speedtree, Scaleform, bink )and their status, just to be nice.

Cheers,
Ol

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UDK feature list <updated July 11th>

-Control about Additive Oculus rotation (to enable cockpit like support) for "pitch and roll"
-a way to disable tracking (for testing purpose)
-changing camera "scale"
-Attaching the Camera to a socket (possible today via external unrealscript coding)
-changing fov
-use rift in Editor (play in editor) instead of "play this game on pc"
-bug ? > "lighting and materials to be consistent between the normal and Rift mode"
-use stereo and warp in a viewport without having Rift plugged in.
-magnetometer support
-Support for the new |Oculus profile from OVR SDK 2.x
-having oculus info on overlay in realtime. Console command ? (rotations,absolute rotation, fov, ipd etc...)
-enable chromatic aberration

Scaleform:
"no render to texture possible on bsp and surfaces"

Speedtree:
"not working, no import possible"

Bink:
"not working"
    This topic has been closed for replies.

    102 replies

    Up and Coming
    September 24, 2013
    A quick update regarding RC2: Epic guys are working on fixing SpeedTree issue (it is really easy to fix, but they want to make sure their QA won't overlook it again) and they are working on Steam issue too! So, hopefully, Steam bug will be fixed as well.

    On our side I also have fixed a couple issues. I also added EnablePlayerViewUpdating(bool) function that stops/re-enables player's viewpoint updates by HMD (but Oculus.GetCurrentOrientation / GetAdjustedOrientation will still return correct orientation of the HMD).
    September 24, 2013
    "unity2k" wrote:
    I don't want to be an alarmist Artyom17, but I also don't want to invest in a potential dead end or an insurmountable obstacle that could derail a year's worth of work and investment. These previous delays I have seen as stumbles, I am seriously trying to convince myself that going forward we are going to see a new face of progress.

    I have the exact same worries as you. Lately I've been looking back and forth for an engine I can use for a long time. Even one I can move into the next generation of engines from. Due to pricing and the idea that I can more easily move to UDK4 in the future, I have chosen to use UDK3. When I count the pros and cons, UDK4 is what might tip the scale to UDK3.

    If something happens with UDK4, like it doesn't move to be a UDK, I will feel that I made the wrong decision. The most awaited feature of UE4 is the removal of UnrealScript and, as I understand, the move to more powerful coding with C++.

    "artyom17" wrote:
    I still think that UDK3 has long lifetime ahead. And, anyway, the only real alternative to UDK is Unity, that is it (and Unity has its own quirks). UDK4 will be pretty different than UDK3 (no UnrealScript, no idea what the UI system is going to be, it will be much greedier to resources (CPU and GPU, especially the latter one!)), so, even after UDK4 is released a lot of indie developers will stay with UDK3 for a long time, IMO. For example, I can run UE3 on my MacBook in HD with 40 fps, but UE4 is very slow on it, like 15 fps. Just saying.

    Are you saying that UE4 is natively more slower than UDK3 even when rendering the exact same scene? Is it doing undercover work for SETI? :lol:

    "unity2k" wrote:
    Artyom17, like a blast you have swept into the UDK forum and on Sunday night not long before midnight you are here dealing with issues. You really are a breath of fresh air and are inspiring me to think this isn't just a fluke and in a flash you'll be gone. Thanks for helping bring back my sense of confidence with Oculus and UDK.

    I couldn't agree more...
    Up and Coming
    September 24, 2013
    "Ruudscorner" wrote:

    Are you saying that UE4 is natively more slower than UDK3 even when rendering the exact same scene? Is it doing undercover work for SETI? :lol:


    It could be. UE4 is DX11 only and if your hardware doesn't have good DX11 support then the comparable scenes might be slower in UE4 than in UE3 in DX9.
    Up and Coming
    September 24, 2013
    I personally do not think that users who have DX9 cards should be considered potential users of VR, UDK, the Rift. DX11 cards are now as low as $30 while the Rift is going to cost a user $300, if they can't afford a $100 video card, how do they justify the Rift? If I should consider that a future customer will be determined but how low I dumb down my environment, I will fail in my dream of what VR might be. While I think it's possible to drive the Rift from a mobile phone/tablet in the near distant future, current mobile and/or simple is not on my agenda. I'll let the average person go around the corner to the convenience store, I'm aiming for out space. I want to encourage people to spend more for their computer than they do for their car, or how about even a bit more than their $1200 a year smart phone habit?
    Up and Coming
    September 25, 2013
    On our side I also have fixed a couple issues. I also added EnablePlayerViewUpdating(bool) function that stops/re-enables player's viewpoint updates by HMD (but Oculus.GetCurrentOrientation / GetAdjustedOrientation will still return correct orientation of the HMD).


    Thank you!!!
    I complain a lot. Just think of me as a squeaky wheel lol. Youtube channel -> https://www.youtube.com/user/xblBlackFang/videos
    September 25, 2013
    "artyom17" wrote:
    "Ruudscorner" wrote:

    Are you saying that UE4 is natively more slower than UDK3 even when rendering the exact same scene? Is it doing undercover work for SETI? :lol:


    It could be. UE4 is DX11 only and if your hardware doesn't have good DX11 support then the comparable scenes might be slower in UE4 than in UE3 in DX9.

    This is fairly understandable. Also something one should expect from a next gen game engine. But I would think I've upgraded my entire system at least once before I get to play with UDK4 so no worries there...
    Up and Coming
    September 26, 2013
    Release Candidate 2 is available:
    viewtopic.php?f=44&t=4332

    Epic guys claim the UnSetup / Steam issue is resolved there! The fix will be also available in the next official Epic's UDK build.
    Up and Coming
    September 30, 2013
    RC2 is pretty awesome. One thing I have noticed is that it is pretty hard to focus on things less than about half a meter away from your face. Any chance of experimenting with a toe-in camera mode? (I think this is the right term, a mode where the cameras aren't parallel, but instead converge in.) It's a pretty minor issue, and the only thing I can think of atm.
    I complain a lot. Just think of me as a squeaky wheel lol. Youtube channel -> https://www.youtube.com/user/xblBlackFang/videos
    Inspiring
    September 30, 2013
    Toe-in camera creates distortion and should never be used for stereoscopic games.
    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
    October 1, 2013
    I didn't think of that issue. How about dynamically skewed frustra?
    I complain a lot. Just think of me as a squeaky wheel lol. Youtube channel -> https://www.youtube.com/user/xblBlackFang/videos