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Virtual Reality and Unreal Engine: Where We Are & Where We're Going - Apr. 16, 2015

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  • Virtual Reality and Unreal Engine: Where We Are & Where We're Going - Apr. 16, 2015

    WHAT
    It's been a long while since we've discussed VR on the stream, and using our new video equipment we're able to virtually drag our Lead Programmer on VR, Nick Whiting, into the studio from Seattle. Also joining us is Sr. Designer Nick Donaldson who has been instrumental in all of the VR initiatives at Epic as well. Hang out with us to hear about the current VR capabilities in Unreal Engine, a quick look at what's ahead, and how you can get started developing your own great VR experiences today. As always, we'll be taking questions here and on the stream, so if VR of any sort is your thing, you won't want to miss it!

    WHEN
    Thursday, April. 16th @ 2PM ET - [Countdown]

    WHERE
    www.twitch.tv/unrealengine

    WHO
    Chance Ivey - Community Manager - @iveytron
    Nick Donaldson - Sr. Designer
    Nick Whiting - Lead Programmer, VR

    Questions about VR? Drop em below!

    Edit: The YouTube archive is available here

    Last edited by Ivey; 04-20-2015, 01:16 PM.

  • replied
    I ended up watching the replay of the twitch stream, and suffice it to say, sadly, nothing new; at least, if you can glimmer the facts from different posts from UE devs and from the trello boards :\

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  • replied
    Ha, nice We'll also be posting the stream with all the bits tomorrow

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  • replied
    https://www.youtube.com/watch?v=5Mz53FLggmE

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  • replied
    I cannot believe I missed the stream

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  • replied
    Will we see official cardboard VR support in the near future?

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  • replied
    Man, you guys are on fire. Really helpful and inspiring live stream. And fun too. Thank you Chance and Shelley.

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  • replied
    Cool, thanks again for doing this. Lots of interesting things coming up on 4.8 and beyond.

    Feeling good about choosing UE4 for VR development!

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  • replied
    Carmack and Valve have recently spoken on the importance of good anti-aliasing for VR, and specifically mentioned a preference for MSAA using forward rendering.

    UE4 currently has two desktop AA solutions that I know of-- FXAA, which does not give good quality, and Temporal Anti-aliasing, which is prone to errors (movement from pixel shaders which can't be accounted for by the temporal process, movements which are accounted for but are too fast, translucent surfaces).

    Are there any plans to improve temporal anti-aliasing to match the quality of MSAA in real-world use? Are there any current(I think it was discussed last year?) plans to allow for forward rendering on desktop?

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  • replied
    Looking fwd to this stream.

    Most questions have been asked already. Many thanks again for JJ and Dave for making the engine "ready" for the Jam.
    ...can we expect a 4.7 "hotfix" or update soon that will do all this via the launcher

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  • replied
    I am also interested in Performance in VR.
    300 fps non-VR sometimes drop to ~60 fps in VR.

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  • replied
    A few questions :-)
    1) What are the plans for a dedicated/optimised VR rendering path? Other performance related improvements?
    2) Native integration of oculus 3D audio SDK? (e.g. not as an FMOD plugin)
    3) What improvements are being worked on for GearVR?
    4) Official GearVR gamepad support in UE4?
    5) Official Leap Motion plugin availability for mac?

    Really looking forward for the stream!

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  • replied
    1) Have you considered optimizing the engine for VR by rendering only once parts of the scene that are far away and have no stereo disparity? I believe that in big open worlds like the "kite demo" this technique could provide massive savings.

    2) Is there currently a way to enable asymmetric gameplay using only one PC? For instance having one player in FPS mode inside VR using a controller while having a 2nd one overviewing the action on a monitor using mouse and keyboard? If not, would you consider adding this option?

    Thanks a lot! Looking forward to this stream!

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  • replied
    Chance!!!

    1. I understand the transition to VR takes work, and that we're all still improving on the implementations. Though, is there anything in particular limitation in Unreal Engine 4 in regards to VR? Or are the general limitations quite the same within Unreal Engine 4? I just would like to understand where I can cheat, and where I can't. Performance Vs Fidelity.

    2. People are wanting to playback footage & audio within UE4. That is currently capable, but would there be any push for 360 Stereoscopic VR support?

    3. 3d Position Tracking grants 3d Position Audio, but will there be a push for 3d positional audio specifically for VR. As an example what physical recording devices do to create binaural audio is by taking account for head shadow - the head augments sound waves, and ear separation. Is there anything that can be done specifically?

    4. Also I understand Unreal Engine 4 can only read MP4 @ 25FPS. Is there any general limit for video playback? If I wanted to play 7k 360 footage recorded at 75FPS in VR game environment, what kind of performance hits am I looking at?

    Thanks!
    Last edited by PeterLNewton; 04-16-2015, 06:03 AM.

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  • replied
    Awesome, Can't wait for this.

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