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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

    Inspiring
    October 1, 2013
    Yes, you can skew the frustum to basically offset the images from each other. That would avoid the distortion. Not sure how you would do that in UDK, but I can ask one of the guys here about it.
    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 2, 2013
    Thanks, I think being able to adjust sharply on items near the players face may be important if the gameplay involves picking up and inspecting items.
    I complain a lot. Just think of me as a squeaky wheel lol. Youtube channel -> https://www.youtube.com/user/xblBlackFang/videos
    Participant
    October 3, 2013
    Hi, I've been silently following the progress of OUDK - great job on RC2.

    A few concerns:

    1. Whole-scene dynamic shadows still only render in the left eye. This issue can be seen on the "dayNight" map that comes with UDK as it has a movable directional light. I'm pretty sure the rendering issue only happens with the cascading, whole-scene dynamic shadows and not with the standard dynamic shadows generated by other means.

    2. Dynamic reflections seem to cater towards the right eye / camera, and show a mostly default color (green) in the left eye. The reflection was set up with a screen capture reflect actor and pushed into a render to texture. The reflection renders accurately with the rift unplugged.

    Thanks for all the support!
    Up and Coming
    October 3, 2013
    Since RC2 is built I've already fixed several issues:

    • Fixed whole scene dynamic shadows in FolliageMap and NightAndDayMap

    • Fixed occasional issue with corrupted screen when screenpercentage > 100 and resolution > 1280x800

    • Fixed wrong rendering of Captured Scenes (RenderToTexture test map) with ScreenPercentage > 100 and hmdwarp applied to the texture (but shouldn't)



    There are still some outstanding issues in my todo-list.

    Thus #1 is fixed already (but not in RC2).

    As to #2 - I think, it is also fixed by my fix #3 from the list above (but also not in RC2). At least the green color is fixed.

    Unfortunately, these fixes, most likely, won't make into the final Sep OUDK, looks like Epic QA didn't find any major issues to rebuild everything again.

    At the moment we are trying to push the ability to provide 'patches' to OUDK between 'official' releases. We want to be able to provide fixes and feature updates to OUDK community as fast as possible. But first we need to discuss this with Epic.

    "tberg" wrote:
    Hi, I've been silently following the progress of OUDK - great job on RC2.

    A few concerns:

    1. Whole-scene dynamic shadows still only render in the left eye. This issue can be seen on the "dayNight" map that comes with UDK as it has a movable directional light. I'm pretty sure the rendering issue only happens with the cascading, whole-scene dynamic shadows and not with the standard dynamic shadows generated by other means.

    2. Dynamic reflections seem to cater towards the right eye / camera, and show a mostly default color (green) in the left eye. The reflection was set up with a screen capture reflect actor and pushed into a render to texture. The reflection renders accurately with the rift unplugged.

    Thanks for all the support!
    Participant
    October 3, 2013
    Hey, thanks for the quick response. (and the fixes! Yes!)

    The patching system sounds like a good idea. My team is currently developing on the standard July release and plan on moving over to OUDK once a capable release is available. Fortunately so far the transfer process has been relatively painless, so we'll continue to test on the latest versions as they are released.
    Up and Coming
    October 9, 2013
    @artyom17 - RC2 has some really great improvements and I'm super grateful that you guys released it for us UDK folks <3
    The only thing that kills it for me are the dynamic shadows (if I understand correctly this is an issue that you have solved :) ). What I would like to know is when there may be another release with those fixes implemented ? I've been invited to demo my game at IGN Con in Bahrain from the 18-19th of this month and would love to be able to get some functional dynamic shadows in there :) (The baked lighting is nice and all but I have a massive terrain so baking times are ridiculous and the resolution of the baked shadows are really low due to that).

    Thanks again for all your hard work !

    http://www.indiedb.com/games/atajrubah
    #48806 : It arrived , it is amazing and has so much potential ! Bring it on !! My Game :) https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=785&start=20
    Up and Coming
    October 9, 2013
    I hope, we will be able to provide 'incremental' update to the UDK soon. It won't be a complete UDK installation, but rather new UDK.exe and .uc files. There will be several things fixed, plus, our codebase will be matched to July UDK (currently it is not quite so, however, changes in July UDK are not that huge). We also will have a better yaw drift and tilt corrections implemented. But first we need to solve some issues (non-technical) to make this possible.
    Participant
    October 9, 2013
    I have found another problem with the image based reflections.
    The Dynamic Shadowing feature is not working at all when i press Start this level on PC (Oculus mode)
    However it works fine when i press Start from editor.
    The effect looks like this (Reflection Shadows for skeletal meshs)
    Up and Coming
    October 9, 2013
    This is a known issue (you can see it in the list of 'Known issues' as 'planar reflection shadows', this is how they are called in UE3 source code). The problem is that multi-view rendering is simply not implemented in UE3 for such shadows. There is even a 'todo' comment in the source code saying "uhm... need to handle multiple views here", but it was never implemented. So, I turned off planar reflection shadows when stereo is enabled because otherwise the shadows work correctly only in the left eye.
    I have this issue in my "tofix" list as well, hopefully I'll be able to fix it. But no ETA at the moment.
    Up and Coming
    October 14, 2013
    Hello,


    I've started a couple of projects in the March Oculus UDK and felt player height and scale was great. When the same projects are transferred to the September build of UDK, player height is more like 6'6" instead of 6'1".
    Recently I made the update from March OUDK and OSDK 2.3 to September OUDK and OSDK 2.4. This is when player height suddenly felt taller.

    I then updated to the OSDK 2.5 and the problem persists.

    I've been trying to trouble shoot this for days now and unfortunately haven't found a fix yet.

    When "playing on pc" in the March build (on maps made prior to the 2.4 update), the player height and world scale feels spot on. Now when I create new maps in the March build player height is no longer where it once was.

    For the sake of it, I tried deleting the 2.4 and 2.5 SDK's to see if the September build could work with the SDK 2.3. It doesn't appear that it does. I believe the September build requires the SDK 2.4 anyhow.

    I'm convinced it's player height and not scale because the width and depth of spaces and objects feel similar as they were in the March build...it just appears that I'm taller in the September OUDK.

    The workflow I had that used to give me my expected player height was:
    1. Export fbx from Maya with working units set to Centimeters
    2. Create a new map in UDK, set world properties/game type to utgame
    3. Imprt fbx into UDK and place in map

    Some bullet points of things I've tried so far are:

    - Import brand new assets into the older march udk and place in a blank/new map = player height is incorrect

    - Importing brand new assets into a level in the march build that had correct scale and height = this results in the new object feeling too tall

    NOTE: New assets only feel too tall in the March Build of OUDK if they're brought into a map that existed prior to the 2.4 updates. When new assets are brought into a new/blank map in the March build...they feel too short or rather...the player is too tall.

    - Transferred the working maps and levels (maps in the march build where player height and scale is correct) to the September build and importing new assets into those maps - everything feels too low now including the entire map (player height is taller)

    - creating real world items next to me (i.e. my desk) to check that I'm still getting the error on a blank, new map in the September build. - new objects feel too short (or I feel too tall)

    - deleted OUDK 2.4 and 2.5 (didn't fix it)

    - Example map: Foliage (hopefully other people can try this technique and see if they get similar problems)
    I opened the example map "Foliage" in both the March and September builds. It appears you can see the height change between these two versions.
    I opened the map in the September build and walked up to the pillar next to the orange lava ball thing. My nose came to about where chipped part of the pillar is. I used that spot to check my height in the march build. In the march build on the foliage map, I appear much shorter and am nowhere near the chipped part of the pillar
    Anyone else seeing this?

    Is it possible that the newer OSDK's are not communicating properly with UDK?

    When I "play in editor" (only to view the map without the Rift) the player height looks correct in the September UDK. The moment I "play on pc", the player height jumps up about 1/2 foot in the Rift. In fact, there's even an odd jump in height as the map starts. Previously when my maps would start...the player would appear to drop maybe an inch into the level. Now when the level starts...the players view comes into the screen...and then the pov jumps up taller than it should.

    Anyone else noticing slightly taller player height in the September OUDK? And can anyone else check the stock "foliage" map in both the March and September builds and confirm they're getting the same error in player height in the September OUDK build?

    -John