kenpimentel -- is there anything we can open in the Unreal Engine Editor yet? All I've found so far is Profiler and the Showcase .exe. It's beautiful, but I'm looking forward to getting my hands dirty with the tools myself.
Alex Coulombe
Creative Director Agile Lens: Immersive Design
New York City www.agilelens.com
We will release the project files when we're done with the project. We don't want to publish early versions of the assets, just the final version. We're a few weeks from publishing all the assets.
We will release the project files when we're done with the project. We don't want to publish early versions of the assets, just the final version. We're a few weeks from publishing all the assets.
Roger that, thanks for the update Ken.
Alex Coulombe
Creative Director Agile Lens: Immersive Design
New York City www.agilelens.com
Well, I've just experienced it! First of all a well done intro menu for experiencing on screen or in VR headset (EULA & exit as well). Also well done to have a second menu for selecting what kind of hmd is connected. I have a blueprint flow for autodetecting connected hmd and get the correct motion controllers meshes in the hands as for detecting if hmd is connected for entering in vr mode or desktop mode.
I'm asking myself always about what's better, two independent apps or one with two choices. As I've done similar experiences I think it is better to have two different apps. Why? As we have two rendering paths (Deferred+TemporalAA vs. Forward+MSAA) and the first has more capabilities than the second, but the second is better for VR as it gets better performance, answer is obvious. But for customers is very nice to have only one app. I would like to know what rendering path have been used. Some experiences I did get good performance in VR following Deferred+TemporalAA path, but disabling some things. It would be good to know Epic Games opinion on what is better from a enterprise point of view. Considering the church branch has several levels / sublevels and probably all actors are static so all is lightbaked may be deferred is the selected path, but the motorcycle branch, where a more refined product view template has been used and all actors are movable, is it deferred been used as well?
Last but not least I do not understand what HP does in this "kit". It is a mistery.
Santiago Rivera
AEC Virtual Reality | BIM & VDC Realtime
> 25 years as 3D and 4D AEC CGI Artist.
Worldwide technical AEC and Laboratory projects.
m asking myself always about what's better, two independent apps or one with two choices.
That decision depends on several factors, mainly UX In this case if the intent is to ship a single exe that can be launched in different places (ex a trade show, a private demo, in your office) then it’s best to have a software smart enough to handle those cases rather than leaving it up to a user to make those choices upfront.
Pierre-Felix Breton
Sr Technical Product Designer AEC, Unreal Engine Epic Games - LinkedIn
That decision depends on several factors, mainly UX In this case if the intent is to ship a single exe that can be launched in different places (ex a trade show, a private demo, in your office) then it’s best to have a software smart enough to handle those cases rather than leaving it up to a user to make those choices upfront.
Yes, but as far as I know it is not possible to change rendering path inside a built project, so you will need a deferred built for a desktop mode and a forward built for a Vr mode, or a unique built with one of two rendering paths. Robo Recall has an incredible quality using forward path, so maybe the answer is to build dual mode exe using forward path. I think it is a good discussion for next thursday streaming.... ;-)
Santiago Rivera
AEC Virtual Reality | BIM & VDC Realtime
> 25 years as 3D and 4D AEC CGI Artist.
Worldwide technical AEC and Laboratory projects.
I have a blueprint flow for autodetecting connected hmd and get the correct motion controllers meshes in the hands as for detecting if hmd is connected for entering in vr mode or desktop mode..
Just an FYI:
The UE4 VR Template autodetects the HMD as is, but uses robo-hands instead of controllers.
The Unreal Studio Product Viewer template comes with a menu for letting you enter Desktop of VR mode, and it automatically detects your headset and assigns you appropriate controllers.
Alex Coulombe
Creative Director Agile Lens: Immersive Design
New York City www.agilelens.com
Just an FYI:
The UE4 VR Template autodetects the HMD as is, but uses robo-hands instead of controllers.
The Unreal Studio Product Viewer template comes with a menu for letting you enter Desktop of VR mode, and it automatically detects your headset and assigns you appropriate controllers.
Thank you! I developed this workflow time before Product Template appeared. I'll review nodes.
Santiago Rivera
AEC Virtual Reality | BIM & VDC Realtime
> 25 years as 3D and 4D AEC CGI Artist.
Worldwide technical AEC and Laboratory projects.
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