What we REALLY need is updated documentation for VR development, particularly on the Quest 2. There's been changes in the engine since 5.1.1 was released and I've NO idea how to get things sorted out. I've managed to get rid of the error triangle that I was lumbered with for ages and can see my game in the VR Preview, but I've absolutely NO idea how to package a game for the Quest 2. 🤬😡🤬😭
We seriously need a lot more regarding XR if possible. Such as locking models in AR so they don't slide. More Vr tips or things to think about. AR geolocations and such
Are there any plans to make Quest standalone platform setup easier? You basically need a PHD in UE+Android dev to get that working nowadays. This is also so much easier in Unity: just two checkmarks for installing all the required android SDK+NDK+jre etc.
Look at the game “red matter 2” made with unreal. Unreal PC rendering running on quest. Where as unity did not shipped with such rendering capabity. The hard work comes with a value as well
Like everyone else in the comments, I'd like to emphasize we NEED MORE XR tutorials/classes/webinars. Compared to Unity, there's basically nothing on XR. Please help us!
I don’t think situations still changed . I decided to start with unreal due to work but for XR , I need to still tackle Unity and divide my time between software. It can be great if there are more resources for XR….
I do not clearly understand about how to match "JointNames" with EHandKeypoint and Hand Skeleton. Could you explain more or give a little example. Thanks!
34:50 the code seems to spawn and destroy, not just scaled up and down. Specifically in the commented section: "When the reverse timeline finishes, make sure the WIC is returned to its initial hierarchy and destroy ourselves "
These are really great! I am new to Unreal engine and VR as a whole. @ibrews, do you have any other in depth tutorials on how to do VR handtracking? I know you touched on it in this stream, but I seem to be confusing things.
Which headset will let me VR Preview using the headset but still let me set breakpoints in the editor and see the HMD moving and see the properties of objects basically have the editor working while im using the HMD. seems not to work in Vive Pro 2. You might have to in Editor Preferences the "Level Editor >> Play >> Play in Editor check "Viewport Gets HMDControl" and uncheck "Should Minimize Editor on VRPIE"
I have a few ideas for VR. Simple but would be very effective but I don't know how to programme. Is there any developers that can bring my ideas to VR?
VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR
I feel bad for Victor watching this video, the other guy is kind of an a hole. "So instead of having the menu hovering above the hand, I'm going to have it act like a typical menu and have it hover in the center of the screen. Why don't you tell them about the VR menu, since most people don't know there is a VR menu." - with the biggest, most toothy grin I've ever seen.
sorry if I came off that way- Victor and I talked a bunch about what we’d go over ahead of time and he signed off on it all. I have nothing but appreciation for everything he does for the XR community.
We need more webinars and videos for VR!
we need VR and AR webinars, please, more of this!
What we REALLY need is updated documentation for VR development, particularly on the Quest 2.
There's been changes in the engine since 5.1.1 was released and I've NO idea how to get things sorted out.
I've managed to get rid of the error triangle that I was lumbered with for ages and can see my game in the VR Preview, but I've absolutely NO idea how to package a game for the Quest 2. 🤬😡🤬😭
Stream starts at 10:52
thanks!
We seriously need a lot more regarding XR if possible. Such as locking models in AR so they don't slide. More Vr tips or things to think about. AR geolocations and such
Thank you for the featured in the stream
Great talk! We need more MR talks! ✌
Are there any plans to make Quest standalone platform setup easier? You basically need a PHD in UE+Android dev to get that working nowadays. This is also so much easier in Unity: just two checkmarks for installing all the required android SDK+NDK+jre etc.
This is true its utterly painful installing android studio for unreal, quest isn't too bad, try a pico for real pain 💔
Look at the game “red matter 2” made with unreal.
Unreal PC rendering running on quest. Where as unity did not shipped with such rendering capabity. The hard work comes with a value as well
Like everyone else in the comments, I'd like to emphasize we NEED MORE XR tutorials/classes/webinars. Compared to Unity, there's basically nothing on XR. Please help us!
Agreed !! 🎉
I don’t think situations still changed . I decided to start with unreal due to work but for XR , I need to still tackle Unity and divide my time between software. It can be great if there are more resources for XR….
thanks for dropping by everyone !
I do not clearly understand about how to match "JointNames" with EHandKeypoint and Hand Skeleton. Could you explain more or give a little example. Thanks!
So much #gold during this stream. Thanks alot. Marching forward on my UE VR development journey.
1:54:00 DLSS in 5.0 and 5.1. Apart from the stereo, I wonder if those tips work for VR only or for engine in general?
1:18:00 Why is there no "OpenXR" option in my MotionController device model selections? I created the template in UE 5.1.
great content, we need more!
34:50 the code seems to spawn and destroy, not just scaled up and down. Specifically in the commented section: "When the reverse timeline finishes, make sure the WIC is returned to its initial hierarchy and destroy ourselves "
Interested in diving into this. Thanks!
These are really great! I am new to Unreal engine and VR as a whole. @ibrews, do you have any other in depth tutorials on how to do VR handtracking? I know you touched on it in this stream, but I seem to be confusing things.
Which headset will let me VR Preview using the headset but still let me set breakpoints in the editor and see the HMD moving and see the properties of objects basically have the editor working while im using the HMD. seems not to work in Vive Pro 2. You might have to in Editor Preferences the "Level Editor >> Play >> Play in Editor
check "Viewport Gets HMDControl" and uncheck "Should Minimize Editor on VRPIE"
Does the OpenXR Enhanced Input allow for finger tracking with the index controller? Not Hand tracking but Index controller Finger Tracking in OpenXR?
Just what the Dr ordered.
👍👍
Is the pico 4 as good as the Quest 2 on unreal Engine developpment or should we avoid the pico 4 for now ?
King song s22 in the Victor Brodins background ;-)
I have a few ideas for VR. Simple but would be very effective but I don't know how to programme. Is there any developers that can bring my ideas to VR?
What the best VR headset for UE5 arhviz ?
Will the hand gesture work for grabbable cubes?
they can! but it's not out of the box
@@ibrews THank you for the answer! I hope we can see this soon XD
i wanted to experiment on playstation development but its not easy to get the dev kits is it
20:36
*Bold* - ue4 | Non-Bold - UE5
( 1 - Most photo-realistic / 32 - Least photo-realistic )
1) Titanic Honor & Glory (demo 401 vers)
2) The Complex Expedition
3) iLL
4) Project M (by NCSoft)
5) Unfollow
6) Exp War Trauma (Vini Cortez)
7) Stalker 2 Heart of Chernobyl
8) ExeKiller
9) Resolve (by Iser Interactive)
10) Backrooms Lost Tape (Vini Cortez)
11) The Complex Found Footage
*12) Routine* (re-reveal trailer in Unreal Engine 4 but they've switched to UE5)
13) Retrieval
14) Layers of Fear
15) Project TH
16) Fort Solis
17) Silent Hill 2 Remake
18) Senua's Saga Hellblade 2
*19) Callisto Protocol (minor work from UE5)*
20) Paranormal Tales
*21) Unholy*
22) Paranormal VHS
23) Vigilancer 2099
*24) Kayak VR Mirage* (will be transitioning to UE5)
25) Project Ryu
26) Recode (by Occlusional)
27) Instinction
28) Project LLL
29) Black Myth Wukong
30) Blight Survival
31) LOTR Conquest Reimagined
32) Shadow of Conspiracy - Section 2
____________________________________
34) Trench Tales
*33) Luto*
*35) BIAS by KUROSAWA CREATE*
36) ArcheAge 2
37) Veiled Experts
38) The Day Before
39) The Invincible
40) IGI Origins
41) Backrooms Escape Together
42) Rooted
43) Gray (by in-D)
*44) Jedi Survivor
*45) Hogwarts Legacy*
*46) The Dark Pictures Anthology: The Devil In Me*
47) Star Atlas
*48) Atomic Heart*
*49) Red Matter 2 (Modified UE4)*
*50) Karma: The Dark World*
*51) Stray*
*52) Hubris VR*
*53) Dead Island 2*
*54) Crimson Snow by (Steppe Hare Studio)*
*55) The Finals*
*56) Project M - Battle Prototype*
*57) Quarry*
_______________________________________
( 33 - Most realistic / 57 - Least realistic )
NOTE:
Subject to Changes as further gameplays gets released.
VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR VICTOR
Crush the V/O much?
Me learning to mod for OHD
✨️🙏
Очень красиво
man does this guy only teach dampening or can he do more??
I feel bad for Victor watching this video, the other guy is kind of an a hole.
"So instead of having the menu hovering above the hand, I'm going to have it act like a typical menu and have it hover in the center of the screen. Why don't you tell them about the VR menu, since most people don't know there is a VR menu." - with the biggest, most toothy grin I've ever seen.
sorry if I came off that way- Victor and I talked a bunch about what we’d go over ahead of time and he signed off on it all. I have nothing but appreciation for everything he does for the XR community.