New Google Cardboard SDK

So, are we gonna get support for Google Cardboard 2.0 in 4.9 ?

I always check these threads hoping for some news. Google Cardboard and Project Tango have seen no love from Unreal. It sounded like both were going to be well supported, but nothing more then early announcements. The lack of Augmented Reality Support in Unreal Engine 4 is what keeps Unity installed on my machine.

Has anyone compared performance on Android/iOS between Unity and UE4 ? Perhaps UE4 doesn’t perform as well as Unity does on mobile and thus Epic doesn’t rush to have support for more platforms until UE4 performs on mobile on par with Unity. Just saying… :slight_smile:

So I tried Google Cardboard yesterday, with Galaxy S3 and Galaxy S5.

Screen door effect with S3 was too apparent. With S5, it was not noticeable at all, except maybe in a few places in some apps. I don’t know if having screen door effect can be compensated with “immersion” in OR DK2, since DK2 screen has much lower ppi than Galaxy S5. So mobile VR wins here, if your phone has 1440p screen :slight_smile:

In the apps I tried, lag was minimal when turning my head fast. I didn’t feel lag when turning head normally.

The only time I got motion sickness is when I tried apps where camera moves independently from your head. That totally sucked :frowning:

So after my brief experiment with Cardboard VR, I can see solid potential for experiences, VR movies/videos/animations, and games that are on the side of experiences than conventional games. Plus, the userbase is massive for Google Cardboard, compare to GearVR and Rift. Sure, UE4 can shine with Rift on a powerful PC, but for us developers, mobile VR market is the target of today and the next few years. In the light of recent developments (lawsuit against Oculus; expensive rig people should get to enjoy PC based VR; GearVR attached to super expensive Samsung phone), maybe Epic should dedicate more time to Google Cardboard VR / AR and have official support for it in UE4 ?

+1 for that and everything else you said.

UE for 360 VR Video?

Hi All
For my current 360 VR video project - I’m using Unity with Cardboard SDK - but to wrap my 360 video around my sphere - I have to buy a plugin called MovieTexture for it to work - which then allows me to run the build as an android app
Surely UE4 has the process to do this? Not with a GFX/animated video but an actual one recorded, like with a 360Heroes rig - anyone?
Thanks!

So I tried Cardboard VR with Unity. What can I say, not only I enjoyed deploying to Android, but also the whole ease of installing Cardboard SDK for Unity. The only issue is that AA is broken if lens distortion correction is used. I am sure neither Unity nor Google will fix it in the nearest future.

I ran it on Galaxy S5 and Galaxy S6 Edge, and it ran quite well. I didn’t have lag on S6 Edge.

So, could someone from Epic confirm their position on Google Cardboard and support for it in UE4 ?

Am really surprised at UE4’s lack of approach towards the Google Cardboard. I mean if UE4 intends to be democratic and open source, they need to evaluate all platforms as equal.
I’m not too sure of some people’s opinions on the Cardboard project being a stab at mobile VR. Personally, i think it is going to enhance the possibilities of success for VR in total.
I mean who wouldn’t want to experiment the VR thing with a ‘dime a dozen’ gadget or folded piece of corrugation ??

I sincerely hope UE4 steps up to this. VR has been getting UE4 love for quite a while, it’s time Mobile VR got attention too. (please, samsung is not everyone’s choice)

Currently Unity SDK has numerous issues. There is no saying when it will be resolved as I couldn’t get any information out of Google whether Cardboard project is a gimmick, or something they will actively pursue and evolve until they get Magic Leap up and running.

So UE4 has a good chance to get this chunk of “market” (I put it in quotation marks as I am not aware of monetization happening with Cardboard; although it’s a solid PR platform), if they get UE4 working with Cardboard with lens distortion compensation, chromatic aberration compensation (optional), AA (doesn’t work currently in Unity with distortion), and decent performance on Android/iOS (current top smartphones, like Galaxy S6/Edge and alike, with 4- to 8- cores). I don’t think deployment size matters as much, since there are almost 1Gb Cardboard “experiences” out there already.

However, looking at how many bugs devs have to deal with in 4.9 and the sheer volume of work ahead for core platforms, I understand why Google Cardboard hasn’t been pursued actively :frowning:

Today I discovered a major setback working with Unity and Cardboard VR - multithreaded rendering isn’t supported :frowning: So much for squeezing out performance from 8-core smartphones :rolleyes:

Do you know if UE4 does multithreaded rendering in VR ?

Huge +1!

Still amazed at the lack of response. So sad. Cardboard is the biggest VR market and we’re stuck with Unity :\

So if I would want to make a simple vr app for android (have some simple 360 panoramas on some spheres with basic interactions to switch positions from inside one to the other) with ue4 I wouldn’t be able to ?

Doesn’t seem like it, Robbie222

Oh that’s sad. What do we have to do to get Epic’s attention on this?

After trying from Google Cardboard and Gear VR, I’d say we don’t.

Any news on official GoogleCardboard VR support? Please… waiting…

I believe UE4 is multithreaded from day one on all its ventures !!
Still a confirmation from the team would give a clearer picture.

Either ways, multi thread or the lack of it will come into play, once we have the mobile VR rendering pipeline sorted out.

Unity 5 is multithreaded too. It’s just for whatever reason it works as single threaded for Cardboard.

Somebody is working on it: Project : Unreal 4 Cardboard | in magic we trust

Right, but I don’t think it’s publicly available or merged into master repo. Plus it hasn’t been updated for about 2 month.