Question 1 - why isn’t Epic actively pursuing optimizations for mobile VR (including instanced VR rendering on Android and iOS) and not making any effort to create and release samples for mobile VR, similar to what Unity did for their VR samples (assets/scenes with interactive GUIs and various locomotion types, various methods of input handling, etc. from basic scene to a final example that incorporates it all) ?
Question 2 - why isn’t GL ES 3.x available already in the binary builds of UE4? It’s what Oculus recommends for Gear VR, not GL ES 2.x. Plus ASTC compression only works with GL ES 3.x as I recall.
Question 3 - how to adjust virtual IPD to match physical IPD of Gear VR or Google Cardboard or whatever-vr-device-will-be-coming ?
Question 4 - when is the anime shader (inks included) going to be integrated into UE4?
Also, where can I watch this offline? (or rather after the stream is over)
Oooo… Lots of big names up there. Showing off the new VR features in 4.11? A new VR game announcement? Deciding to go all in on Magic Leap and drop all other VR platforms?
Woot, I dreamt special guests on the stream would be Sweeney and John Carmack, showing off a low-price, high-performance, light-weight consumer-grade HMD with natural motion controllers; with the goal of giving a few of them away for free to random watchers on the stream. But as the stream starts, the world explodes as the universe cannot contain itself by the concentrated mass of awesomeness by having Mike, and John on the same couch at the same time
And there he is, Sweeney appears on the list
@motorsep: VODs are available immediately afterwards on Twitch, and some days later (after editing) on YouTube.
This a really banal question to ask on what is probably an exciting VR announcement stream, but can explain best practices for the VR camera refactor in 4.11. How do we properly adjust player height (half-capsule + base eye offset?, actual camera placement?) how do we handle Vive vs Oculus tracking space differences elegantly…
[QUESTION] Is there a special setup for multiplayer with motion controlled game? In 1v1 game run into a problem where 1 player will control the hands of both players in a match. Is there a way to allocate each motion controller and it’s movement to its parent player? talked about this same bug in the beginning of the last VR stream so I know there is a fix.
Same question here as and also about Oculus SDK 1.0. How is going to work that because I suppose that first Oculus should release it and it seems that is not going to happen until end of march when first Rifts be delivered.
Another question is about sensor fusion tech that I hear about from Epic last year.