For those without a UE4 subscription I've built one of their tech demos to share with you:Win (64bit):https://www.dropbox.com/s/qv4dj5sqd6wk7no/UE4%20Reflections.rarMac: Sorry, UE4 only provides OR support for Windows currently, but OSX should be coming soon.
After extracting the archive, you will find the executable file in:WindowsNoEditor\Reflections\Binaries\Win64Info:
This is a free map that is available when you subscribe to UE4. It is a bit unstable so don't be surprised if it crashes randomly.
If the intro matinee makes you sick, press space bar to skip it.
Look at that water reflection! Pay attention to the reflection off of the wet tiles! The engine has fog that can can cast shadows and be affected by light. I don't care too much for the lens flare effects and depth of field though. Kind of distracting in the rift, actually. You can switch these properties off when you build games though.Instructions:
: enter rift modeesc
: skip intro matinee/jumpWASD
: move cameraleft shift
: rotatemouse wheel
Edit [4/5/2014 12:00 PST]: I've managed to figure out how to enable rift orientation tracking during the matinee sequence. You should now be able to look around in the intro. That should help reduce vr sickness.
Edit [4/5/2014 20:00 PST]: I've added collision volumes so you're not flying through the walls. Also slowed down the movement speed. Decreased the lighting detail to get more stability (you can't see the difference anyway). Got rid of the looping soundtrack. Should be a much more comfortable experience now, but controls are still a bit wonky. I have to say, the engine is amazingly easy to work with. The BluePrints system is really powerful and allows for really rapid iteration. I'm loving UE4.
Edit [4/6/2014 2:46 PST]: Got rid of the annoying camera effects like depth of field, flares, and bloom. Now things are really sharp when you walk up to them. The level of detail in the assets is mind-blowing. Just wow. I can just imagine what a whole game at this quality would be like.
Edit [4/13/2014 11:35 PST]: Finished adding a character with 3rd person controls. Switches to 1st person when you zoom all the way in. Needed to modify unreal engine source code to expose scaling for interpupillary distance and head model to blueprints. This makes the world look bigger.