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UE4 + Rift = Amazeballs!

uclatommy
Honored Guest
For those without a UE4 subscription I've built one of their tech demos to share with you:

Reflections Screenshot.png
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.
16 REPLIES 16

DarrenM
Explorer
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?

uclatommy
Honored Guest
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.

Anonymous
Not applicable
"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). 😕

uclatommy
Honored Guest
"mahousensei" wrote:
"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.

Anonymous
Not applicable
Okay, I was not aware of that sorry. 😉

SRombauts
Honored Guest
"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

uclatommy
Honored Guest
"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.htm...