So after watching exciting keynotes from yesterday’s OC2 conference, I’d really like to know if Epic only focuses on Rift development or if there is some aggressive development happening in Gear VR department too.
Is there an ETA on performance improvements, Blueprints to access all available controls and sensors on flagship Galaxy devices / Gear VR / bluetooth gamepads (and perhaps other bluetooth input devices compatible with those smartphones), (updated) documentation on how to work with all that goodness and sample projects ?
We do have quite a few improvements coming to VR in general, though none (that I am aware of) are specifically for GearVR, it will benefit from them. We try to stay “device agnostic”. Better performance is always something we care about and work towards improving. More is being exposed to blueprints and I have even seen a checkin by Babcock for bluetooth controllers that is already avaialble on GitHub. Documentation and tutorials should come either with or soon after the improvements are in a binary release. I can’t guarentee a sample project for GearVR specifically, but we have plans for more VR projects.
Thanks for the info. Just kinda seems that Gear VR is looked at as a second class citizen by engine devs in general (not Epic specifically), while many people (and indie game devs) think it has higher potential than Rift and other desktop VR solutions.
Ah, I can see where you are concerned with that. I do know for a fact that we have quite a lot of focus from our VR team on GearVR improvements for Gunjack. The VR guys wanted me to let you know that it has improvements slated for integration into 4.10 that were driven by Gunjack’s development and what we learned from the team developing it.
I hope VR in general get fixed upon. ETC2 textures were horrible, i did that cos it was confidently mentioned in the documents. I m not sure if it was the engine or the GPU on S6, but the sample third person had textures, going weird all throughout.
I saw Unity’s demo, where this bald guy had ported one project to rift, Gear and the hololens together. Now come on, Unity has an out of box setup for Hololens too, and we are still struggling with the Gear. UE4 seriously needs to up its ante.