Oculus VR Forward Rendering

Yes, I used the latest commit of your code.

Yes, I used your latest commit.

@tianqi, just tested with Instanced Stereo Rendering on, did not observe any crash. Could you post error lines in “Engine\Saved\Logs\UE4.log”?

I’ ll try looking for the log.
BTW, another problem show up when run some of my level on htc vive (oculus cv1 is fine)

can anyone confirm that you get no shadows at all if you use this renderer? I knew you wouldn’t get Dynamic shadows but after transferring my project I’m getting no shadows at all. Not even baked. Any way around this?

Yes I got around this, im not home right now so I can’t give you specifics, but I looked at swarm when building lighting and saw it was missing a bunch of lightmass files and executables so I copied those from the vanilla 4.12 and it worked fine.

Hi!

Can anyone provide a compiled version for testing?? I have Visual Studio update 3 so I can’t compile this branch. I have a critical low framerate in VR and I would like to know if the forward path improve the framerate.

Thanks!

Hey , any updates on how the investigation is going? I would love to hear what kind of timeline you guys are thinking before we start seeing forward rendering options available so that we don’t all need dual 1080’s to maintain 90FPS+ on our projects :slight_smile:

Download 4.13 and there you see your option :wink: Just take a look at epics official roadmap, that’s where you should expect to see an answer to that question and that’s where you will find it :cool:

https://github.com/Oculus-VR/UnrealEngine/tree/4.11-ofr returns 404, am I missing something or … ?

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Guide: Unreal Engine on GitHub

Thanks a lot! :slight_smile:

Hi Nate any you could work on a 4.13 version of this. I’m using your 4.12 version and it works great but need to use BP’s that will only work in 4.13.

https://github.com/Oculus-VR/UnrealEngine/tree/4.12-ofr

Hi @tcla75, I’m so glad my port works for you, but I would like to suggest you switch to Oculus’s offiical 4.12 branch (https://github.com/Oculus-VR/UnrealEngine/tree/4.12-ofr) for production usage as they will update it with proper fixes (I don’t own oculus vr and can’t do proper testing, that was the reason I missing catch the bug tianqi reported iirc).
So I would probally not working on porting ofr anymore, as I belive Oculus will release their offical 4.13 branch release sooner or later, and they must do much better job than I did. :slight_smile:

Whenever I try and open a map that has target layers painted onto the landscape or if I create a new landscape and try to paint layers on it, the engine instantly crashes. Does anyone know what in the forward renderer is causing that? Is there some setting somewhere I can turn off to stop it from crashing? Is anyone using this engine and using a map that has a landscape and used the target layers painted on it?