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    [FEATURE REQUEST] To fix VR development flaws

    Unfortunately, UE4 VR developers face many simple, but annoying problems. Some of them can be fixed easely, others are more complicated.

    1. [done BUT] Default screen positon of debug messages (like Print String or log in C++) makes them invisible both in a headset and default spectator screen.
    2. [done BUT] The same problem exists for stat game, stat gpu and similar console commands. Data tables are incomplete (left half is cutted off by screen) and useless.
    3. VR doesn't work in stand-alone mode, so Profiler can't be used in most cases.
    4. [partially done] Forward renderer is good, but it isn't perfect and still doesn't support some features. It looks like Epics just dropped it after Robo Recall release.
    5. [done] With forward renderer enabled ambient light doesn't work in actor blueprints viewport. It's just annoying. Usually I need to switch to unlit mode to see any changes.
    Last edited by YuriNK; 05-26-2018, 02:15 PM.
    Stand-alone mocap app for Vive Trackers: vrmocapstudio.com
    Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
    And random stuff at Youtube

    #2
    Originally posted by YuriNK View Post
    4. Forward renderer is good, but it isn't perfect and still doesn't support some features. It looks like Epics just dropped it after Robo Recall release.
    Yeah, SSAO... Still waiting for it every release.
    Easy to use UMG Mini Map on the UE4 Marketplace.
    Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

    Comment


      #3
      Don't forget they removed VR from standalone PIE the last few engine versions, so if you are developing a networked VR game, then you have no valid PIE options.

      Check out my discord -> https://discord.gg/kQdVwJ3

      Follow us on twitter to get updates on new products and special offers -> https://twitter.com/BlackFangTech

      Black Fang Technologies' products -> https://www.unrealengine.com/marketp...20Technologies

      Comment


        #4
        Originally posted by BlackRang666 View Post
        Don't forget they removed VR from standalone PIE the last few engine versions, so if you are developing a networked VR game, then you have no valid PIE options.
        Yes, this too. But you can launch server in non-vr stand-alone mode and clients in VR Preview.

        And one more problem about multiplayer: both Camera Component and Motion Controller Component aren't replicated by default.
        Stand-alone mocap app for Vive Trackers: vrmocapstudio.com
        Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
        And random stuff at Youtube

        Comment


          #5
          Would be great if we could add CharacterMovement to a regular Pawn and/or have a Character that doesn't have the capsule as root.

          Implementing free locomotion while also supporting room-scale is a bit of a pain. Lots of stuff to rewrite.

          Comment


            #6
            Originally posted by mrgreen72 View Post
            Would be great if we could add CharacterMovement to a regular Pawn and/or have a Character that doesn't have the capsule as root.

            Implementing free locomotion while also supporting room-scale is a bit of a pain. Lots of stuff to rewrite.
            Card about CharacterMovement refactoring (to make it work with Pawns) was in the previous version of the Roadmap in trello.
            Stand-alone mocap app for Vive Trackers: vrmocapstudio.com
            Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
            And random stuff at Youtube

            Comment


              #7
              Originally posted by YuriNK View Post
              Card about CharacterMovement refactoring (to make it work with Pawns) was in the previous version of the Roadmap in trello.
              Well, I'm decidedly against that. It's called ChacarterMovementComponent, not PawnMovementComponent.

              Check out my discord -> https://discord.gg/kQdVwJ3

              Follow us on twitter to get updates on new products and special offers -> https://twitter.com/BlackFangTech

              Black Fang Technologies' products -> https://www.unrealengine.com/marketp...20Technologies

              Comment


                #8
                Originally posted by BlackRang666 View Post
                Well, I'm decidedly against that. It's called ChacarterMovementComponent, not PawnMovementComponent.


                Semantics aside, there's a specific need for VR pawns that could be addressed better.

                Comment


                  #9
                  One more. New spectator mode is a huge progress, but it has some problems too. Here is what I don't like:

                  Click image for larger version  Name:	spectatormode.jpg Views:	2 Size:	210.1 KB ID:	1343371

                  Left rectangle is a current part of a rendered image used in SingleEyeCroppedToFill mode. Right rectangle is what I want to see. Why?
                  1. Image resolution and visible area are more important then projection distortion. Yes, large image has this distortion, but it's hard to see. At the other hand, now viewer don't understand what player is doing because he only can see a small central part of player's field of view.
                  More importantly, I can't use this mode to capture gameplay for trailers now, because current resolution is awful.
                  2. In shooters players usually use right eye to aim, so streamers want to have output from the right eye, not left.
                  Stand-alone mocap app for Vive Trackers: vrmocapstudio.com
                  Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
                  And random stuff at Youtube

                  Comment


                    #10
                    First, thanks very much for improvements in the last versions. Debug canvas in HMD Layer, ambient lighting in blueprint's viewport, better spectator screen resolution etc. It's great.

                    Secondly, I'd like to put in remembrance that Vive Trackers still don't support output events which indirectly cause this bug with editor crashes:

                    https://answers.unrealengine.com/que...use-crash.html
                    https://answers.unrealengine.com/que...-trackers.html
                    Last edited by YuriNK; 12-21-2017, 02:32 PM.
                    Stand-alone mocap app for Vive Trackers: vrmocapstudio.com
                    Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
                    And random stuff at Youtube

                    Comment


                      #11
                      * After 4.19 (because of r.ScreenPercentage + vr.PixelDensity) debug text is too small and too far at the top and left of display, hardly visible in headset
                      * Now both Oculus and SteamVR API support dynamic resolution. So Epics can add unified support for dynamic resolution in VR.
                      Stand-alone mocap app for Vive Trackers: vrmocapstudio.com
                      Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
                      And random stuff at Youtube

                      Comment


                        #12
                        Originally posted by YuriNK View Post
                        Now both Oculus and SteamVR API support dynamic resolution. So Epics can add unified support for dynamic resolution in VR.

                        In what way does "SteamVR API support dynamic resolution"?
                        Easy to use UMG Mini Map on the UE4 Marketplace.
                        Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

                        Comment


                          #13
                          Originally posted by John Alcatraz View Post
                          In what way does "SteamVR API support dynamic resolution"?
                          https://steamcommunity.com/games/250...38371528106606
                          Stand-alone mocap app for Vive Trackers: vrmocapstudio.com
                          Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
                          And random stuff at Youtube

                          Comment

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