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    Windows' Acer Mixed Reality Support?

    Greetings,

    I have the new Acer Windows Mixed Reality Headset and I would like to develop apps with UE4 to work with this. My question is, does UE4 support this headset yet like it does for the Vive? I find it's really simple to create apps with UE4 for the Vive. Just curious if I can even get an app in UE4 to work with this headset.

    Attached is the link for those who are unfamiliar.

    Thanks

    Acer Virtual & Mixed Reality Windows Mixed Reality HMD: Head-Mounted Display. Explore all the features, information and review of the Virtual & Mixed Reality Windows Mixed Reality HMD.
    Eldridge Felder

    Animation/Visualization Manager
    WorthGroup Architects

    #2
    Ok, Looks like I'm not going to get a response on this anytime soon. But I've done some additional research and it appears the best way to develop for the Acer at the moment is through Unity 2017.2. According to the website I linked below. The website does not mention the Unreal Engine.

    So my question is now, when will the Unreal Engine 4 have support for this, or are there any plans to support the Acer Mixed Reality? Do I need to jump back to Unity? This is something I'd prefer not to do because I switched from Unity to Unreal without plans to switch back. But now that I have a Developer's version of the Acer Mixed reality, I would hate to waste it.

    Please advise!
    We break down everything you need to know to get started with making content for Windows VR and Mixed Reality platforms. Check it out!
    Eldridge Felder

    Animation/Visualization Manager
    WorthGroup Architects

    Comment


      #3
      Wouldn't that be support for Microsoft UWP anyway? Did you look here?

      https://github.com/MICROSOFT-XBOX-AT...OFT_UWP_UNREAL

      Or you can try asking this guy who seems to have made some steps forward wih it:

      https://twitter.com/i/web/status/907478732838981632
      Last edited by vr_marco; 09-28-2017, 02:10 PM.
      CTO | Head of VR Development - Visit us at http://humanxr.com
      My UE4 Tutorials (mostly VR): https://goo.gl/GUvDyV

      Comment


        #4
        Thanks vr_macro,

        This is a step in the right direction. Was hoping to find more of a supported solution from Epic or any information from their side on this, but this definitely is better than any other resources I found. Thanks for sharing!
        Eldridge Felder

        Animation/Visualization Manager
        WorthGroup Architects

        Comment


          #5
          Teriander Happy to have helped at least a bit. I don't have access to any Mixed Reality device at the moment, but will follow your progresses here. It would be great if you could share back your findings and show your achievements. Cheers!
          CTO | Head of VR Development - Visit us at http://humanxr.com
          My UE4 Tutorials (mostly VR): https://goo.gl/GUvDyV

          Comment


            #6
            vr_marco,

            I received a personal response from Mike Beach at Epic, he stated:

            "Recently announced was that windows holo products will be able to run apps through steam. If you build a project in UE4, targeting SteamVR, then the windows headseat should work through steam."

            This appears to be accurate as I found a recent Microsoft blog that announces this bridge. Link below. Here is a paragraph from the blog:

            "In addition, I am thrilled to announce that Steam content will also run on Windows Mixed Reality headsets. Virtual reality enthusiasts know that Steam is a great place to enjoy cutting edge immersive experiences. We can’t wait to bring their content to you. "


            Microsoft and partners, including Steam, prepare to democratize virtual reality this holiday.
            Eldridge Felder

            Animation/Visualization Manager
            WorthGroup Architects

            Comment


              #7
              vr_macro, have you already started your project? I am also experimenting with the headset and I can't stand Unity. Can you offer some tips, such as as setup/integration and controller mapping for the mixed reality headset within Unreal?

              Comment


                #8
                Originally posted by Teriander View Post
                vr_marco,

                I received a personal response from Mike Beach at Epic, he stated:

                "Recently announced was that windows holo products will be able to run apps through steam. If you build a project in UE4, targeting SteamVR, then the windows headseat should work through steam."

                This appears to be accurate as I found a recent Microsoft blog that announces this bridge. Link below. Here is a paragraph from the blog:

                "In addition, I am thrilled to announce that Steam content will also run on Windows Mixed Reality headsets. Virtual reality enthusiasts know that Steam is a great place to enjoy cutting edge immersive experiences. We can’t wait to bring their content to you. "

                Are there any tips to get started, such as controller mappings for Mixed Reality, headset configuration, etc...?

                Comment


                  #9
                  I got WMR headset working. It seems to me the critical part is to acquire a key for Microsoft WMR SteamVR preview and use SteamVR (beta). It works pretty much same with Vive controllers. I love it and will use it as my mobile demo setup. Very convenient setup comparing to Vive and Oculus!

                  Comment


                    #10
                    Does it work from the editor?

                    Comment


                      #11
                      Originally posted by VicenteCarroDev View Post
                      Does it work from the editor?

                      Not supported right now per their VR guide. Seems Epic is not very fond of the UWP...
                      https://docs.unrealengine.com/latest...ine/Editor/VR/

                      Regardless, Microsoft has a sweet bundle for $800 (Acer Aspire Nitro 5 AN515-51-5594 Gaming Laptop + Acer Windows Mixed Reality Headset (AH101) with Motion Controllers) that our office purchased today to do some R&D over the holidays via SteamVR as mentioned by cjlee above. We'll see how it goes.

                      Colin M. Croft
                      President
                      Croft Interactive Inc.

                      Comment


                        #12
                        I had a user jump into a game on a MR headset and it seemed to work, though the controls were a bit strange. The most notable difference is that the controller has 2 axes instead of one, and the default axis is TouchPad. No idea how to access the thumbsticks. Has anyone encountered this?

                        Comment


                          #13
                          Originally posted by VicenteCarroDev View Post
                          Does it work from the editor?
                          I take back what I said earlier. The VR Mode works pretty well with the acer. We started with the VR blueprint template and SteamVR. Was able to grab and drop the blocks no problem
                          Colin M. Croft
                          President
                          Croft Interactive Inc.

                          Comment


                            #14
                            After installing 'Windows Mixed Reality' through Steam, the VR template works fine.
                            However the projects I have set up using the template (migrating the 'VirtualReality[BP]' folders) do track the headset but with a very distorted view, seems like the FOV is not correct. Also the controllers are not tracked/displayed.

                            Seems I have missed out migrating a crucial setting here.
                            Can anyone point me in the correct direction for this setting?

                            Comment


                              #15
                              Originally posted by RogueSheep View Post
                              After installing 'Windows Mixed Reality' through Steam, the VR template works fine.
                              However the projects I have set up using the template (migrating the 'VirtualReality[BP]' folders) do track the headset but with a very distorted view, seems like the FOV is not correct. Also the controllers are not tracked/displayed.

                              Seems I have missed out migrating a crucial setting here.
                              Can anyone point me in the correct direction for this setting?
                              Are you using 4.18 or are you on something earlier?

                              Comment

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