Well, I’ve just experienced it! First of all a well done intro menu for experiencing on screen or in VR headset (EULA & exit as well). Also well done to have a second menu for selecting what kind of hmd is connected. I have a blueprint flow for autodetecting connected hmd and get the correct motion controllers meshes in the hands as for detecting if hmd is connected for entering in vr mode or desktop mode.
I’m asking myself always about what’s better, two independent apps or one with two choices. As I’ve done similar experiences I think it is better to have two different apps. Why? As we have two rendering paths (Deferred+TemporalAA vs. Forward+MSAA) and the first has more capabilities than the second, but the second is better for VR as it gets better performance, answer is obvious. But for customers is very nice to have only one app. I would like to know what rendering path have been used. Some experiences I did get good performance in VR following Deferred+TemporalAA path, but disabling some things. It would be good to know Epic Games opinion on what is better from a enterprise point of view. Considering the church branch has several levels / sublevels and probably all actors are static so all is lightbaked may be deferred is the selected path, but the motorcycle branch, where a more refined product view template has been used and all actors are movable, is it deferred been used as well?
Last but not least I do not understand what HP does in this “kit”. It is a mistery.
That decision depends on several factors, mainly UX In this case if the intent is to ship a single exe that can be launched in different places (ex a trade show, a private demo, in your office) then it’s best to have a software smart enough to handle those cases rather than leaving it up to a user to make those choices upfront.
Yes, but as far as I know it is not possible to change rendering path inside a built project, so you will need a deferred built for a desktop mode and a forward built for a Vr mode, or a unique built with one of two rendering paths. Robo Recall has an incredible quality using forward path, so maybe the answer is to build dual mode exe using forward path. I think it is a good discussion for next thursday streaming…
Just an FYI:
The UE4 VR Template autodetects the HMD as is, but uses robo-hands instead of controllers.
The Unreal Studio Product Viewer template comes with a menu for letting you enter Desktop of VR mode, and it automatically detects your headset and assigns you appropriate controllers.
Motorcycle sample went fine, I enjoyed it dissasembling and sectioning all. The church went fine too, running all on a GTX980Ti and Oculus Cv1. I shall review some things about UI / UX but I give 9/10. Thanks crew.
The experience felt great, beautifully executed as expected. Tested on Oculus and Vive Pro
I was a bit surprised the profiler gave one of our machines a score of 0 on level 1. Spec as follows:
Oculus Rift, 1080Ti (x2), i7-7820X, 64 GB RAM
However, the Showcase performed really well, with no noticeable drops.
You probably didn’t have your desktop screen res at 1080. The GPU is driving both the Oculus displays and the desktop display. We know the 1080ti does much better than that.
I’d love to give the VR launch kit a spin, but somehow my Unreal Engine account is not accepted to login on the download page. Do I need special privileges to login?
You have to go to the download page that I provided. You can download the EXEs and the project files (including the Solidworks asset of the bike). Let us know if you’re still having access issues, we’re not aware of any reasons it would prevent access.