Howdy all;
I may have misunderstood but I think I just heard that RoboRecall is being released for the Oculus and not the Vive. Did I understand that correctly? If so, I have a very big “WHY?” over my head. Anywho, that is all, just curious.
Any help is greatly appreciated
Business of things… Heard of saying “He who pays the piper calls the tune” ? That would be directly related afaik. And it’s a wonderful thing!
Heheh, Aye, prolly true. Then that leads me to another question I suppose.
Is Oculus paying Epic to develop Robo Recall?
Ohhhh, just found this.
Ty ty for the lead Motor
@lennysunreal Software development is expensive. VR is a tiny market and UE4 users should be thankful to Oculus as these kind of deals that pay for VR features and optimizations.
Totally completely agree!
At the same time, I own a Vive. I cant afford to buy Oculus too. I’m developing my first game on the Vive. I was so so looking forward to showing my family Robo Recall so they can go “Ooooooo” and “Wwwwooooww”. Also, of course, to have a blast with it myself because it looks Amazing! Also part of why I went with Unreal Engine was because they do not appear to be favoring any one hardware and were promoting a community that does not exclude any one group. Also, Oculus was crowd funded then sold out. So to say I did not have any feelings of “Booooooooooo” when I heard it was only being developed for the Oculus would be a lie. Mostly just because I’m trying to validate that I’m jealous I wont be able to enjoy it heheh.
But I understand.
If how ever Unreal Engine slowly but surely supports Oculus more than others because Zuckerberg has the money. That will be sad.
If how ever its just take the money to further the tech as much as we can right now. The rock on ^^ . I toooootaly get it. We all have to actualy eat and feed our familys, especialy hard to do when that family is a giant company called Epic. I just have little voices that nag. lol
Guess that was a bit of a rant heheh.
ANYWHO! Thanks again for the info and insight. It all makes much more logic now ^^
as long as i can use revive with it acting the same as native idc
I’d imagine it will run fine in Revive. Bullet Train worked fine.
Right right! I forgot about Revive. Ty ty
Why your user name is “lennysunreal” ?
For me, it is the same answer, personal reasons…probably
But at tech side, Vive can run it as long as Oculus does. And if Epic (and I’m guessing they might do) released the Project source code (like lots of other previous projects), then you can bring it to your own vive
-m
Hey! You leave my name outta logic and all that lol. In other words I get to use UE4 beucase Epic was awesome enough to figure out a deal where I can use it for free up front then pay later amount depending on my profit because they are basically footing the bill up front and we get to have VR developed more because Occulus is footing the bill for that to be developed and we all get to profit from that. When you’re right, you’re right… and yup yup, ty for the perspective
Just managed to get Robo Recall working nicely on the Vive using revive of course, and wow the game looks so nice guys. I really love the visuals Epic have gone for and the beautifully refined Arcadey shoot em up gameplay. I’ve only played up until the big bots land and you get teleported back to the office lol. So about 5-10 minutes give or take and i am seriously impressed. One thing though, and its a big one. The game occasionally starts to drop frames! I have a pretty new system with a GTX 1080 and the is the first time i have ever noticed frames getting dropped ever. I was wondering if this might be because im using revive to play the game? anyhows cant wait to get in there and play it again, well worth the £22.99 and very very nice surprise for all those Rift users out there.
Long may releases like this continue! They’ll definitely be getting my dollars if there made to these standards
I’d love if Epic could give us a sneak into some of the blueprints they used for the game. The highlight object -> snap to hand is super slick. Any ideas how they did this?
Launcher has the mod kit which has all of the blueprint, game logic is actually pretty much all blueprint for it.
Did you by any chance get this working through UE4 or did you need to still run the game through the Oculus client?
@: He mentioned running it through Revive. That’s a piece of Software you can get which allows you to run Oculus Home games on the Vive. It’s free.
@ I have not managed to get the game running through the Unreal Editor yet, like Mordentral said, I used Revive to get it running.
Peace
D
Hi Donnie,
I noticed dropped frames on my 1080 too - except I have a Rift too and so I don’t see the dropped frames but instead see the Space Warp artefacts when i’m moving guns/arms around quickly etc. It’s a great piece of tech that Space Warp. I do have all the graphical settings cranked though, so I’m not surprised it’s not able to keep 90hz going.
Same here, noticed frame drops with 1080, although I was playing with Vive and from the mod editor, not actual game from Oculus Store. Another thing was that the game crashed when I was 3/4 through out the level. Will be playing some more over the week to test things out properly. The game itself is amazing, actually it’s the first game that got me hyped and I didn’t want to stop playing.
Hey guys, its kind of good to hear that it wasn’t just me lol, but I think i have good news!
I downloaded a few files posted on another thread somewhere and followed the instructions so I could play the game with kind of native Vive support. So you do NOT need to use Revive to run the game and I kid you not, its never dropped any frames since! My god the game is just so so good when it doesn’t drop frames like crazy. I am not sure if it would be ok to post the link on here? if needed I will, but a bit of digging around on google and Im sure you will find it. All i have to do is run a file called Revive.robo and the game runs like a dream!