Unreal Engine 5.3 VR with Lumen : Optimizing and Troubleshooting

Поделиться
HTML-код
  • Опубликовано: 4 окт 2024

Комментарии • 69

  • @lucasmateluna
    @lucasmateluna 18 дней назад

    GENIUS! Your content is the best out there. Thanks a lot!
    I was expecting to test the scene but there is no link :(
    Please keep on going!! :)))

  • @RevolverLee
    @RevolverLee 10 месяцев назад +10

    This is a golden egg of a video, it's just solved so many issues I've been having

    • @geddan
      @geddan  10 месяцев назад

      Ah - happy to hear that!

  • @Chimera_Photography
    @Chimera_Photography 11 месяцев назад +11

    Sub 72 fps USED to be an issue. But Meta did something to separate tracking from rendering or something. Tracking is always smooth now, even with lower fps.

    • @geddan
      @geddan  11 месяцев назад +3

      Yup - exactly! That's why in extreme examples you can see the black edge of the screen-space when head is moved quickly. Rendered frames simply cannot keep up with the tracking.

  • @TheFunDimension
    @TheFunDimension Год назад +19

    Finding someone who have some knowledge about this matter is like finding an unicorn.
    I would really appreciate it if you would create educational material, and talk about the status of nanite and lumen in vr. How you set up your projects, what machine you are using, and your thoughts about this two features on stand alone headsets. The apple m chips can support lumen and nanite natively, this can include the new iPhones as well. But what about android?
    There is so much uncertainty, and it’s been very frustrating. In my case, I have been dying to make my dream game for over two decades, and now that I’ve found the tools I need and I’m happy with, the learning curve is non existent because I don’t find places to learn what it’s needed since everything is so new, among other things.

    • @geddan
      @geddan  Год назад +2

      ruclips.net/video/wqjJU4V6bGM/видео.html this course uses lumen and nanite. There's also an Intermediate version of it

  • @weevilman
    @weevilman 11 месяцев назад +4

    Thanks

    • @geddan
      @geddan  11 месяцев назад

      Thank YOU for the support :)

  • @gamesilo7515
    @gamesilo7515 9 месяцев назад +1

    Great video. Helped me a lot with some performance issues i had with my project. Thank you Sir!

    • @geddan
      @geddan  9 месяцев назад

      Happy to help!

  • @stas_lu
    @stas_lu 8 месяцев назад +1

    I can see a grainy shadow from the lumens in VR. at the same time, it is more in one eye, less in the other

  • @manonthedollar
    @manonthedollar 8 месяцев назад

    I'm gonna be coming back to this video a whole bunch.

  • @mwbeene86
    @mwbeene86 3 месяца назад

    I’m only able to achieve ~25fps on my Quest 3 and GTX 4090 on the UE VR demo using your settings and it feels pretty unusable. Laggy framerates and very noticeable black edges when I turn my head slowly. At pixel density 0.5 it’s pretty smooth. Have you noticed a difference between SteamVR and the Oculus App in terms of performance? I haven’t been able to connect using just the Oculus App.

    • @geddan
      @geddan  3 месяца назад +1

      I have been exclusivelly using the Oculus App. Hmmm might it be that oculus framegen is available only on the oculus app?.. either way, you can bump up the performance drastically by using DLSS (free downloadable plugin) . There are quite a lot of tutorials out there.

  • @InexperiencedDeveloper
    @InexperiencedDeveloper 7 месяцев назад

    you are doing a good job

  • @rachelthornton4161
    @rachelthornton4161 7 месяцев назад

    Really good videos, thanks for producing them :)

  • @Marco-bj7ct
    @Marco-bj7ct 8 месяцев назад +1

    Bravo !

  • @MarkEntingh
    @MarkEntingh Месяц назад

    Yea, but can Lumen even run on Quest 3 as a standalone platform, not connected to a PC? What about PS5VR2? What are the limitations for those platforms?

    • @geddan
      @geddan  Месяц назад +1

      Standalone VR has a similar processing power of a mobile phone. The visual limitations are extreme and in my opinion are one of the major reasons why VR is not widely adopted (another one being the ergonomics of the headset + motion sickness). UE 5.4 has Lumen for Mobile, but it's as bad as it sounds. For now - if you want quality - you need to stay connected to a proper machine that would handle the compute.

  • @Medicbobs
    @Medicbobs 6 месяцев назад +2

    The resolution in my Quest 3 is horrible when in headset. Any ideas what I can do to change that? I'm running a 4090 so I want it as crisp as possible when in game.

    • @geddan
      @geddan  6 месяцев назад

      If you're using the Air Link (wifi) - make sure that the router that's responsible for establishing the connection is capable of running WIFI 6 and also that the signal is good. If you're using a cable - make sure that the cable quality is decent.

    • @MarkEntingh
      @MarkEntingh Месяц назад +1

      Make sure the game is using r.screenpercentage at somewhere between 60 and 100

  • @tryky3d
    @tryky3d 7 месяцев назад +1

    Hi, I do not see a link to the project. Will the download still be possible?

  • @UMaFullBodyVRGaming
    @UMaFullBodyVRGaming 5 месяцев назад

    Thank you, great video. Helped me understand several concepts. I also learned that GPU time doesn't seem to be a problem in my project. I'm getting FPS ~40-60 but it used to be 72 FPS on another level (with Lumen and all on RTX 3080). Stat unit Game times is ~18-20 ms and GPU is ~10-11 ms on a level I'm optimizing, so there is a good gap there, but I see some drops and the FPS doesn't go any higher. Looking at the ways to debug CPU and what else can be causing drops. I'd appreciate any advice or link in that direction. I do see some issues with physics when drops happen and at 72 FPS physics simulation was running smoother.

  • @magneat
    @magneat 9 месяцев назад +1

    Why don't you use Meta XR Plugins, simulator?

    • @geddan
      @geddan  9 месяцев назад +1

      Since my main field is education - I try to be as general as possible with the tools/plugins that I use.

  • @교석-i2r
    @교석-i2r 2 месяца назад

    Thank you for the great video. I'm new to Unreal Engine. I would like to ask you a question. When I run the other templates, I was able to create realistic lighting with Unreal Engine's lighting system (directionalLight, sky atmosphere, etc.). But it didn't work with the VR template. Do you have any idea why?

  • @thevestarr
    @thevestarr 7 месяцев назад +1

    That's a great video, thanks a lot! I'm currently struggling with some stutter (preview is smooth, VR is jittery), can't wait to test if these settings help.
    Have you tried running it via SteamVR? It barely works for me, there's like half a frame per second, but runs smooth with the default oculus XR runtime

    • @geddan
      @geddan  7 месяцев назад +1

      Hmm both seem to run fine for me. I guess it's a gamble these days if an update to either oculus app or steam vr will break the link or not

    • @thevestarr
      @thevestarr 7 месяцев назад

      @@geddan gotcha. I'll check.
      I applied the settings you recommended and it's working better, although I still get a weird stutter, only in the left eye as far as I can tell. Only happens when I move my head, some parts of the rendered view (particularly the ones with the highest contrast) get distorted until I get my head steady again, as if part of the frame was delayed and needed to catch up with the new orientation. Any clue what could cause that problem?

  • @amirpro10
    @amirpro10 10 месяцев назад +2

    36 fps is not enough.. and the space wrap is only good for head movement.. in your testings you never physically move or even locomotion.. by just moving your head and using teleport movement you can't see how bad 36 fps with space wrap is and especially when you move from side to side. Honestly I don't think Lumen should be used in VR for the near future.. Nanite is much more important for VR then Lumen... you can just bake lights so unless your scene has dynamic lights or level objects moving then baked lights is just fine

    • @geddan
      @geddan  10 месяцев назад +2

      I move a bunch in other videos I've done on this - 36 works for me as well as my students (noone is getting motion sick). Of course it's not as nice as running at 96 FPS - but being an architect rather than gamedev - I prioritize Lumen over performance. Light cycles are really important when presenting the architectural concept.

  • @АнтонКрат-л9в
    @АнтонКрат-л9в 6 месяцев назад

    Hi, thanks for your tutorial, can I ask for a link to your scene to play with it?

  • @juandeus3041
    @juandeus3041 10 месяцев назад +1

    Hi! Im having a lot of issues trying to get a good quality in video rendering for archviz. Like flickering reflections and huge splotches and artifacts in GI... Have you any intention of making a tutorial about high end lighting and rendering for architecture? It sounds strange but there is a lack of REALLY good content about UE5 like you do. Thank you, regards.

    • @glenn3646
      @glenn3646 10 месяцев назад

      Did you find a solution? I will but meta 3 and test vr, i know im gonna run in to problems🤷‍♂️

    • @juandeus3041
      @juandeus3041 9 месяцев назад

      Not yet really. Cant make lumen work without that fliker and low quality reflection o mirrors...@@glenn3646

  • @noname2031-w5r
    @noname2031-w5r 11 месяцев назад +1

    Does everyone have - Open XR packaging issues? I have Index HMD

  • @Brand_Marc
    @Brand_Marc Месяц назад

    Unreal instantly crashed when I try to open it with Lumen. What Hardware is needed to make it work?

    • @geddan
      @geddan  Месяц назад

      For VR purposes I'd say the limit is 16GB of RAM, relatively new CPU (2018+), that is not an i3 or Ryzen 3 and a GPU that's more powerful than RTX 3060

    • @Brand_Marc
      @Brand_Marc Месяц назад

      @@geddan Yea maybe it crashes because I only have a 2060

    • @geddan
      @geddan  8 дней назад

      @@Brand_Marc Sorry, with a 2060 Lumen will be extremely unstable. 3070 is the limit in my opinion.

    • @Brand_Marc
      @Brand_Marc 7 дней назад

      @@geddan Yea, I tried it with 4080 and it worked perfectly fine.

  • @ValveDevGames
    @ValveDevGames 8 месяцев назад

    Hi I have an issue,
    Shadows are not visible in only the right eye in VR(Oculus). My unreal engine version is 5.3.2

  • @MeikzZz
    @MeikzZz 10 месяцев назад +1

    Hey geddan when I turn on instanced stereo in my project it instantly crashes after reopening. I am on 5.2 though, is this the problem? Other than that I followed the tutorials on your other channel. Any help would me much appreciated.

    • @geddan
      @geddan  10 месяцев назад +1

      Instanced stereo is unstable and bad time in general. I'm keeping my eye on it's development - will make a video once it's actually usable.

  • @IndigoKidda
    @IndigoKidda Год назад +1

    how to make the shaking more stable?

    • @geddan
      @geddan  Год назад +3

      For the preview camera? create a blueprint where VR spectator camera uses InterpTo to slowly interpolate to HMD headset location. That will smooth things out. If you need a tutorial, let me know.

    • @IndigoKidda
      @IndigoKidda Год назад

      thanks mate will try this out
      @@geddan

    • @VIC_TOR_
      @VIC_TOR_ Год назад

      🤨

  • @ThomasHiebler
    @ThomasHiebler 11 месяцев назад +1

    Hello Geddan, nice video, Thanks for sharing your knowledge I appreciate that. I am a VR Developer and I have massive problems with my game since I switched from UE5.2.1 to UE5.3.1 my frame rate dropped down from 60fps to 60fps right after switching. I did not change anything in the project settings just converted to UE5.3.1 . I have a GTX3090 and also tested it on a 4090 with the same result. Do you know if this is a bug or if there is any chance to fix this issue?

    • @ThomasHiebler
      @ThomasHiebler 11 месяцев назад +1

      And If I change from High to Low settings in the viewport I also do not get more fps🤔

    • @geddan
      @geddan  11 месяцев назад

      Oh yea, then something is definitely broken internally. Some people were complaining that DLSS breaks when packaging with 5.3 - so I assume DLSS plugin is still a bit unstable. Can't test it myself as I have an older GPU. Also does ProfileGPU console command shows anything unusual? I'd do Profile gpu in 5.2 and then in 5.3 and would compare the two to see any possible missmatches.

    • @ThomasHiebler
      @ThomasHiebler 11 месяцев назад

      @@geddan Thanks, that was a good tipp. Almost everything is the same only the Nanite:BasePass increased from 0.15 to 0.52 ms, the BasePassParalell from0.00 to 0.90ms and the EmitGBufferParallel from 0.09 to0.48 ms. I guess this all is related to Nanite. I hope I will find some Workaround otherwise I have to wait for 5.4 and if I am lucky they have fixed this. I was just a little bit sad because I thought foliage with nanite was improved but it was the other way round. I also have massive Problems with OpenXR and highend headsets like the pimax Crystal, HP Reverb G2, Vive Pro2 etc. since 5.2

    • @geddan
      @geddan  11 месяцев назад +1

      @@ThomasHiebler Oh that really seems like something is messing up with Nanite. I'd definitely post this in the forums.unrealengine.com/categories?tag=unreal-engine to make sure that this is adressed in the next update!

  • @LironToledo
    @LironToledo 5 месяцев назад

    Does anyone else developing with a quest experience black screen smearing when turning your head? My Scene runs great on desktop but the moment i try with the headset i experience that issue

  • @eta5497
    @eta5497 9 месяцев назад

    when i use anything other than scalability 3 it messes it up in the final build and i get visited by the void how can this be fixed ?

  • @baltybustos4110
    @baltybustos4110 10 месяцев назад

    Hello! I've been having issues exporting the file to use it on the glasses without having it connected to Unreal. I wanted to know if you could help me. They requested the project, but I don't have glasses to test it, and I need them to be able to use it without Unreal. When I try to package it, it gives me an unknown error.

  • @andresalvarez1276
    @andresalvarez1276 10 месяцев назад

    Where is the link of scene for free?

    • @andresalvarez1276
      @andresalvarez1276 10 месяцев назад

      13:42

    • @andresalvarez1276
      @andresalvarez1276 10 месяцев назад

      I think that I have the lumen and nanite activated but i don't think so. And when I download a nanite object the vr drop to 13fps from 72fps with no-nanite objects.

  • @timurlenke87
    @timurlenke87 7 месяцев назад

    ALL VR WHY SO PULSATING? OUR PERSPECTIVE IS NOT SUCH VIBRANT

    • @bbssvv_art
      @bbssvv_art 5 месяцев назад

      because your eye is mounted on your head
      and you are watching somebody's moving head while your head is not moving 😂

    • @timurlenke87
      @timurlenke87 5 месяцев назад

      @@bbssvv_art What is the purpose of vr? Simulating reality to us. It's not simulating in someone else's head. Technically, this needs to be resolved. Because this seems so amateurish

    • @bbssvv_art
      @bbssvv_art 5 месяцев назад

      @@timurlenke87 This type of flat video is not a suitable medium to display VR content.
      It is meaningful when wearing the HMD and seeing it directly. If it looks shaky even when you're wearing an HMD, it means the content was created incorrectly in the first place.

    • @timurlenke87
      @timurlenke87 5 месяцев назад

      @@bbssvv_art Arrow