Virtual Reality and OpenXR in UE5 | Unreal Fest 2022

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  • 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...
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Комментарии • 77

  • @HootyTooty
    @HootyTooty Год назад +77

    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

  • @JonahHawk
    @JonahHawk Год назад +6

    This presentation makes me so happy. You are a great presenter. We miss you, Alex!

    • @ibrews
      @ibrews Год назад

      Hey thanks Jonah ! Miss you too my friend. Gotta get back to Portland :D

  • @divergentlife493
    @divergentlife493 Год назад +7

    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.

  • @josueb3844
    @josueb3844 Год назад +8

    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

  • @HootyTooty
    @HootyTooty Год назад +3

    *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?

  • @MH-mu7vb
    @MH-mu7vb Год назад +2

    Great presentation! Thank you so much!

    • @ibrews
      @ibrews Год назад

      you're very welcome !

  • @greatideas218
    @greatideas218 Год назад +2

    Does anyone know how to migrate the teleportation feature within the vr template into a non-vr template?

  • @NAERSITA
    @NAERSITA Год назад +1

    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

  • @corr2143
    @corr2143 10 месяцев назад +2

    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.

    • @sammylee5306
      @sammylee5306 5 месяцев назад

      haha this is so true, gone nuts

  • @adrianscarlett
    @adrianscarlett Год назад +2

    There really needs to be a C++ starter project for OpenXR

    • @nand3kudasai
      @nand3kudasai 9 месяцев назад

      if you add cpp sources to a bp project it becomes a cpp project.

  • @HootyTooty
    @HootyTooty Год назад +3

    FYI: The OpenXR Runtime setting for oculus is not in the Beta menu but in the General Menu. 16:05

    • @ibrews
      @ibrews Год назад +1

      Thank you! Yes I made that slide a while ago and need to update it

  • @Shamysoza92
    @Shamysoza92 Год назад +1

    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?

    • @ibrews
      @ibrews Год назад +2

      drive.google.com/file/d/1isWDGjb8aj-6fLLoQZ3OUSXcZ7S5s7Xm/view

  • @AlexGNewMediaJournalism
    @AlexGNewMediaJournalism Год назад +4

    Is there a good learning tut on how to build for the quest with 5.1? Thanks

    • @ibrews
      @ibrews 9 месяцев назад

      Out of the box!

  • @karil6195
    @karil6195 Год назад +3

    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.

  • @jeffg4686
    @jeffg4686 Год назад

    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

    • @ibrews
      @ibrews 9 месяцев назад

      Quest 3 !

  • @plaguedocphd
    @plaguedocphd 5 месяцев назад

    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...

  • @UZRome
    @UZRome Год назад

    I want to be able to build like flipside studios, or nms in UE. Is that possible?

  • @vigamortezadventures7972
    @vigamortezadventures7972 Год назад +4

    Just became a optimized beast !

  • @camilomedina8029
    @camilomedina8029 9 месяцев назад +2

    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

    • @ibrews
      @ibrews 9 месяцев назад +1

      Thank you for the kind words! When you start Unreal you should see the ability to select the VR Template

  • @peteritinoyyyy
    @peteritinoyyyy Год назад

    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.

    • @ibrews
      @ibrews Год назад

      sorry to say planar reflections are pretty broken for VR and unlikely to get better. best stick to either lumen or raytracing + dlss

  • @TheSateef
    @TheSateef Год назад

    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

    • @ibrews
      @ibrews Год назад

      Launch VD and SteamVR then open Unreal then VR Preview will launch in your wireless headset

  • @vigamortezadventures7972
    @vigamortezadventures7972 Год назад +1

    What if you bake all times of the Sun ☀️…. And only have a light follow for basic shadows

    • @ibrews
      @ibrews Год назад

      You’d need a new light scenario for each bake

  • @leobyrne4671
    @leobyrne4671 Год назад

    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?

    • @ibrews
      @ibrews 9 месяцев назад +1

      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

    • @leobyrne4671
      @leobyrne4671 9 месяцев назад

      thanks. major let down.

  • @user-iu2ke3vj5v
    @user-iu2ke3vj5v 3 месяца назад

    How can I enable Motion Blur in VR?
    Does not Unreal Engine support Motion Blur in VR?
    I'm using UE5.3.

    • @ibrews
      @ibrews Месяц назад

      No it doesn’t. Makes people feel sick

  • @mangel26
    @mangel26 Год назад

    Awesome, please where can i found vr standalone template?

    • @ibrews
      @ibrews 9 месяцев назад

      When you start Unreal fresh, under “games”

  • @MMUnubi
    @MMUnubi 6 месяцев назад

    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*

    • @ibrews
      @ibrews Месяц назад

      Sorry, none of that is correct

    • @MMUnubi
      @MMUnubi Месяц назад

      @@ibrews I later realized the issue was from my setup. I have edited the comment so readers won't be misled. 😇

  • @gopherchucksgamingnstuff2263
    @gopherchucksgamingnstuff2263 Год назад +1

    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.

  • @iWerli
    @iWerli 7 месяцев назад

    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

  • @virtualdrudgery
    @virtualdrudgery Год назад +15

    We are so close to the matrix

    • @lionelt.9124
      @lionelt.9124 Год назад

      Nope, I still can't bend the spoon. Screw it, I'll make it work....🧑‍🏭 🥄.

    • @matrixmisfit1987
      @matrixmisfit1987 Год назад

      We've been in it, you're thinking more like inception. Dream on baby

    • @deathifyin2959
      @deathifyin2959 Год назад +1

      @@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.

    • @TheArchitect101
      @TheArchitect101 Год назад

      Until Quest has the power of PlayStation 5 or PCVR Nvidia 4080

    • @lionelt.9124
      @lionelt.9124 Год назад

      @@deathifyin2959 Rumor has that Valves Deckard will have it and also be a modular upgradeable headset. Sounds very interesting but time will tell.

  • @sushishin
    @sushishin 23 дня назад

    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

  • @silverswordsaint9425
    @silverswordsaint9425 11 месяцев назад

    Can anyone help me with a vr body

    • @ibrews
      @ibrews 6 месяцев назад

      there's a new movement sample from Meta that's very impressive

  • @e-frame5344
    @e-frame5344 Год назад +1

    Timestamped the Nanite portion of the vid :)
    ruclips.net/video/JD95BklloHk/видео.html

    • @ibrews
      @ibrews Год назад

      More over here :)
      m.ruclips.net/video/L8t_pOjYVz4/видео.html

  • @oculicious
    @oculicious Год назад +3

    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.

    • @ibrews
      @ibrews Год назад +2

      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.

    • @CyberWolf755
      @CyberWolf755 Год назад

      @@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.

  • @lionelt.9124
    @lionelt.9124 Год назад +3

    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?

    • @DiddlingDwarf
      @DiddlingDwarf Год назад

      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.

    • @lionelt.9124
      @lionelt.9124 Год назад +1

      @@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.

    • @DiddlingDwarf
      @DiddlingDwarf Год назад

      @@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

  • @harshitpenamata2682
    @harshitpenamata2682 Год назад

    Can i dampen the VR cam too ?

    • @ibrews
      @ibrews Год назад

      I think that would make you feel sick

  • @Dindonmasker
    @Dindonmasker Год назад

    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.

  • @sunnymon1436
    @sunnymon1436 8 месяцев назад

    Still no f'n passthrough.

  • @steeltroops_ai
    @steeltroops_ai Год назад +1

    Can we build mmo metaverse here?

  • @PiterTraceurFA
    @PiterTraceurFA Год назад

    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.

  • @importon
    @importon Год назад +1

    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.

    • @ibrews
      @ibrews Год назад +4

      I wish I had a PSVR2 dev kit! Unfortunately very few devs have access. I only spoke about headsets anyone can develop for

  • @ifwemadeit
    @ifwemadeit Год назад +3

    Lies. Unreal doesnt support proper vr dev. They dont support new hardware and glitches to the point i rather quit 3D than try again.

    • @TheFunDimension
      @TheFunDimension Год назад

      Care to elaborate? What’s your experience?