UE4 + Rift = Amazeballs! — Oculus
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UE4 + Rift = Amazeballs!

uclatommyuclatommy Posts: 89
edited April 2014 in Oculus Share
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.rar
Mac: 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\Win64

Info:
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:
alt+enter: enter rift mode
esc: quit
spacebar: skip intro matinee/jump
WASD: move camera
left shift: walk
mouse: rotate
mouse wheel: zoom


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.

Comments

  • rootedrooted Posts: 23
    Looks great, but is there a trick to get it working with the Rift?
  • DravenDraven Posts: 10
    NerveGear
    God damn UE4 is one pretty engine. I'm finding with the DK1 these high quality demos are actually less satisfying than the low detail ones though, the amount of detail in the scene really highlights the short comings of the dev kit, unless you are very close to an object or reflection all the detail is lost and it's just a blurry mess. Can't wait for CV1 to see what this stuff looks like in all it's HD low-persistence glory.
  • WelbyWelby Posts: 1,063 Oculus Start Member
    I have an error:
    Impossible to start the program because MSVCR120.dll is not in the PC.

    The demo don't' start :/

    Edit: Ok i've fixed. I've istalled the Microsoft C++ Redistributable Package and all works fine.

    Thanks! UDK4 is EPIC!
  • cyberealitycybereality Posts: 26,156 Oculus Staff
    Looks awesome on the monitor, maybe a little blurry on the DK1.

    You can try adjusting the backbuffer with this command, but it doesn't seem to help as much as I'd like. It adjusts ScreenPercentage (200 would be 200% the backbuffer size).
    r.ScreenPercentage 150
    
    hmd sp 150
    
    Also, you need to have the VC 2013 x64 Redistributables installed:
    http://www.microsoft.com/en-us/download/confirmation.aspx?id=40784
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i
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  • I've also tested the demo of an interior available here : http://www.reddit.com/r/oculus/comments/226acu/ue4_realistic_rendering_download_demo/ and UE4 is AMAZING. It looks really natural, I really can't wait to try this on a DK2 since the big limiting factor here is screen door effect of the DK1 which become really bad once the rendering increase in realism. ><
    DK1 - Razer Hydra & Sabertooth - I5-2500K 4,5GHz - (SLI) GTX 670 PE - 16Go RAM - W7 64bits
  • uclatommyuclatommy Posts: 89
    Thanks for feedback and tips. I'm hoping to add a little bit of gameplay logic to it and put it up on share.
  • DarkHorrorDarkHorror Posts: 6
    NerveGear
    I just decided to give it a try, after looking at the site, documentation, video tutorials, premade assets, blueprint,.... It really looks like it's nice, and since I have done huge amounts of C++ programming even that sounds good to me. It's downloading now, I won't have oculus till DK2 comes out, but hopefully I can make some good headway on learning the engine and be ready for when I do get it.
  • DarrenMDarrenM Posts: 237
    Hiro Protagonist
    The UE4 shooter demo is also available but it has a fairly basic looking environment.

    http://www.reddit.com/r/oculus/comments/217ng5/ue4_rift_shooter_demo_download_inside/
  • cyberealitycybereality Posts: 26,156 Oculus Staff
    Thanks for posting, DarrenM. I will check it out.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i
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  • DarrenMDarrenM Posts: 237
    Hiro Protagonist
    UE4 effects cave
    http://www.reddit.com/r/oculus/comments/22yfrf/ue4_effects_cave_download_demo/

    I've found with these demos I have to have the rift in extend desktop mode. If I have it in duplicate display mode they crash windows.


    Would love to see couch knights and the demo that was used for crystal cove. Any chance Oculus could release those on Share?
  • uclatommyuclatommy Posts: 89
    Added a player character to the map. Her animations took forever to do and they still suck. At least I know I have no future as a game artist. Anyway, UE4 doesn't expose much of the Oculus Rift settings in the editor. I made my character tiny so you can explore all the little crevices in the map, but I found that when I did this, it just looks like your are crawling on the floor looking at a tiny human running around.

    In order to make everything look enormous, I needed to change the ipd and head model size. Doing this required modifying the game engine to expose those controls. Good thing UE4 is completely open! Here are the changes I've made if anyone is interested. Feel free to pull these changes from my repo and if you find a better way to do it, let me know. I would have preferred not changing the engine but rather build a new class inside the editor. Anyway, here it is:
    https://github.com/uclatommy/UnrealEngine/compare/EpicGames:4.0...4.0

    The way I implemented was to scale the ipd down as you got closer to the ground. It feels like you are shrinking! It's such a weird feeling, but awesome.

    Weekends are not long enough. Wish I could do game dev for a living..

    Going to try adding some enemy rats next. She'll be a subway rat exterminator.
  • DarrenM wrote:
    The UE4 shooter demo is also available but it has a fairly basic looking environment.

    http://www.reddit.com/r/oculus/comments/217ng5/ue4_rift_shooter_demo_download_inside/
    This does give me no motionsickness strangely, even while messing around, that UE4 is really something amazing. :3

    @uclatommy : the link on github does not work (404). :/
    DK1 - Razer Hydra & Sabertooth - I5-2500K 4,5GHz - (SLI) GTX 670 PE - 16Go RAM - W7 64bits
  • uclatommyuclatommy Posts: 89
    DarrenM wrote:
    The UE4 shooter demo is also available but it has a fairly basic looking environment.

    http://www.reddit.com/r/oculus/comments/217ng5/ue4_rift_shooter_demo_download_inside/
    This does give me no motionsickness strangely, even while messing around, that UE4 is really something amazing. :3

    @uclatommy : the link on github does not work (404). :/

    You will need to be signed in to github and be licensed for UE4 to be able to see my code edits to the engine.
  • Okay, I was not aware of that sorry. ;)
    DK1 - Razer Hydra & Sabertooth - I5-2500K 4,5GHz - (SLI) GTX 670 PE - 16Go RAM - W7 64bits
  • uclatommy wrote:
    Decreased the lighting detail to get more stability
    Hi uclatommy, nice work!
    I would also like to package some modified UE4 sample projects, but I am currently struggling on how to decrease the overall graphical quality to increase FPS;
    How did you tweeked it? I've seen many different answers in the UE4 forums (and AnswerHub) and am not sure which ini file is intended to be modified for this...
    SRombauts
  • uclatommyuclatommy Posts: 89
    SRombauts wrote:
    How did you tweeked it? I've seen many different answers in the UE4 forums (and AnswerHub) and am not sure which ini file is intended to be modified for this...
    SRombauts

    I'm talking about this:
    https://docs.unrealengine.com/latest/INT/Engine/QuickStart/6/index.html

    I'm not sure if that just changes the quality of baked lighting to make the build faster or if it actually changes light calculations at run-time but it seemed to have made the demo less crash prone for me.

    For performance, this may be more inline with what you're looking for:
    https://docs.unrealengine.com/latest/INT/Engine/Rendering/Scalability/ScalabilityReference/index.html
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