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Microsoft Hololens support

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  • replied
    Why Tim why did you make this decision

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  • replied
    Wow... Before i go back to Unity i rather jump into burning gasoline.. No material editor, managed slow C# code, no support, gazillions of bugs you have to code around to get your stuff done, no source of the engine to fix things yourself, poor rendering quality, poor lighting (and poor light baking), messy animation system.

    Maybe Tim would reconsider that decision, i don't feel UWP as a threat, rather than a choice/option. And when it comes to those 30% you have to pay MS, you have to pay the same to Steam...

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  • replied
    Originally posted by Tim Sweeney View Post
    I am the person responsible for this decision.
    Behind you 100%

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  • replied
    I am the person responsible for this decision.

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  • replied
    Originally posted by jwainwright View Post
    Hololens requires using the UWP, which Epic (and most large developers and retailers) have a pretty strong incentive not to adopt. I don't think we'll be seeing it in the engine any time soon.
    No they do not. The only person who has strong incentive is Tim and Tim alone.
    He's the reason we haven't had windows support since Win 8 came out in 2012.
    Today just cemented my move to unity.

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  • replied
    Hololens requires using the UWP, which Epic (and most large developers and retailers) have a pretty strong incentive not to adopt. I don't think we'll be seeing it in the engine any time soon.

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  • replied
    And Hololens is not the only one. Magic Leap and Meta Company are also working on AR glasses. I think AR will replace today's monitors.

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  • replied
    Originally posted by VictorBurgos View Post
    Hololense for that 1% pop
    There might be 1% of the user base with 1 now but needs to have the tools to develop to get it going, was the same with the Oculus Rift and HTC Vive. Still not out in public but developers need the tools up front. Epic wants to be at the forefront of all new tech and AR is going to be 100x bigger than VR in the next 10 years for sure.

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  • replied
    Originally posted by MC Stryker View Post
    I will say that having your first post on the Unreal forums trying to highlight Unity is a little questionable.
    I'm sorry but I didn't try to highlight Unity. If I preferred Unity to Unreal I wouldn't be here It was just a copy-paste.
    And I should inform you English is not my native language Sometimes it gets hard to explain myself correctly.

    Originally posted by MC Stryker View Post
    But I think ZoltanJr, myself and others would rather hear an official response from the developers at Epic.
    That's exactly what I'm waiting too.

    Originally posted by MC Stryker View Post
    As a note, please refrain from reposting the same post multiple times in the future as this can potentially get you banned from the forums.
    Thank you for warning. But it wasn't the same post. This one was about Windows Holographic APIs with DirectX 11.
    I posted it as a note to people who said they were leaving Unreal, that there are other options, not only Unity. So we can use them until Unreal gets support.
    Of course these Windows Holographic APIs might be low level. But knowing low level always helped me to comprehend high level things better
    Maybe there will be no need for them, if Unreal gets support very soon Who knows?!

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  • replied
    Hololense for that 1% pop

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  • replied
    Originally posted by Shohruh View Post
    If you have read "Tools for developing on HoloLens" section, it says this:

    "Holographic apps need tools designed to take advantage of the Windows Holographic APIs. In particular, if building an app we recommend using Unity. Developers interested in building their own engine can use DirectX and other Windows APIs."

    And I read another article about Unity. It said that Unity wrapped all necessary Windows Holographic APIs.

    So, what does that mean? It means, any engine can be used, if it wraps those APIs. Unreal is open source. If Epic doesn't support Hololens, there might be someone else to integrate. But I think, it would be encouraging if Epic took a first step.
    Anyway, I'm sure Unreal will support Hololens soon.
    I understand and that's great! Also if you read my post, you'd see however I already mentioned that But I appreciate you trying to point people in a good direction but I will say that having your first post on the Unreal forums trying to highlight Unity is a little questionable.

    Most of the developers here capable of doing this integration already have those links if we've already been invited but thank you for posting the link for those that don't have it atm. But I think ZoltanJr, myself and others would rather hear an official response from the developers at Epic. Believe me, there is no way Epic is going to ignore this amazing new piece of technology and you can be sure that UE4 will have direct HoloLens support its just a matter of time before they announce it.

    As a note, please refrain from reposting the same post multiple times in the future as this can potentially get you banned from the forums.

    Hope you have a great day!
    Last edited by MC Stryker; 03-02-2016, 02:49 PM.

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  • replied
    https://dev.windows.com/en-US/hologr...pment_overview

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  • replied
    Originally posted by MC Stryker View Post
    People were asking about Unreal Engine 4 support with HoloLens and that link doesn't detail anything regarding nor answering the question, just how to get started.
    If you have read "Tools for developing on HoloLens" section, it says this:

    "Holographic apps need tools designed to take advantage of the Windows Holographic APIs. In particular, if building an app we recommend using Unity. Developers interested in building their own engine can use DirectX and other Windows APIs."

    And I read another article about Unity. It said that Unity wrapped all necessary Windows Holographic APIs.

    So, what does that mean? It means, any engine can be used, if it wraps those APIs. Unreal is open source. If Epic doesn't support Hololens, there might be someone else to integrate. But I think, it would be encouraging if Epic took a first step.
    Anyway, I'm sure Unreal will support Hololens soon.

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  • replied
    Originally posted by ZoltanJr View Post
    I don't imagine anybody would jump ship to Unity completely for Hololens dev, and im certain Unreal will get Hololens support soon enough, would just be great to get it sooner

    I am still waiting around for Tango support but that seems to be Google dropping the ball. Once that gets in there then it should be pretty much the same thing as hololens, the important parts anyway (spatial mapping etc) Then the hand controls will be very similar to the leap motion input and kinect so shouldn't be too tough to jerry rig something up.
    Yea, I definitely agree and I'm guessing we'll be hearing something hopefully over the next couple of weeks regarding it. It's also going to be likely a month before we can get started so I'm estimating at least 6 weeks before we can dive in depending on when people get them. Fingers crossed Epic mentions something. I'm guessing if UE4 is going to run on HoloLens and look good, its likely going to be through some form of server on your primary PC and sending the bits wirelessly over since the device is somewhat limited. I'm betting a form of the mobile rendering will be available but if they can pump the rest using a server/client setup from the users PC, I think that would be potentially cooler (depending on latency).

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  • replied
    I don't imagine anybody would jump ship to Unity completely for Hololens dev, and im certain Unreal will get Hololens support soon enough, would just be great to get it sooner

    I am still waiting around for Tango support but that seems to be Google dropping the ball. Once that gets in there then it should be pretty much the same thing as hololens, the important parts anyway (spatial mapping etc) Then the hand controls will be very similar to the leap motion input and kinect so shouldn't be too tough to jerry rig something up.

    Leave a comment:

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