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    Oculus to vive

    Hello ue4 dev's,

    I have an oculus project that works, and now i would like to show it to someone who only has a vive. Is there an easy way to convert? or do i have to repopulate my scenes with the vive controller?

    Awaiting your knowledge,

    Olivierus

    #2
    No one has an idea? might revive do this for me?
    Last edited by Olivierus; 06-29-2017, 08:10 AM.

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      #3
      Hello Olivierus,

      i made a training tool for a module change of a machine with Oculus and the touch controllers (using thumbstick, trigger and grip buttons for interaction). I tested the resulting .EXE on Vive without changing anything and it worked without problems in the same way (also the buttons). The only difference was the view height - in Vive it was about 20 cm lower.

      Thomas

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        #4
        Yes you can update your main Spawning character and adjust setthings for Vive. There is few templates already have 2 versions for Vive and Oculus, you can use something from there.

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          #5
          Tommorow i will have some time to test this.
          i hope it will be as easy as you are saying.
          Thank you for the information.

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            #6
            Yes switch to Vive, it's got better performance, it's great mix with Unreal Engine, Oculus style more for simple games from Unity

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              #7
              You dont need to change anything, but 3 things to watch:
              - Using grip is fine with Oculus, but difficult with Vive. If your primary interaction is about picking up objects, you want to use trigger on Vive.
              - Vive is tracked from floor level, Rift from eye level. You can change to behavior for Rift in settings and its a good thing to do, as things will be compatible.
              - As the controller models are different, it's better to use hands.
              Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                #8
                I don't seem to get it working. i have a working build for the oculus rift on the vive pc but i do not get the game running on vive.

                Can i get a link to some of those tools or templates your talking about?
                Last edited by Olivierus; 07-04-2017, 05:53 AM.

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                  #9
                  Originally posted by SAMBUEV View Post
                  Yes switch to Vive, it's got better performance, it's great mix with Unreal Engine, Oculus style more for simple games from Unity
                  This is not true at all. There are advantages with the the Vive but if one of them has a performance advantage it is the Rift. This is due to some additional tricks in the driver to keep the experience smooth during occasional frame rate drops.

                  And Unreal vs. Unity has nothing to do with it.

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                    #10
                    Originally posted by Olivierus View Post
                    I don't seem to get it working. i have a working build for the oculus rift on the vive pc but i do not get the game running on vive.

                    Can i get a link to some of those tools or templates your talking about?
                    This is strange. It should at least start with no modifications.

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                      #11
                      Originally posted by HavocX View Post
                      This is strange. It should at least start with no modifications.
                      I did not stray from the vr template from UE4

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                        #12
                        Originally posted by HavocX View Post
                        This is not true at all. There are advantages with the the Vive but if one of them has a performance advantage it is the Rift. This is due to some additional tricks in the driver to keep the experience smooth during occasional frame rate drops.

                        And Unreal vs. Unity has nothing to do with it.
                        Are you crazy? Oculus has huge problems with tracking system, even with 3 cameras they use it's still lower tracking than Vive, please do not push Oculus as better than Vive device, it's not true at all.

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                          #13
                          Originally posted by SAMBUEV View Post
                          Are you crazy? Oculus has huge problems with tracking system, even with 3 cameras they use it's still lower tracking than Vive, please do not push Oculus as better than Vive device, it's not true at all.
                          I never said Rift is better, I think we are misunderstanding each other. Vive has better tracking performance for rooms scale that is true. I was talking about rendering performance, the Rift performs better on the same hardware.

                          Still, writing "Oculus style more for simple games from Unity" is ignorant about both the Rift and Unity.

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                            #14
                            I have designed my VR game to work on both the Vive and the Rift. The only thing you have to do to switch between hardware systems is physically unplug one and plug the other in. No code recompiles or reconfigurations are necessary.

                            The key is to abstract away the VR hardware via a hardware abstraction layer (HAL). UE4 already does this to a large degree, but there are still going to be some hardware differences (such as the play space origin, HMD height, etc). The best practice is to create your own HAL. Adding support for additional hardware becomes very straight forward and easy: Just add support for it in the HAL and expose access to it through an API. The design principle should be, "use the feature if its available, but otherwise fail gracefully". So, if your user is using the Oculus Touch, Vive Knuckles, or Leap Motion, your game shouldn't really care where it gets input from, it should just say, "set the thumb bone rotation to this value on whatever character we're controlling." Likewise with haptics support. Likewise with motion controller support. Likewise with HMD support. Adding support for the PSVR, Rift, Vive, whatever, should all be done in the HAL and the API would be unchanged

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                              #15
                              Originally posted by Slayemin View Post
                              I have designed my VR game to work on both the Vive and the Rift. The only thing you have to do to switch between hardware systems is physically unplug one and plug the other in. No code recompiles or reconfigurations are necessary.

                              The key is to abstract away the VR hardware via a hardware abstraction layer (HAL). UE4 already does this to a large degree, but there are still going to be some hardware differences (such as the play space origin, HMD height, etc). The best practice is to create your own HAL. Adding support for additional hardware becomes very straight forward and easy: Just add support for it in the HAL and expose access to it through an API. The design principle should be, "use the feature if its available, but otherwise fail gracefully". So, if your user is using the Oculus Touch, Vive Knuckles, or Leap Motion, your game shouldn't really care where it gets input from, it should just say, "set the thumb bone rotation to this value on whatever character we're controlling." Likewise with haptics support. Likewise with motion controller support. Likewise with HMD support. Adding support for the PSVR, Rift, Vive, whatever, should all be done in the HAL and the API would be unchanged
                              So there is no quick and dirty way?

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