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    #16
    Note: you should be able to ignore the steamvr.h change in that commit. It's a much less scary commit without that file, which we never include

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      #17
      Originally posted by JJ Hoesing View Post
      Hopefully this is the real fix for now:

      https://github.com/EpicGames/UnrealE...1e5d6b34857ca2

      The issue is that we are still on Steamworks 1.32 which still has the old SteamVR API exposed. So for any potentially shared export functions, I use GetProcAddress to explicitly grab the function pointer from the correct DLL.

      And yes, there is a way to set HMD plugin precedence, at least in 4.8. Please see BaseEngine.ini in 4.8p3+:

      Code:
      [HMDPluginPriority]
      ; Since SteamVR also works with the Oculus Rift, give priority to the native Oculus plugin before trying SteamVR
      OculusRift=20
      SteamVR=10
      Thanks! This is perfect. I will test the fix tonight but your checkin came an hour after I was done for the day. And yeah, my eyes just glazed over when I saw the steamvr.h file, the rest makes sense but I still wouldn't have guessed

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        #18
        Edit: It did work eventually after multiple rebuilds. Not sure why sometimes it fails. I've been having packaging issues with 4.8 including Tick events not firing, etc... maybe this is one of those random need to keep rebuilding till it works issues?

        It didn't work. I ended up getting the following message: Plugin 'SteamVR' failed to load because module 'SteamVR' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.

        Click image for larger version

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        Last edited by druidsbane; 05-22-2015, 12:40 AM.

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          #19
          Make sure the plugin is enabled. Also make sure that the .uplugin still has 'enabledbydefault' set to true.

          Then rerun 'generateprojectfiles' and build (no need for a full rebuild) again. When in doubt, touch steamvrhmd.cpp just to see if it actually builds and links.

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            #20
            Edited above. It did eventually work, on my last rebuild as I was posting this! Thanks again for all your help, looks good now!

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              #21
              Question: In terms of visual quality, is SteamVR better than Oculus? Has anyone tried both?

              Also, what about performance? Any noticeable difference?
              Hamad Al-Hasan
              Gameplay Programmer / Technical Artist
              Portfolio: www.alhasanstudio.com

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                #22
                Originally posted by seenooh View Post
                Question: In terms of visual quality, is SteamVR better than Oculus? Has anyone tried both?

                Also, what about performance? Any noticeable difference?
                Picture quality-wise the rendering seems the same to me in-engine. The only difference is that it does feel slightly less responsive than the Oculus plugin, I'm guessing this is due to the lack of timewarp support as I don't think they are using the Oculus driver but rather their own. I could be wrong. Hopefully with late-latching which applies to both Oculus and SteamVR and some other optimizations the difference won't be as stark. I'm sure by the time both devices are out the differences will be negligible, for now though even with fast hardware timewarp does add a slight advantage in that there is one final tweak based on head orientation before rendering out to the eyes and that helps a lot.

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                  #23
                  We are building content that we would like to demo on a Vive system at some point.

                  Will we need any special license keys to enable Vive support when we go to hook up the HMD?

                  Do you have to be logged into Steam or does the new OpenVR release allow you to run without connection to Steam?

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                    #24
                    Originally posted by moliverHalon View Post
                    We are building content that we would like to demo on a Vive system at some point.

                    Will we need any special license keys to enable Vive support when we go to hook up the HMD?

                    Do you have to be logged into Steam or does the new OpenVR release allow you to run without connection to Steam?
                    I don't know 100% but I expect that there shouldn't be any keys needed. With my DK2 I just needed to have the latest SteamVR beta installed through Steam, I don't even have Steam itself running.

                    I did find that the plugin priority feature in the BaseEngine.ini no longer works in the latest source build so I had to disable the Oculus plugin completely to get a Vive build, but otherwise it works quite well and pretty much seamlessly like the Oculus plugin.

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                      #25
                      Originally posted by seenooh View Post
                      Question: In terms of visual quality, is SteamVR better than Oculus? Has anyone tried both?

                      Also, what about performance? Any noticeable difference?
                      I have tried both HMD and in terms of visual quality they are both about the same. However the Steam controllers are amazing and I would get SteamVR just for them. It is an amazing experience to be able to interact with objects in VR and the manner in which the Steam controllers allow you to do this is unprecedented IMO.

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