Hello, I’m working on a school project and I’d like to use a VR headset in order to simulate something I’m working on. I have looked into a few different VR headsets and have compiled a small list of questions while researching:
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Firstly, the Quest Pro seems to have all the specs I need, but I’m having trouble finding Unreal Engine documentation on the Quest Pro specifically. I see documentation for Quest and Quest 2, but Quest Pro seems to be nonexistent. Is the Quest Pro compatible with Unreal Engine 5?
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In addition, my project would ideally be using Nanite and Lumen. I found that Quest recently began supporting Unreal Engine 5, but that it specifically did not support Nanite or Lumen. However, I have found some YouTube videos of people using Quest headsets and Nanite/Lumen. Can the Oculus Pro support Nanite and Lumen?
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Lastly, one of the main reasons I picked Oculus is that it is standalone, and my project requires the use of only the VR headset without a computer anywhere nearby. I have found tutorials on how to get started with VR headsets in Unreal Engine, but I have not found any documentation on building the game TO the headset so that my Unreal Engine project can be run anywhere, even without connection to a PC. What is the process behind this?
I’m sure the answers to these questions are out there, but I seem to have an inability to search for the relevant information at the moment. Please don’t hesitate to drop a comment if you sense that I am having some confusion.
Hello Cheif,
- Deploying to the Quest Pro should be the same as deploying to Quest 1/2. All are compatible with UE5. Unless you’re using AR Passthrough or Eye/Face tracking I think it would be most reasonable to get a Quest 2.
2 and 3 are conflicting questions. Lumen and Nanite mostly work with high-end GPUs in PC VR. But are out of the question for standalone.
As for the process behind deploying to the headset - you’d be installing/using tools for Android development. Setup Docs
Good luck!
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I see, thank you. Do you know of any current standalone VR headsets on the market that are compatible with Nanite and Lumen without streaming from a PC?
You’re welcome.
All standalone headsets use a mobile os (probably android) and Lumen/Nanite simply doesn’t work on mobile.
Although if strapping a high-end laptop to your back counts as ‘standalone’ that could be a path forward.
I see now, that makes sense. I don’t have the access to a high-end laptop, but I do have access to high-end GPUs.
Would it be feasible to externally connect a GPU to a standard laptop and stream it that way? Would a standard laptop’s CPU bottleneck anything? If this could realistically stream the application to the VR headset with Nanite and Lumen at a nice framerate, this may be the way for me to go.
I think in most cases the GPU would be the bottleneck, so using an external GPU on a laptop should work well for streaming to the HMD.
There’s some recommendations for wifi/router setup on the Oculus site.
Perfect. Thank you for all of your help.