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Oculus Rift DK2 and the SDK

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  • replied
    Originally posted by Nick Whiting View Post
    Currently, we don't have support for Oculus on Linux builds, but I'll add that as something to investigate! Since the SDK is supported on Linux, I don't see why not! Thanks for the suggestion!
    Any update? It's been almost 8 months and there is still no support.

    Epic advertises Oculus Rift support.
    Epic advertises Linux support.
    Oculus advertises Linux support.

    You're not alone, by the way: Oculus' support for Unity on linux exists, but is too buggy and performs too badly to use.

    Please, bother Oculus about this, if necessary. There's no reason for such a long hold up.

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  • replied
    Yea I can't wait for the DK2 coming in, going to be working on project with friend over the summer with it,

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  • replied
    Originally posted by sluisi View Post
    Hi Nick,

    I was wondering if you could confirm if re-projection (AKA timewarp) will also be supported for Project Morpheus. I believe on PS4 it would need to be handled on the UE4 rendering side.
    Project Morpheus approaches things a bit differently right now from what I can tell from interviews (timewarp is a John Carmack deved feature that's part of the Oculus SDK). Developers make sure their games run at 1080p @60h and an external box with dedicated chipset (part of Morpheus devkit) re-projects every rendered image exactly once based on motion data (creating 120hz movement). Motionflow if you want. Sony have talked about moving this process to the GPU (for cost's sake).
    Last edited by Wollan; 07-03-2014, 05:39 PM.

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  • replied
    Fantastic to see you guys implementing the DK2 functionality! Is there anywhere specific we should be looking at to see progress? For example, the Unreal engine's wiki page for the Rift, this section of the forum, blog posts on the unreal engine website, github, etc.

    I assume the developer will have to set up things like neck modeling, or is that no longer needed due to positional tracking?

    Still on track to release the couchknights demo with the launch of DK2?

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  • replied
    Originally posted by Nick Whiting View Post
    Thanks! Timewarp isn't that far off. We just wanted to make sure that the integration was easy to maintain going forward with the engine! They've pushed much more rendering into their SDK, and it's the first time we've had to provide those hooks in the engine, so we want to make sure it's done right.
    Hi Nick,

    I was wondering if you could confirm if re-projection (AKA timewarp) will also be supported for Project Morpheus. I believe on PS4 it would need to be handled on the UE4 rendering side.

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  • replied
    That is correct. We use the position to move just the camera to avoid issues with blocked character movement. It's certainly possible to move the character based on the positional tracking data, but the default implementation just offsets the camera and not the player.

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  • replied
    I'd say it just moves the camera and not the character, enabling peaking around corners and such. Probably the easiest implementation too.

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  • replied
    Question: Does anyone have an idea how the DK2 positional tracking will work in regards to the First-Person-Template project? More specifically: Will the positional tracking side-step the character a few centimeters or will the character stay put even if your head position changes?

    I would presume it's the former even though the natural / desired action is the latter. I would prefer not to write code on day one of receiving the DK2.

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  • replied
    DK2 implementation is of high importance to me. We're displaying our UE4 based VR product at a big expo at the end of August with it's own booth and such. We're expecting to receive about six DK2 kits in July.

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  • replied
    Currently, we don't have support for Oculus on Linux builds, but I'll add that as something to investigate! Since the SDK is supported on Linux, I don't see why not! Thanks for the suggestion!

    Leave a comment:


  • replied
    Will the DK2 be supported on Linux builds? DK1 doesn't work yet. I see nothing on the roadmap for it either.

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  • replied
    i waiting for DK2 too, hope there are no problems with UE when arrive. I buy it for work with it more than play games.

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  • replied
    Originally posted by Nick Whiting View Post
    The good news is that the engine integration already supports the DK2! If you currently have a DK2, you can grab the latest SDK from Oculus, and compile with that, and the DK2 will be fully supported (positional tracking and all).

    We got permissions to redistribute the latest SDK with DK2 support as part of the integration (without grabbing it from Oculus), so that will come in 4.3. Again, if you're a registered developer with Oculus (it's free!), you can download the new SDK and plop it in now, but if you aren't, 4.3 will include it for you.

    As for the timewarp integration, we have it in and working, but after discussing the integration with Oculus and the rendering team, there are some changes to the way we expose the renderer to plugins that needed to change. We're in the process of doing that now, and that will be rolled into main as soon as possible!
    This is spot on what I was hoping for! I don't have a DK2 yet, but it surely has been ordered. This means UE will be DK2 ready in time for the DK2 to arrive.

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  • replied
    Originally posted by Nick Whiting View Post
    Thanks! Timewarp isn't that far off. We just wanted to make sure that the integration was easy to maintain going forward with the engine! They've pushed much more rendering into their SDK, and it's the first time we've had to provide those hooks in the engine, so we want to make sure it's done right.
    Great news!

    After learning about time warp and how it works I tweeted @Carmack asking about the potential to fix the translation problem with it: https://twitter.com/ID_AA_Carmack/st...91226319183872

    Sadly it's not something that seems to be doable real time at all (without servers doing work elsewhere), but it's a neat idea IMO. Thought I'd link it since it's sort of relevant here.

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  • replied
    Thanks! Timewarp isn't that far off. We just wanted to make sure that the integration was easy to maintain going forward with the engine! They've pushed much more rendering into their SDK, and it's the first time we've had to provide those hooks in the engine, so we want to make sure it's done right.

    Leave a comment:

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