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Up and Coming
August 12, 2014

UE4 QA 07_2014 (4.3) integration with Oculus SDK 0.4!

Hey guys,

Finally, it is here. Oculus SDK 0.4 integration with UE4 4.3 (July'14 QA) is released.
Licensees can download the integration package from our web-site (Developers -> Downloads). This integration will patch the codebase up to 4.3.1.
GitHub $19-subscribers can access it through https://github.com/Oculus-VR/UnrealEngine/tree/4.3 (also 4.3.1 changes are already applied).

Note, you'll need to install the latest 0.4 Runtime for this integration to work. Once you've installed the Runtime your previous UE4 + Oculus (0.3-based) will stop working, however, it is easy to restore its functionality by two simple steps:
1) Using the Oculus icon in the taskbar switch display mode to 'Extend Desktop';
2) Using the same icon, run the 'Configuration Utility', go to the 'Tools' -> 'Advanced' -> 'Pause Service...'. The service will be automatically restarted once you run 0.4-based app.

We are working with Epic to integrate this code to upcoming UE4 4.4, will see how it goes (can't promise anything; in worst case scenario we will provide our own integration for 4.4 as well).

Note, there are several known issues with this integration, the major ones are as follows:
1) OpenGL doesn't work in Windows (in both modes - "Direct HMD Access from Apps" and "Extend Desktop to HMD".
2) There is no timewarp on Mac; will be there in the next update.
3) If you have issues in "Direct HMD Access..." mode - switch to "Extend Desktop": we are still actively working on improving our display driver.

If you have any issues or questions - post them here, I'll try to monitor this thread regularly.
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    106 replies

    Up and Coming
    August 14, 2014
    its timewarp that is causing this. when running the packaged couch knights (after closing the editor) and running the console command HMD TIMEWARP OFF fixed the blurry line. almost perfect smoothness, may need to play around with the HMD SP value, others:

    "Aska" wrote:
    "TychoBrahe" wrote:

    No idea where vsync can be found under MacOS, but if I find it i'll give it a try...

    I found some commands on UE4 forum that could be useful:
    - To turn VSync on in stereo mode use HMD VSYNC ON console cmd.
    - HMD STATS to check stereo mode status.
    - STAT FPS to check fps, it seems you need 75 fps or above for vsync to work.
    - HMD SP 100 cmd will set supersampling to 100%, default is 135% for DK2

    Looks like in stereo mode, UE4 will by default enable supersampling, which will cause fps drop if you are not on a GTX or TITAN.
    Up and Coming
    August 14, 2014
    Just want to say thanks for this, I finally have fully working DK2 UE4 projects now. Was afraid I would have to start shelling out 75 bucks a month for an inferior development environment. :mrgreen:
    Up and Coming
    August 14, 2014
    Direct to rift working from packaged game, res needs to be set to 1920x1080 before enabling stereo, can use setres 1920x1080. perfectly fluid now, shooter game demo is pretty sick.

    * not working for all package tests, i.e. worked for shooter demo but not mobile temple demo, sometimes resulting in garbage out display on rift, restart of pc needed *

    * figured out how to get direct mode to start, you need to have bOverrideScreenPercentage=True in the engine.ini of your packaged game *
    Participant
    August 14, 2014
    Direct Mode works for me with 2 problems:
    - framerate is incredible low compared to extended mode
    - changing the scalability options ingame (e.g. via console commands) freezes the rift output
    Participant
    August 14, 2014
    "KelvinNZ" wrote:
    Although I would like to know how I can confirm that it is now running the latest build, can anyone point me to where I can see the UE4 build has Oculus4.0.1 integrated?

    You can type ovrversion in the console and check the version of LibOVR, for example my build returns 4.3.1-0+UE4, LibOVR: 0.4.1a, built Aug 14 2014, 13:49:25.
    Up and Coming
    August 14, 2014
    @ artyom17
    Just a congratulation for the oculus team for their hard work :

    I rebuilded UE4 on my demo computer :
    Extended mode, launching from editor in standalone : 75. fps and 13.3ms latency
    Welcome to http://www.SynthesisUniverse.com it's out there, on the Oculus Share : https://share.oculus.com/app/synthesis-universe--maze--intro-experience
    Up and Coming
    August 14, 2014
    found that if screen percentage value is over 100 display will not start in direct mode (command hmd sp 100).
    Up and Coming
    August 14, 2014
    @Mattiwatti, thanks for that.
    Up and Coming
    August 14, 2014
    After all that I seem to be having an issue but i'm not sure if it is because I don't have my DK2 plugged in (actually still waiting for it to arrive). Getting the below when playing in standalone mode.

    ovrversion doesn't seem to work in console either as well as any HMD command. I don't quite understand what/how I need to be checking regarding the OVR_Version.h file.

    http://i.minus.com/iWkyOLHZGmiLY.JPG

    Also, when I copied over the LibOVR folder it placed a folder LibOVR_04 separately there;
    http://i.minus.com/ibeyTqeT2YTef2.JPG

    I have a feeling I am missing something from this process.

    Thanks in advance. I feel i'm so close to having the rebuilt source all sorted so I can continue my projects.
    Participant
    August 14, 2014
    It works the same way for me. Ovrversion only works when my DK2 is plugged in and is being rendered to (with 'stereo on'). The behaviour is a bit confusing since it makes it look like the build has no OVR support or that the plugin is disabled. But it should work fine when you use it with the Rift.