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  • Precompiled OSVR Plugins and Tutorials

    Howdy there everyone!

    It seems that a lot of developers are having some issues getting Razer's OSVR UE4 plugin to work with UE4 or just in general getting anything to work with the OSVR. Its not surprising since the documentation isn't the greatest (granted the plugin is still in early development) and a lot of the times just assumes you've done something and doesn't explain that step in the event you haven't. A lot of my time has been spent with the OSVR plugins because my own personal project requires VR HMDs and the OSVR is an amazing and cheaper way to go all while getting the same quality as the Oculus Rift. The sad thing is the OSVR and SDK is just difficult to use because of the round about ways you have to do things to get stuff to work.

    I am in no way a VR guru or know it all, in fact I'm new to VR just like most people are. I'm not the greatest with C++ or other languages but the time I've spent with Unreal Engine 4, the OSVR, other VR hardware and getting better with coding languages have proven useful to some and in this example I will be able to help plenty to by providing precompiled versions of the OSVR UE4 Plugin it seems. This thread will be dedicated mainly for the purpose of providing precompiled versions of the OSVR UE4 Plugin but I will also be updating this thread to contain links to anything I find that will help others along with links to tutorial videos I will be working on. These tutorials will consist of the dreaded plugin compiling, positional tracking integration (both inside and outside of UE4) and UE4 project ideas. It will take me some time to get all of this up but stick around for updates to help with your OSVR development!

    Because I'm not some god like figure like our 'Hero of the Peole' Michael Allar or our friendly neighborhood developer Kitatus (Studios) if you have anything that could help others with OSVR development do post them here! I'll update the main post as we go so we can make this one big repo of OSVR information


    Razer OSVR Precompiled Plugins for Unreal Engine 4

    All plugin links are to a shared folder from my personal Google Drive account
    . I obviously cannot say I own the code for the plugins so use them as you please, all I did was precompile them to help make it easier for you to integrate OSVR into your project. They are compressed using 7-Zip to save space.

    All Available Plugin Versions: https://drive.google.com/open?id=0B5...zJ0WllrOHFNMWc


    OSVR Plugin Version 4.9.X:
    https://drive.google.com/open?id=0B5...k9DTGVrWjlLMmc (Sensics doesn't seem to be working on this one anymore.//Up-to-date as of 02/23/16)

    OSVR Plugin Version 4.10.X:
    https://drive.google.com/open?id=0B5E0iKDNyyECZk9DTGVrWjlLMmc (Up-to-date as of 03/20/16//Update-3 has support for Android//make sure to look at the READ ME and read the #Note at the end!)

    OSVR Plugin Version 4.11: Coming Soon!


    Other Goodies

    Introduction to the OSVR:
    http://www.osvr.org/files/An_Introduction_to_OSVR.pdf

    OSVR Developer Portal:
    http://osvr.github.io/using/
    -Page that contains the core elements for your OSVR journeys such as the SDK, Direct Render Manager and other tools.

    OSVR Support Portal: http://support.osvr.com/hc/en-us
    -This is what you use to submit tickets to Razer/Sensics for troubleshooting your HMD.

    Official OSVR UE4 Plugin GitHub: https://github.com/OSVR/OSVR-Unreal
    -Plugin straight from Razer/Sensics without me touching any of it.

    OSVR Wiki: http://wiki.osvr.org/doku.php?id=start

    OSVR Positional Tracking Camera Calibration: https://github.com/OSVR/OSVR-Core/wi...ng-Calibration

    OSVR Featured Projects: http://www.osvr.org/featured.html


    More to come!


    F.A.Q:


    Q: "I'm getting this error code when trying to compile:
    Error C1083 Cannot open include file: 'D3D11RHIBasePrivate.h': No such file or directory OSVRUnreal *your drive*\Epic Games\4.11\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11RHIPrivate.h 20"

    Answer:

    Originally posted by BananaKing932's READ ME document
    #Note: I recently found out that when you try to compile the plugin in a C++ project Visual Studio will tell you it cannot compile the project due to error codes advising certain files are missing in the engine source. Fortunately the files are not missing, they are just in the wrong location...


    Until I or someone else comes up with a better solution (or its decided its an engine bug in which case Epic will fix it), there is a way around this error and still have everything work 100% without worries:

    1) Navigate to "....Epic Games\4.10\Engine\Source\Runtime\Windows\D3D11RHI\Private\Windows"

    2) Take the contents within this directory and COPY them to "....Epic Games\4.10\Engine\Source\Runtime\Windows\D3D11RHI\Private" (so the folder before the one your copying from)
    -I'm not sure if removing these files from their current location causes any issues so just copy them rather than cutting and pasting them.

    3) Recompile the project.
    Last edited by BananaKing932; 03-20-2016, 07:31 PM. Reason: Updated download links and changed date text to reflect updated links.
    Precompiled OSVR Plugins and Tutorials: https://forums.unrealengine.com/show...-and-Tutorials

    Virtual Reality Template: https://github.com/CJRobertson/UE4-VR-Template

    VR Virtual Keyboard Marketplace Asset: https://www.unrealengine.com/marketp...rtual-keyboard

  • #2
    Reserved for future post.
    Precompiled OSVR Plugins and Tutorials: https://forums.unrealengine.com/show...-and-Tutorials

    Virtual Reality Template: https://github.com/CJRobertson/UE4-VR-Template

    VR Virtual Keyboard Marketplace Asset: https://www.unrealengine.com/marketp...rtual-keyboard

    Comment


    • #3
      Do you know how I can use google cardboard with UE4?

      Comment


      • #4
        after 9999 try loll i say hé not today

        Comment


        • #5
          Severity Code Description Project File Line Suppression State
          Error C1083 Cannot open include file: 'D3D11RHIBasePrivate.h': No such file or directory OSVRUnreal G:\epic\Epic Games\4.11\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11RHIPrivate.h 20
          the files is here but ...

          Comment


          • #6
            Originally posted by Dj Lachance View Post
            Severity Code Description Project File Line Suppression State
            Error C1083 Cannot open include file: 'D3D11RHIBasePrivate.h': No such file or directory OSVRUnreal G:\epic\Epic Games\4.11\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11RHIPrivate.h 20
            the files is here but ...
            EDIT: 4.10.X version is listed now

            The plugin listed at the moment is only for 4.9.X, if you try to use it on a newer version of the engine you will have those issues (there was big changes to VR between 4.9 and 4.10 and 4.11 continues that so what used to work in 4.9 for may not work in 4.10 or newer). This is because the files are being looked for in the wrong spot; here is the explanation I give on how to get around this in the 4.10 READ ME:

            Originally posted by BananaKing932's READ ME document
            #Note: I recently found out that when you try to compile the plugin in a C++ project Visual Studio will tell you it cannot compile the project due to error codes advising certain files are missing in the engine source. Fortunately the files are not missing, they are just in the wrong location...


            Until I or someone else comes up with a better solution (or its decided its an engine bug in which case Epic will fix it), there is a way around this error and still have everything work 100% without worries:


            1) Navigate to "....Epic Games\4.10\Engine\Source\Runtime\Windows\D3D11RHI\Private\Windows"

            2) Take the contents within this directory and COPY them to "....Epic Games\4.10\Engine\Source\Runtime\Windows\D3D11RHI\Private" (so the folder before the one your copying from)
            -I'm not sure if removing these files from their current location causes any issues so just copy them rather than cutting and pasting them.

            3) Recompile the project.

            Originally posted by Night Watcher View Post
            Do you know how I can use google cardboard with UE4?
            I'm working with Google Cardboard myself but I have yet to try it in UE4. Once I get stuff going for that I'll do another thread dedicated to Cardboard VR.
            Last edited by BananaKing932; 01-15-2016, 05:19 AM.
            Precompiled OSVR Plugins and Tutorials: https://forums.unrealengine.com/show...-and-Tutorials

            Virtual Reality Template: https://github.com/CJRobertson/UE4-VR-Template

            VR Virtual Keyboard Marketplace Asset: https://www.unrealengine.com/marketp...rtual-keyboard

            Comment


            • #7
              Added 4.10 precompiled plugin download link
              Precompiled OSVR Plugins and Tutorials: https://forums.unrealengine.com/show...-and-Tutorials

              Virtual Reality Template: https://github.com/CJRobertson/UE4-VR-Template

              VR Virtual Keyboard Marketplace Asset: https://www.unrealengine.com/marketp...rtual-keyboard

              Comment


              • #8
                Thanks BananaKing,

                You are making my life allot easier with OSVR

                Comment


                • #9
                  This is pretty cool. You BananaKing932, are a legend.

                  I can get it to work in preview mode, albeit fighting right now with making it go fullscreen.

                  My issue I have is I cannot seem to compile an executable with it, to test fullscreen. I just get a normal non vr experience.
                  have I missed something?!?!

                  Cheers

                  Comment


                  • #10
                    Originally posted by hellaeon View Post
                    This is pretty cool. You BananaKing932, are a legend.

                    I can get it to work in preview mode, albeit fighting right now with making it go fullscreen.

                    My issue I have is I cannot seem to compile an executable with it, to test fullscreen. I just get a normal non vr experience.
                    have I missed something?!?!

                    Cheers
                    I am a bit confused. When you say you can't compile an executable, are you saying you can't package the game as if you were distributing to the public?
                    Precompiled OSVR Plugins and Tutorials: https://forums.unrealengine.com/show...-and-Tutorials

                    Virtual Reality Template: https://github.com/CJRobertson/UE4-VR-Template

                    VR Virtual Keyboard Marketplace Asset: https://www.unrealengine.com/marketp...rtual-keyboard

                    Comment


                    • #11
                      [QUOTE=BananaKing932;454071]EDIT: 4.10.X version is listed now

                      The plugin listed at the moment is only for 4.9.X, if you try to use it on a newer version of the engine you will have those issues (there was big changes to VR between 4.9 and 4.10 and 4.11 continues that so what used to work in 4.9 for may not work in 4.10 or newer). This is because the files are being looked for in the wrong spot; here is the explanation I give on how to get around this in the 4.10 READ ME:



                      i just found a error in OSVRUnreal\Plugins\OSVR\Source\OSVR\OSVR.Build.cs

                      the file says
                      PrivateDependencyModuleNames.AddRange(new string[] { "D3D11RHI" });
                      PrivateIncludePaths.AddRange(
                      new string[] {
                      @"C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Windows\D3D11RHI\Private",
                      @"C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Windows\D3D11RHI\Private\Windows",
                      @"D:\unreal\Epic Games\4.10\Engine\Source\Runtime\Windows\D3D11RHI\Private",
                      @"D:\unreal\Epic Games\4.10\Engine\Source\Runtime\Windows\D3D11RHI\Private\Windows",


                      i just edit mine to
                      @"C:\Program Files (x86)\Epic Games\4.10\Engine\Source\Runtime\Windows\D3D11RHI\Private",
                      @"C:\Program Files (x86)\Epic Games\4.10\Engine\Source\Runtime\Windows\D3D11RHI\Private\Windows",

                      and now no compilation error

                      Comment


                      • #12
                        Hi BananaKing,

                        Yeah I should have been more clear.

                        I can compile the executable but the resulting exe does not seem to use osvr in any way. Even if I Ctrl-Enter like you do for a rift.
                        I have a RADEON card.

                        Do I need to include the OSVRActor in the scene? I compiled my project in Visual Studio and assumed it would appear, but I am a little bit lost around that part.
                        Even on the you tube video the OSVRActor just appears like magic after compilation?

                        Comment


                        • #13
                          I Found a better way to integrate check this out Take this http://goo.gl/kpOE6Q Copy the OSVR Folder in c:\program files (x86)\epic games\4.10\engine\plugins If you have custom Folder edit ...\epic Games\4.10\Engine\plugins\OSVR\Source\OSVR\OSVR.Build.cs IF no Source Folder in your Build Just pass mine. Now you will see in the editor OSVR Plugin in EDIT,Plugins and dont Forget to refreh your build
                          Last edited by Dj Lachance; 01-16-2016, 07:36 PM.

                          Comment


                          • #14
                            So to get it to build a proper exe where the OSVR just works without an issue, I had to build a 64 bit version.

                            Overall with the OSVR, is it me or is the visuals with the fish lense really noticeable?
                            I find it actually pretty disappointing since the unit is a good unit with a great screen, the actual lenses diminish the VR feeling and they seem like a budget throw in. Even the DK1 lense soars in comparison.

                            * There ring from the lense is impossible to remove with the focus levers, so I always have a wave or wobble in my visuals. Is there a config setting I should be using?
                            * It also seems to always be not quite a full screen when I put the glasses on.

                            I am interested to see what config setting people are using? Especially if you can get rid of the wobble effect.
                            I have an AMD Radeon (TM) R9 380 Series, 4GB.

                            Comment


                            • #15
                              Originally posted by hellaeon View Post
                              So to get it to build a proper exe where the OSVR just works without an issue, I had to build a 64 bit version.

                              Overall with the OSVR, is it me or is the visuals with the fish lense really noticeable?
                              I find it actually pretty disappointing since the unit is a good unit with a great screen, the actual lenses diminish the VR feeling and they seem like a budget throw in. Even the DK1 lense soars in comparison.

                              * There ring from the lense is impossible to remove with the focus levers, so I always have a wave or wobble in my visuals. Is there a config setting I should be using?
                              * It also seems to always be not quite a full screen when I put the glasses on.

                              I am interested to see what config setting people are using? Especially if you can get rid of the wobble effect.
                              I have an AMD Radeon (TM) R9 380 Series, 4GB.
                              Were you trying to build it as a 32 bit project at first? If that's the case it would fail every time because the plugin is only compatible with 64 bit machines at this time. This is a Razer/Sixense issue and not because of my pre-compiling


                              I've never used another HMD other than the Samsung Gear which even then I don't think its a great comparison to judge with since the OSVR is trying to contend with Oculus, Vive, etc. From what I read the OSVR is supposed to have far better lenses than the Oculus Rift because the lenses reduce blur to...I think 13% compared to the Oculus which I believe I read was in the 20's but I'm not sure if that's correct for them. What do you mean but its not quite full screen? I have this issue that I'm not sure how to fix yet where the Play window isn't positioned evenly. Its just a tad off but its enough if your focusing and getting into the moment.

                              I'm using a GTX 760 2GB. Wish I had a 980 Ti.... The 760 keeps up pretty good though, I'm getting roughly 60-65 fps on a well optimized map with all scale options on EPIC.



                              Originally posted by Dj Lachance View Post
                              i just found a error in OSVRUnreal\Plugins\OSVR\Source\OSVR\OSVR.Build.cs

                              the file says
                              PrivateDependencyModuleNames.AddRange(new string[] { "D3D11RHI" });
                              PrivateIncludePaths.AddRange(
                              new string[] {
                              @"C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Windows\D3D11RHI\Private",
                              @"C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Windows\D3D11RHI\Private\Windows",
                              @"D:\unreal\Epic Games\4.10\Engine\Source\Runtime\Windows\D3D11RHI\Private",
                              @"D:\unreal\Epic Games\4.10\Engine\Source\Runtime\Windows\D3D11RHI\Private\Windows",


                              i just edit mine to
                              @"C:\Program Files (x86)\Epic Games\4.10\Engine\Source\Runtime\Windows\D3D11RHI\Private",
                              @"C:\Program Files (x86)\Epic Games\4.10\Engine\Source\Runtime\Windows\D3D11RHI\Private\Windows",

                              and now no compilation error
                              Awesome! Thank you for sharing!
                              Last edited by BananaKing932; 02-24-2016, 02:42 AM.
                              Precompiled OSVR Plugins and Tutorials: https://forums.unrealengine.com/show...-and-Tutorials

                              Virtual Reality Template: https://github.com/CJRobertson/UE4-VR-Template

                              VR Virtual Keyboard Marketplace Asset: https://www.unrealengine.com/marketp...rtual-keyboard

                              Comment

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