Oculus VR Forward Rendering

You have to subscribe to be a proper user for Unreal’s repository via GitHub. Go to the link in the first post of this thread. Grab the zip, unpack locally, then build UE4 from this source code. This is reasonably well documented via the github docs or the readme file included in the download. This will get you the custom version of the Unreal 4.11 ofr.

issues with spot lights?

Just got the 4.11 ofr version of unreal. There are quite a few visual differences when comparing the deferred vs. forward. Most of these are as expected but the biggest issue is spot lights. When enabling forward rendering the spotlights don’t render or affect the scene. I’ve tried them using “stationary” and also “movable” mode. Anyone else having this issue? I’ve read the docs and don’t see anything obvious regarding spotlight rendering. I’ve checked and spotlights are enabled in code. They are set to use “inverse squared falloff”

// If we support spot lights?
#define CLUSTERED_SUPPORT_SPOT_LIGHTS (1)

I do understand this is very unsupported tech but was hoping that the spotlight issue might simply be a case of user error.

Does this confirm there will be a clustered forward renderer in the future that supports most of what already works in deferred?

It appears that spotlights are not supported in 4.11-ofr.

The Order does not have ssao. They only use capsule shadows for characters. Everything else is baked.

Heya, check out FClusteredForwardShadingSceneRenderer::InitClusteredLightInfo and look for the ‘bSupportedType’ check in there (and add a check for spotlights). This should get you going. Oculus Dreamdeck uses spotlights in forward.

How come this only renders 7 point lights at once? Isn’t the entire point of clustered forward to have 100s or 1000s?

Unless I did something wrong :smiley:

Hi Nate, I would be very interested in your 4.12 port of Oculus’ Forward Renderer, even in beta/unstable stage.

@mrchriz, will try push my 4.12 port to github this weekend. (my git repo was corrupted, need some time to rebuild it)

Very interested in this too. Do you know if it runs on OSX? I’m having some problems with their 4.11 port on mac, both getting it to compile and running it.

Also VERY interested in this! Any updates?

4.12 port as promised: (sorry that it took me longer than I estimated)

https://github.com/marynate/UnrealEngine/tree/4.12-ofr

Only did simple test on windows x64 and I did not touch OculusRift plugin part since I don’t have oculus hardware to test.

someone sponsor this man a cv1 already xD

You’re the best! Will be switching my game over to this now. Thanks!

Epic devs, any this will be included as an experimental official feature?

Hey there,

EDIT: Correction, there are plans for forward rendering in the engine in the future. It will not be a direct copy of this, but we have taken some improvements from it. I don’t have details as of right now for a timeline, but it is in the works.

Where is the current download for this? The provided link is broken.

Edit: Nevermind I have to link my github account.

Hello ,

We are going to start a custom renderer project on Unreal in a few months. If it’s not very confidential can you share some details about your plans on forward rendering? We don’t want our work to be in vain if that’s the case.

Furthermore, I would like to know a few tips & tricks of developing a custom renderer for Unreal. Where can I find some info?

Thanks,

Tried your branch. After open my project, crashed here when compiling shaders with Instanced Stereo Rendering is on.
GlobalShader.h line 134 View is null

@tianqi, I pushed a commit here couple days ago, should fixed that issue. Have you compiled with that commit?

Right now we are in the early “investigation” period of this and are not far enough into the development to have anything to really say publicly besides it’s something we’re currently planning for. As more details become clear, we’ll say more publicly about it.