I have been happy enough developing for desktop VR using UE4 (I really love the overall workflow & tools, 100% source-code access, overall resources) but now that we’re changing focus to GearVR (and simultaneously have to refactor current work) we’re considering moving to Unity as we have budget/deadlines we need to uphold. UE4 GearVR progress ETA is needed.
Yes, that problem was recently fixed, so will hopefully make it into Preview 2, but will be in 4.9 for sure.
MSAA is still in progress, and marked for 4.9 in our task tracking system.
Aside from that, we’re working with a few licensees on titles shipping for Gear VR, which is ironing out the remaining issues. One we found today was fixing entitlements, which is getting added as we speak.
Finally great news to hear ! I guess all it took once one big game to announcement (CCP-Games-Introduces-Gunjack-for-Samsung-Gear-VR-and-UE4) to make sure the remaining issues are resolved - hopefully the fixes you make for them all make it into branches available for the rest of us?
The tips and tricks that CCP games use to get something looking that good to run 60FPS on the GearVR devices will be invaluable - hopefully something that can be shared with the UE4 community??
This is fantastic news ! Feel a lot happier now, if UE4 on Gear VR is going to be enough for CCP then it’s going to be good enough for me.
Looking forward to hearing more!
This is something that we are currently looking into and something I would personally love to see happen as I think it would be a huge help to the community. As soon as I know more about this I will be sure to let you know.
Absolutely! All the fixes we’re putting in are available to everyone the moment they go in through GitHub. Entitlement checking went in yesterday, and we’re working on a few compat / signing issues at the moment.
Also, and update from Korea about MSAA, looks like it will hit this week, but will be supported on certain devices for 4.9. Looks like all GearVR compatible android devices are on that list, fortunately.
Great news again re: the fixes - wondering what the above means exactly though - does this mean an Android update that will fix it or a Oculus GearVR software update or an engine update coming from Korea?
Great post , could you do a similar post for the state of Desktop VR (Oculus, Vive)? An update from Epic once in a while would be extremely helpful for VR developers who are trying to navigate the murky waters of the bleeding edge VR industry
Brilliant news! Thanks for the further update !
: Looking forward to any tips and tricks you can find out and share from the guys at CPP.
P.S. I like the look of this commit: https://github.com/EpicGames/UnrealEngine/commit/fec728074dca9a3efd80b95feb6d7b60db4ff4b2
Hopefully the same technique will be possible for other HMDs too.
Update to UE4, being done out of our Korean office
Looks like the update for MSAA for GearVR is in 4.9 now if anyone wants to test and report back:
https://github.com/EpicGames/UnrealEngine/commit/3a68d053b909a7e29b57848f91f379dda5c9df60
This means that we can run on Android 4.x or 5.x on all GearVR phones now with the same binary, right?
Will be testing this as soon as I can find a bit of spare time
Really great to see this commit!
Are you sure this is in 4.9preview 3 already?
Testing on the weekend with a Note 4 Exynos chipset running lollipop - would be great if someone could test with a snapdragon and lollipop
It isn’t in any previews yet, purely on the 4.9 source branch. Just got checked in yesterday I believe.
I just confirmed with W that 4.9 will have MSAA for Gear VR. You should be able to get this in the next preview build / or the 4.9 build itself.
Preview 4 has the MSAA checkin as part of the tag in case anyone wants to try it.
Sweet thanks for letting everyone know
Cool! will try it hopefully tonight (European time) - I hope Preview 4 works at all though - with Preview 3 after starting the app on my Note 4 it flashes up briefly with a single image (no stereo) and then just minimizes. Occurred on both my app and the GearVRLighting example project
update after trying 4.9 preview 4:
The good news:
MSAA appears to be working out of the box!!!
The bad news:
I have a bug - upon starting the app for about 0.5 of a second the game is shown not in stereo - it then goes black for 0.5sec and after that is shown correctly in stereo. I don’t have any console commands (tested on a bare bones 1 sphere and a floor project).
We Can work around by showing nothing but a black screen for a second on begin play but not so nice …
I’m not sure if it’s related by all my old projects - including the ‘unofficial’ GearVRLighting demo uploaded on another thread by I think ex-employee JJ - crashes after showing the app briefly in non-stereo. So it looks like we need to re-create 4.7 projects as brand new 4.9 projects to work? (ie: the conversion does not work) -> probably some old config setting causing this??
The second bug which has always been there “For distribution”: Upon finding the app activity shortcut and starting the app that way it “crashes to desktop” with no relevant error messages shown in the Android Debug Monitor If this is not the correct way to test it could you let us know how?
Perhaps this is my ignorance (I’m a rookie developer) but I’ve been creating my first GearVR project and I’ve experiences a (I assume bug) where sometimes the left eye won’t render some of the textures, for example in my left eye the floor will go black or some objects will turn completely black. Sometimes I’ll include say a static mesh that is set to ‘movable’ and the entire game will be dark on startup, until I turn around and look at the object that I’ve just added, then I can see everything. It doesn’t happen with the Oculus or on PC. Is this a known issue? Or have I just done something crazy?