Even though Ue4 isn’t on the bleeding bleeding edge for DK2 support (regardless of who’s fault it is), I am still able to prototype my games and stuff with the rift.
Sure i can’t actually peek my head around a wall yet, but for me that isn’t a deal breaker.
I hacked together a dungeon room last night and looking at it through the rift was amazing! Keep up the good work guys! I would rather get it 4 weeks later and running well, then now and running poorly!
Anyone figured out how to record the screen when running the game in stand alone mode? I need to make a video show my DK2 integration with leaning round corners and upper Upper body motion linked to the positional tracking.
It works for me now, but anyone else experiencing weird stuttering despite a high frame rate? The stuttering even occurs in the very simple content example VR map.
Yes, that works. Thanks a lot. Even the position tracking works. But …
… I got that too in every scene (my project, couch knights, realistic rendering), and it is really extreme specially in comparison with very smooth scenes in unity. Please, please fix that. UE4 is one of the reasons I bought my DK2
The stuttering comes from having a low fps. Run stat fps, anything below 75 fps will cause the stutter. Its more bearable if you turn off low persistence (hmd lp off) if your framerate stays below 70ish fps.
I don’t know what happened. I had my DK2 working earlier weekend in UE4. I followed the directions above, and all of my 4.3 projects were working (albeit mostly bad framerates). Now every one of them crashes. The only UE4 project that runs in the rift is the Couch Knights demo. Other downloaded demos crash (realistic rendering), as well as my own projects. I’ve tried running them as a new process from the editor, and launching the project from a right click in windows. No matter what I do, I get the following crash on everything but Couch Knights.
!Id:330469f3411d0498118cc88e780b0b79
Anyone know what’s going on?
extended mode on
vsync on
rift set to secondary monitor
win7 Home
updated rift firmware
oculus runtime .4 installed but running with the task disabled
Sorry to hear you are having troubles with UE4 + DK2. Let try to fix them.
As to the stuttering (or judder). If you use STAT FPS, what is the frame rate? Make sure Rift monitor is in 75 Hz mode AND FPS doesn’t drop below 75 FPS with VSync on. And yeah, make sure the VSync is on (use HMD STATS commands). To turn VSync on in stereo mode use HMD VSYNC ON console cmd.
If your video card is unable to keep 75 FPS rendering try to lower the ScreenPercentage (HMD SP 100 cmd will set it to 100%, default is 135% for DK2).
I can give any ETAs on when 0.4 integration will be included into UE4 branch. We (Oculus) are planning to release it ASAP as a separate integration (patch + changed src files + GitHUB branch).
If anyone missed major bit of info: Make sure rift is your monitor!!!
makes it harder to launch applications, but makes the world of difference. I think it’s something to do with only the monitor being displayed 75hz? i.e If rift is your secondary monitor it will be stuck at 60hz.
fixed the stuttering problems for me.
I really hope they get ‘Direct mode’ implemented the right way and that with that all the ‘multiple desktop’ / primary / secundairy / refresh rate issues are solved.
Is the Oculus Rift plugin not showing up a symptom of the 0.4 SDK issue? I have Oculus Rift Plugin enabled in my plugin settings but for some reason it is not showing up under plugins in my project settings.
I think that’s normal. Not every enabled plugin has its own settings to put in the project settings. Mine doesn’t show in there either but works fine (still on DK1 though).
Same thing here, head tracking works, but the camera sees unhappy, i’ve installed the driver linked, and it works ok with 0.4 SDK content, but UE4 just doesn’t seem to be happy with it.
Uhm… is not true, I use it as a third monitor and it works fine. You may just need to explicitly switch the monitor to 75 Hz using either NVidia Control Panel or AMD Control Center (or how is it called).
Make sure you’ve connected the camera into USB 2.0 or 3.0 port (not 1.0/1.1). Try to re-plug the camera into different connectors, disconnect all possible USB devices, especially other cameras, USB drives, etc.
Re: 0.4 and GitHub, all of our changes to add 0.4 support are in a branch that we’re working on with Oculus.
The timing of the 0.4 Beta SDK release was very close to our locking down for the 4.4 release, and since 0.4 is a beta, we wanted to ensure stability by not slotting in a beta SDK at the last minute.
That said, 0.4 has plenty of awesome changes, so we want to figure out a way to get that to folks, likely via GitHub at first. Hopefully we’ll have more news on that shortly.