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  • replied
    Originally posted by Ellieh View Post
    Hi Luis, i am on a Mac/Unreal 4.9.2 set up and there is no build/android/java/asset/ directory,only engine, with nonoe of these other options available.. Im wondering if there is somewhere it can be placed? Thanks so much, really struggling with mac/ pc information.. thanks ell
    You need to create that folder yourself where the OSIG file is placed - without doing that your app will goto Oculus home after inserting in the tray

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  • replied
    Hi Luis, i am on a Mac/Unreal 4.9.2 set up and there is no build/android/java/asset/ directory,only engine, with nonoe of these other options available.. Im wondering if there is somewhere it can be placed? Thanks so much, really struggling with mac/ pc information.. thanks ell

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  • replied
    @BlackRang666: Same issue here! Creating a new c++ project worked though. Are you using a blueprint project?

    Edit: ok, found in another thread that this seems to be linked to mobile HDR, disabling it should fix the problem.
    Last edited by devel.bmad; 06-15-2015, 06:36 PM.

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  • replied
    Just a little update! I have actually got the game running really smooth on the GearVR with Galaxy S6. Current build is on 4.7. Got AA on there and everything!

    The main isssue I had was materials (And a little post processing).

    Make sure materials are set to unlit rather than lit.

    Can not believe how well it runs now. So HAPPY!

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  • replied
    I am using 4.8 from github and s6 GearVR. Both views are squashed into the left eye with right eye being black. Please help

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  • replied
    Hi everyone!
    So I have got my project running on the Gear with a DS4 controller! So happy!

    Now I have totally nerfed the game in order to get some more FPS. But even with basically nothing running on event tick, loads of post-processing turned off or down, screen percentage reduced and no AA I still cant get any good frame rate unless I am stood still, then everything is perfect (which is no good for this game).

    As a test I created the FPS template and did nothing except for increase the walk speed. This is basically giving me the same results as my game. Really low frame rate.

    Has anyone managed to get a moving character with good frame-rate yet?

    I also have another issue where some reflections are not shown properly in the left eye has anyone else had anything similar?
    Build with latest 4.7.

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  • replied
    hi all, i tried the youtube tutorial and used the advance vehicle template, the split screen renders correctly but the game does not track the head movement and rotate the camera accordingly. I used the same method on the flying template and my own game but the splitscreen only renders on the left side and the right side it renders my ui. Is there any setting i need to make on the camera for the vr to work properly? The first person template works fine but the first person template words only renders on the right side.

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  • replied
    From: https://forums.unrealengine.com/show...l=1#post246580

    Originally posted by Nick Whiting View Post
    Templates:
    We've also got a rough template that we've passed off to the docs team as well. We're hoping to get that up in the learn tab. In the meantime, I've uploaded the sample here to get you started:

    https://drive.google.com/file/d/0B-J...ew?usp=sharing

    Again, this is being updated and improved by the docs team, but wanted to get you guys something to start with.

    Also, I want to mention that if you start your project with the Mobile settings, and Scalable, and then turn off MobileHDR, you'll be at a good base level to start with, even without the template, so give that a shot if you're having trouble!
    The google drive link is a pretty simple example showing the different lighting techniques in an environment where the settings are optimized for GearVR that I started with for my project

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  • replied
    Does anyone have a Gear VR project example that actually runs well in UE4?

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  • replied
    Latest UE4.8 preview is 'working' for me as in you'll be able to get your export working on your device - however both versions still have a lot of issues unfortunately ... The 4.8 preview still has not included alot of the GearVR fixes that should be there ...

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  • replied
    Hi just wondering, must i get the 4.7 version from github or can i just use the one i installed using the UE4 Client for this to work?

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  • replied
    Originally posted by NobleSpoon View Post
    I haven't seen the ghosting issue. Originally, I was getting 30FPS. I have stripped down everything in my level to bare minimum and it is locked in at 60FPS. I'm slowing adding things back to find the performance hit.

    I'm not sure about the one from Epic but the Oculus fork added Set/Get Screen Percentage which seems to be a replacement for the broken HMD SP XXX. However, I've tried setting various values but it doesn't seem to be taking them.
    Has anyone had any luck with increasing the screen percentage past 100%?

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  • replied
    Thank you, I have both textures above the 2048x2048 and also not a power of 2, should have paid more attention to that. Will try to see if changing those will help and post back the result. I was thinking high resolution textures would produce better results

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  • replied
    First thing that comes to mind is whether the textures are larger than 2048x2048 or not a power of 2 (i.e. 256, 512, 1024, etc.)? The Note 4 can only handle texture sizes in powers of 2 up to a maximum of 2048.

    GearVR Best Practices: Texture Considerations

    Not sure if that's it as I'm figuring all of this out too, yet hope it helps if so.

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  • replied
    Hi all,

    I have manage to build and run on the GearVR, but all the meshes display black, almost as if the textures are not loaded. Any ideas?

    Thnx.

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