Virtual Reality and OpenXR in UE5 | Unreal Fest 2022
HTML-код
- Опубликовано: 28 ноя 2022
- Unreal Engine's VR Template was given a major overhaul and now supports OpenXR, which means it supports just about any headset. Let's explore the state of VR in UE5.
We’re excited to bring you sessions from Unreal Fest 2022, available to watch on demand: www.unrealengine.com/en-US/ev... Игры
Timestamps:
00:00 Intro
2:52 Topics
4:16 What is VR?
7:14 Best Practices VR
14:10 What is OpenXR?
16:56 Collab Viewer Template
20:32 VR Template Overview
24:06 VR Set-up Settings for UE5
34:10 VR Mode for Editor
37:00 Dampen Spectator Cam (VR Pawn Extensions)
50:07 Toggle Spectator Cam Mode
53:11 VR Controllers InGame
55:37 Desktop vs Mobile Advice
1:02:06 VR Pawn Extensions (Continued)
1:10:02 Enhanced Input System Intro
1:14:30 Scale Change
1:15:53 Dash Teleport
1:18:13 Fade to Black VR
1:21:16 Walking or Flying VR
1:23:25 Pixel Density Setting (For Nanite)
1:26:28 Create Grabbable Object
1:29:43 Menu Items
1:36:49 Project Packaging
1:37:41 Tips and Tricks
1:38:19 Optimizations for VR
1:40:11 *Nanite and Lumen VR*
TLDR:
Nanite/Lumen for VR is not mentioned until the end and is said to be still very experimental.
Favorite quotes:
"Learn the rules like a pro, so you can break them like an artist." - Picasso
"My body is a gun." - Akex Coulombe
Hahaha
MVP
Gracias.
This presentation makes me so happy. You are a great presenter. We miss you, Alex!
Hey thanks Jonah ! Miss you too my friend. Gotta get back to Portland :D
Thumbs up! this is super exciting for VR and OpenXR. It's really difficult to get into VR for consumers. Not just because of pricing of devices. But mainly because of software. Like it would be great to see more VR in EGS shop. But really needed is devices/api that aren't dependent on specific companies.
I was watching a lot of unreal engine and blender videos and was like wait WHY aren’t they in vr it would literally feel like real life playing in the same worlds I see in renders
*Questions:*
What does "target triengles" mean in "Make LODs for everything above target triangles"? You mean target triangle count?
Why should one avoid large geometry that can encompass tha player? Does this hold for seperate walls floor and roof geometry as well?
Great presentation! Thank you so much!
you're very welcome !
Does anyone know how to migrate the teleportation feature within the vr template into a non-vr template?
UE 5.2.1 keeps crashing as soon as I try to open a VR template. I'm on an iMac. Any fix? Please help lol :D
For the collab preview you need to first enable vr in the project settings. It's a blurry mess in ue 5.3 but can be explored. And for the VR template you might notice that your right eye is not rendered properly in steamvr. If you can set the openxr runtime on your pc set it to oculus and not steamvr (if you're using a meta / oculus quest) it'll then work properly.
haha this is so true, gone nuts
There really needs to be a C++ starter project for OpenXR
if you add cpp sources to a bp project it becomes a cpp project.
FYI: The OpenXR Runtime setting for oculus is not in the Beta menu but in the General Menu. 16:05
Thank you! Yes I made that slide a while ago and need to update it
This is a great presentation!
Is there somewhere we could get the presentation to review the points that where skipped before going into the lumen and nanite part?
drive.google.com/file/d/1isWDGjb8aj-6fLLoQZ3OUSXcZ7S5s7Xm/view
Is there a good learning tut on how to build for the quest with 5.1? Thanks
Out of the box!
Very good job, we hope you will make some great things in a lot of domains with you UE5. That's a really great project who will improve a lot of things in our dayly. Bravo.
It would be interesting to see how much of the effects/post processing we can get away with on the upcoming generation of headsets. Motion blur, SSAO, bloom, etc
Quest 3 !
Can anyone help on why I am getting 3-4 fps on the Pimax headset with UE5? I had to completely give up VR development after 5 came out which is sad. Is there a way to use Unreal with the particular headset? I tried Steam On/Off, and nothing changed. I can run Microsoft Simulator 2020 at medium to high graphics easily, and the template map in Unreal is just a series of skipping frames. Needless to say, there's 0 information about it online...
I want to be able to build like flipside studios, or nms in UE. Is that possible?
Just became a optimized beast !
I love your presentation, I didn't know that UE5 was so powerful for VR, I was wondering if there is a repository for the project, so we can learn from it and implement the features.
It would be a great help,
Thanks
Thank you for the kind words! When you start Unreal you should see the ability to select the VR Template
How on Earth can you make planar reflections work on VR in Engine 5. The latest engine it works correctly is 4.27. In 5 and on, it only renders one eye correctly (left), and the other one is horrible.
sorry to say planar reflections are pretty broken for VR and unlikely to get better. best stick to either lumen or raytracing + dlss
how do you launce a game in the UE editor and have it run in a quest 2 over virtual desktop? on my quest 2 i open VD and start steamVR but all i see are my steam games. how am i supposed to let steamVR see my UE5 projects (i'm just trying the VR template). thanks
Launch VD and SteamVR then open Unreal then VR Preview will launch in your wireless headset
What if you bake all times of the Sun ☀️…. And only have a light follow for basic shadows
You’d need a new light scenario for each bake
in this video it says you can enable VR editor tools by disabling the openXR and re-enabling oculus or steamVR plugins. This won't work for me in version 5.2.1. Can somebody tell me how I can enable VR editor tools in 5.2.1 please?
Hi there! So VR Mode is gone after 5.1 except for the virtual scouting tools, which can be seen by starting with the virtual production template
thanks. major let down.
How can I enable Motion Blur in VR?
Does not Unreal Engine support Motion Blur in VR?
I'm using UE5.3.
No it doesn’t. Makes people feel sick
Awesome, please where can i found vr standalone template?
When you start Unreal fresh, under “games”
Two issues I had.
1st: The VR preview mode did not initially work with Airlink (Wifi connection). I had to use a link cable . Secondly, while in the VR mode, I couldn't get a preview in the headset. This issue resolved after I switched to a more powerful PC.
*Edited*
Sorry, none of that is correct
@@ibrews I later realized the issue was from my setup. I have edited the comment so readers won't be misled. 😇
Free locomotion or nothing. Been in VR for almost 7 years. Teleport is good for beginners. Rollercoasters are not for beginners. Wave-type shooters and static puzzle experience is the best way.
Amazing how they added all these features, yet trying to do a basic line trace in VR just completely freezes the editor. I don't how how anybody is making games in UE when it's impossible to do any line trace in VR. Makes absolutely no sense lol
We are so close to the matrix
Nope, I still can't bend the spoon. Screw it, I'll make it work....🧑🏭 🥄.
We've been in it, you're thinking more like inception. Dream on baby
@@lionelt.9124 soon you'll actually be able to. They have a headset that is being built to read brainwaves so eventually a consumer version of that years from now could exist lol.
Until Quest has the power of PlayStation 5 or PCVR Nvidia 4080
@@deathifyin2959 Rumor has that Valves Deckard will have it and also be a modular upgradeable headset. Sounds very interesting but time will tell.
Heyyy, do you know anyone who could translate this tutorial into French? I'm very interested in it but I don't understand anything XD
Can anyone help me with a vr body
there's a new movement sample from Meta that's very impressive
Timestamped the Nanite portion of the vid :)
ruclips.net/video/JD95BklloHk/видео.html
More over here :)
m.ruclips.net/video/L8t_pOjYVz4/видео.html
Great talk, lots of good info. I don't mean to be ungrateful, this is intended as constructive criticism, and it's a tendency I see a lot, not just with your talk.
But the first VR consumer headset came out more than 6 years ago, I started playing around with it 8 years ago, and I am by no means a prolific or good dev.
You wasted so much time going into intricate detail over the basics of VR, which has been covered tirelessly. I could find literally 100s of videos dating back all the way to 2016 explaining those things, most of which are based on Valves incredibly outdated guidelines that most successful titles don't follow.
All this just to quickly gloss over the actual practical things that people came to learn about.
I hear you. I tried to keep it brief (about 10 minutes) and I do say these are 'guidelines' and not actual rules, but I think it's worth saying because I come across beginner VR devs all the time making experiences that feel horrible. My hope is I save at least a few people from themselves with that flyby of slides.
@@ibrews Is there any more advanced techniques that are solely applicable to VR that are not presented? The only that come to mind are some more UX considerations, e.g. text size and readability as well as some rendering optimizations like merging meshes that Oculus covers in their Quest documentation and tutorials.
For UX content, I recommend Ninja Robot Studio youtube channel and their XR patterns website. They have a large quantity of videos reviewing, analyzing and trying to see what could improve in VR games and simulators.
Anyone else here learning Unreal so that they can adapt Lyra for VR to recreate the spirit of a flat screen game that was largely looked over more that's possibly from .... I don't know ... the rng says ... December 2012?
Wait a minute. You aren't talking about MoH: Warfighter are you? I'm actually in the process of merging Unreal Expansion Plugin with Lyra and a custom AI system I've made.
@@DiddlingDwarf The fps Shadowrun. I just checked and it turns out I own MOH on Steam and it's just sitting in my backlog. I'll have to give it a go this weekend.
@@lionelt.9124 Right on. I'm playing through MoH 2010 myself at the moment, probably go through Warfighter next. Never did play Shadowrun, but best of luck. I'm recreating Warzone 2.0's DMZ mode
Can i dampen the VR cam too ?
I think that would make you feel sick
I like really high res 3dof renders or photos that a 3D game engine wouldn't be able to do. I am looking into doing things like this for my company in the future so i'm interested to see what happens with this and what tools i'll be able to use to make my vision happen.
Still no f'n passthrough.
Can we build mmo metaverse here?
People all over the forums are reporting their controllers just stopping to work out of the blue and nobody provides any solution. UE is way too unstable for VR development.
Great talk! I can't help but feel like PSVR2 is completely overlooked here. There's relatively little resources for dev in UE5 for PSVR vs PC. PC is not a big enough market vs PSVR and yet PSVR is considered a 2nd class citizen. Kind of disappointing considering how powerful and accessible the platform is for the average gamer.
I wish I had a PSVR2 dev kit! Unfortunately very few devs have access. I only spoke about headsets anyone can develop for
Lies. Unreal doesnt support proper vr dev. They dont support new hardware and glitches to the point i rather quit 3D than try again.
Care to elaborate? What’s your experience?