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Up and Coming
December 5, 2014

UE4 4.5.1 & 4.6.0 integrations with 0.4.4 SDK are published

Hey guys,

Just a notification that new integration is published at viewtopic.php?f=63&t=17714

UE 4.5.1: https://github.com/Oculus-VR/UnrealEngine/tree/4.5
UE 4.6.0: https://github.com/Oculus-VR/UnrealEngine/tree/4.6

The main new feature in 4.6.0 integration: we've added 'VR Preview' mode into the Editor that works the same way as 'New Editor Window' preview mode, but in stereo and in the Oculus Rift. We recommend to use Direct mode for that (Extend mode will limit refresh rate to 60Hz instead of 75, and this will be addressed later).
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    49 replies

    Up and Coming
    December 16, 2014
    Yep almost 20% hit. But those numbers are switching from

    0.4.2 Direct Mode / Mirror OFF / Aero OFF
    to
    0.4.3 Direct Mode / Mirror OFF / Aero ON (Aero OFF doesn't work anymore).

    Exact FPS in 0.4.3 / 0.4.4 Extended Mode i would have to check again, a bit better than 0.4.3 Direct but worse than 0.4.2 Direct.
    artyom17Author
    Up and Coming
    December 16, 2014
    The biggest difference in performance between Direct and Extend mode comes from the extra frame latency in Extend mode and zero post-present latency in Direct one. If you use 'hmd stats' command you'll see latency figures. Pay attention to the last number ('pp'), this is the one for post-present latency. Extend mode will show you something around 13ms. Direct mode - around 0.
    What does this mean for the performance? This means that Direct mode is worse in terms of CPU/GPU load balance. We have to literally idle GPU to achieve that zero latency (by flushing and waiting a lot). In Extend mode GPU has 1 extra frame (13 ms) to do the work submitted 1 frame ago. This certainly helps in terms of performance, but latency is worse.
    We are well aware about this problem and this issue is being addressed. Can't tell ETA though, but we are working on it.
    Up and Coming
    December 22, 2014
    Hey artyom17.

    "artyom17" wrote:
    "Gnometech" wrote:
    Oh, I should mention that a small annoyance with the new VR Preview session is that when you return back to the UE4 Editor, the Editor's window is no longer maximized (which is how I normally use it). I have to keep hitting the window's maximize button.

    - Dave


    I am unable to repro it, neither in Direct nor in Extend modes.... Can you try to figure out exact steps to repro the issue?


    I've just tried VR Preview mode with UE4 4.6.1 from the OculusVR repo and I'm no longer seeing this issue. Yay!

    - Dave
    David Wyand www.gnometech.com @Gnometech Game in progress: The Field -- Multiplayer, battlefield-style VR FPS GearVR Store: Circumpaint -- Paint and animate on a dome around you
    Up and Coming
    December 27, 2014
    "Wollan" wrote:
    "pixelvspixel" wrote:
    I just finished building the engine from github with the patch that was listed. I can get head tracking in the editor window, but when I launch the VR preview mode or a stand alone game, I'm just getting a white screen. This is a first for me. Anyone else having this issue?

    Same. It moves the perspective when previewing in viewport but preview-in-VR or standalone deployment does not work. The Window frame does not update and remains black (or 'captures' every other window you drag in front of it). The DK2 isn't fed an image at all and the led remains orange. The 0.4.4 Tuscany Demo works perfectly.


    I was having the same problem. I'm new to GitHub and compiling UE4 so was just following instructions blindly without any real consideration. Anyway, try running the console command "ovrversion" within UE4. For me it returned 0.4.3 - i.e. I was using the wrong version of libovr. I think this was because I did the following:

    *) Installed the Oculus prerequisite zip file (I never looked at the contents so didn't know it was libovr files).
    *) Ran the setup program as per the instructions to install other dependencies.
    *) This asked if I wanted to overwrite libovr libraries. I thought it must be bringing in newer versions so answered yes - I guess it really overwrote it with an older version.

    Anyway I started from scratch, answered "no" to overwriting during the setup program and now it all works great. Loving the VR Preview option - so much quicker to jump in and test changes.
    Developer of Dimensional , The Relentless , Breath Tech , Jigsaw 360 View my dev blog at JumbliVR.com
    artyom17Author
    Up and Coming
    December 27, 2014
    Just FYI: this feature will be a part of 4.7 release (out-of-the-box).
    Up and Coming
    December 28, 2014
    "artyom17" wrote:
    Just FYI: this feature will be a part of 4.7 release (out-of-the-box).

    Very cool! Does that include 4.7 Preview 1? Thanks!
    Up and Coming
    January 26, 2015
    Late to the game here, but i'm getting a 404 when trying to access the github oculus-unreal version.

    Is it still relevant to set up this version? Will it fix this 37 fps issue?
    Up and Coming
    January 26, 2015
    "STW" wrote:
    Late to the game here, but i'm getting a 404 when trying to access the github oculus-unreal version.

    Is it still relevant to set up this version? Will it fix this 37 fps issue?


    you nee to be logged in to your github account.
    And the only thing that will stop your frame rate being cut in half is to ensure your always hitting 75fps.
    DK2. Phenom 2 x4 4.2GHz,Asrock Extreme 3 970,8GB DDR3 1600, R9 270x 1180/1400.
    Up and Coming
    January 26, 2015
    Brilliant thanks for the response mate.

    Is the best way to have things perform well to start a project with the "Scalable" option rather than "Maximum"?

    Is there a way to automatically start the game with say, "sg.EffectsQuality 0", rather than having to set it in the command prompt each time?

    xx :)
    Up and Coming
    January 26, 2015
    "STW" wrote:
    Brilliant thanks for the response mate.

    Is the best way to have things perform well to start a project with the "Scalable" option rather than "Maximum"?

    Is there a way to automatically start the game with say, "sg.EffectsQuality 0", rather than having to set it in the command prompt each time?

    xx :)


    As I mentioned in my other post use the console command node attached to an EventBeginPlay in one of you blueprints.

    the other big one is r.hzbocclusion. turn that off.
    The other thing it to set as many of you lights to static to be baked as possible.
    I believe in project settings in 4.6.0 upwards there now an option in rendering for turning off uneeded things like motion blur and the likes.

    another trick if you are stuck at half framerate is to disable vsync so that you can see how far away from 75fps you are.
    DK2. Phenom 2 x4 4.2GHz,Asrock Extreme 3 970,8GB DDR3 1600, R9 270x 1180/1400.