Announcement

Collapse
No announcement yet.

AR core almost dead in ue 4.25

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    AR core almost dead in ue 4.25

    After installing ue 4.25

    Hello Ar doesn't work
    AR image template doesn't work

    In our application at clean android found glitches when slide bottom android bar

    HDR still not work at mali GPUs

    Antialiasing doesn't work without HDR on

    Guys from epic, will you ever try fix something in ar direction or it is lost forever?

    #2
    It really is beyond comprehension.

    Magic Leap devices sold: 6000

    ARKit/ARCore capable devices: several hundred million units

    Yet Unreal Engine dedicates so much to MagicLeap, even it's plugins are enabled by default,
    and Mobile AR is undocumented and broken.

    Comment


      #3
      ARKit/core functionality does work and regardless of your frustration. Start working with 4.26. This is where Epic's XR team is putting an incredible level of effort to provide unified architecture support for AR/VR.

      We're working across a number of HMDs and mobile platforms.

      No developer's focus was ever fully on MagicLeap but they were the only ones having distributed to the consumer market till they face-planted. Their capabilities on HoloLens 2 are about as impressive as you can get.

      Why have no developers created an expansive game in AR? No one will spend time holding a mobile device out in front of them for more than a few minutes... it doesn't exist.

      When the HMDs arrive on the market in the next 12-24 months you will see support grow exponentially everywhere.

      Check out 4.26.

      Comment


        #4
        VoxLux
        Come on, friend. No one wants to bash Epic and we all know they do great work.

        But deriving from ARCore to MagicLeap, Hololens, then
        the HMDs arrive on the market in the next 12-24 months
        (!? they are already here, even without mass distribution there is so much possible with current devices, think beyond gaming)

        and then alleging a
        expansive game in AR
        - all that gets off topic. This forum is for devs helping each other, not for defense speeches, please relax. No harm meant, ok?


        It should be allowed to address problems, that makes a great community.
        Fact is, ARCore and ARKit have many bugs and problems over several releases, just use the search function in forums, answerhub and bug tracking. Reports and screenshots speak for themselves. It barely works and missing current features.

        Core problem is that Epic communicated how great it would be with AR (check State of Unreal at GDC 2018), but reality was crummy. Having this experience over 2 years does make skeptical. Showing an impressive demo is not the same as ready to be used for production. Try to see the entrepreneurial aspect. The complete lack of documentation and constantly finding problematic bugs makes development slow and financially risky. So of course unkept promises and unreliability creates frustration and skepticism.

        Yes 4.26 made big efforts, we cheer for it, but it's only a preview, much is experimental or beta. It still carries bugs that are delayed for 4.27 or later ( check https://issues.unrealengine.com/issu...onent=xr&sort= )

        VoxLux Did you fully test 4.26 ARCore for all features and found any bugs?
        If you talk about Hololens 2 and other platforms, did you test these aswell with 4.26 previews and can confidently recommend it's working state, besides only minor bugs?

        Comment


          #5
          Working at the very edge of platform capability, with Epic working at that same edge, we have to be patient and strategic about planning, what we do, what milestones we try to accomplish while Epic continues with this unified XR set of tools. We have the benefit of having a relationship with Epic which helps us manage expectations.

          We have had considerable success in 4.26. We rely on all resources available, including the UDN where we spend considerable time. We're developing for Kit/Core. We know that Epic will have the remainder of solutions for most XR development needs in Q1 of '21 but it won't be in 4.27.

          Relative to hardware, you either have an educated view of where everyone is today or you don't. There is a clear and accepted state-of-the-industry right now relative to XR. It's also why until now Epic has made decisions they have... as I alluded to above.

          Please consider the following advice to help make a difference to this community and Epic at large...
          • Curbing that sharply-negative, condescending, know-it-all attitude will help you across the board!
          • Your own etiquette is in opposition to what "Makes a great community" and only insecure folks only say "No harm" and then continue on with the negativity.
          • What you perceive is a "Defensive speech" is your own reaction to an attempt to diffuse your inability actually provide any semblance of advice.
          • If the first response to a post is not an answer but just a bunch of crying/complaining you don't post.
          Choose to be part of the solution vs part of the problem in any public forum...

          Comment


            #6
            VoxLux seems presumptuous and does not answer any question on the topic. So much for "part of the solution".

            Comment


              #7
              VoxLux any recommended solution to black screen on the default handheld AR template in 4.26? The camera texture is missing and the screen is drawn black. Tracking works as expected though.
              Tried on iPhone SE as well as iPhone7 plus and the results are the same.
              Click image for larger version

Name:	IMG_8938490DEED3-1.jpeg
Views:	63
Size:	74.8 KB
ID:	1831535

              Comment


                #8
                does anybody know whats a supported, stable platform basis for AR in UE4?

                Comment

                Working...
                X