@@DesignGoBrr man thank you for share your work, i have one question i hope you can tell me,, i bee trying to make working the postprocess scene from unreal 5 to metaquest 2 but i cant making work ibeen read that this canot do, you know a way to make hte post process work in metaquest 2 from unreal engine 5?
I honestly really like that you leave in the parts like when you realise the gun can't be nanite, I feel like that is a learning opportunity also and helps the student feel more at ease and like they don't need to know everything immediately. Amazing video, thanks so much!!
2:53:00 setting the scalability on runtime is soooo important. I literally built this same project 30+ times thinking something was wrong with my device, or render pipeline, post process volume, etc, trying to figure out why I didn't have any shadows or lights. Thank you!
I too appreciate you, sir, for making these step- by-step vids that are absolutely essential to keep me in the game. You maintain a calm and confident tone throughout each course, and you do a great job explaining everything along the way. You da man…
Big Thanks. Very comprehensive video, have not quite worked out the kinks when it comes to optimizing for the headset, but the video itself definitely covers everthing I was looking for in architectural model -> UE5 workflow
Absolute legend. This guide helped me out a lot. I'm an architect and learning UE5 for visualization and interactive VR. Looking forward to checking out more of your guides.
Great resource, I would mention that in UE 5.2 I was able to replicate all the examples in this video without having to do any of the project settings or light setup. Thanks so much!
O...M...G... I didn't think such an amazing course just existed for free on youtube. You are a lifesaver!! thought I'd have to jump thru Wayyyy more hoops to get this going. I will be supporting you forever from now on. Not many people like u out here, hope u know how much of a help this is for all of us!
Thanks! Highly valuable. I went though much of that already with my project with much pain. Well spoken and well taught! Also, the fact that you didn't edit out some pain points and problems you encountered made it all the more educational and useful. I'll check out more of your content. I have found good UE 5.x VR development resources to be rare/non-existent.
1:45:25 - ha! i like to sit this way too xD 1:47:35 - watching this after previous beginner course you would be like - HEY! i know! you need to implement that BPI class you created and compile to use its Interact function 1:48:57 - double click works for me xD 1:59:39 - this time I've used flip-flop node, nice and clean! 2:13:22 - still can't figure out how to orient paw straight along viewing direction on horizontal surfaces and upward on vertical 2:19:15 - TODO: investigate how to make opening things as a standalone class to use it anywhere you want thank you a lot! that was epic course! as always!
You are great, thank you very much for your tutorials and for your advice, with this information I was able to start my first archviz prototype to use for my business
dude thank you SO MUCH I'm so excited to get started on this, I've always wanted to make something like the original Deus Ex or Prey (but smaller) in VR
You are legend bro God Bless You, the content you provided for free. purchased 3 online courses i was still struggling for VR. but with you free course I am able to do VR projects now. Absolute legend
Can you please elaborate? I'm looking to start animating 3d vr simulations and am not sure about the platform, can you suggest me the platform I should use?
@@I-MM-O-R-T-A-L select the sun light actor in your project - change it from static to movable (right below the x, y, z translation/rotation/scale) box
@@I-MM-O-R-T-A-L This makes sure that you're not using it in the project.Sometimes when you have multiple lights - it's easy to miss one that's static (and thus needs to be built to actually do stuff). It's just a layer of protection against mistakes.
Just discovered this channel and it's looking fantastic...loving the quality of explaination and content! I'm upto to 'door open' BP explanation...looking a tad complex for such a simple action but i will continue🧐. Thanks for the tutorials... I'm subscribed and I'll check out your Patreon 👍
thank you for the brief introduction. I have meta quest 2 headset and laptop with RTX 3070 ti and 32 GB of RAM. So I imediatelly knew this course would work with my hardware
I want to say Thank you very much for this small amazing course for VR.. this course gives push up to start My first VR project with Lumen & Nanite.. The last VR project was by bake light in 4.27.2 By Luoshuang's GPU Light-mass.. I feel now we can depend on ray-tracing Hardware with Lumen and Nanite I will complete the second Part with Blueprint Big Thanks for your effort..
Thanks a lot! I had some issues with my topography when navigating (sometimes I was inside, sometimes I wasn't). And finally, when I checked the visibility collision, the topography had some triangles detected and some not. And everything was resolved when I deactivated the nanite conversion of the topo.
I can't seem to be able to get passed the greyed out VR Preview. I'm using an Oculus Quest 2 and Unreal 5.2.1. I've enable OpenXR, I have the Oculus app open. I even downloaded the Oculus Developer kit... doesn't seem to be working. I scoured the forums to see what others were doing, but I just don't understand why it won't preview in VR. Any suggestions?
Any info welcome, to my knowledge and after tons of testing the only way for a good framerate is to use Forward rendering and not Deferred, allow static lighting to baked your lights and keep down the number of dynamic shadow casting lights. Anything else gives bad framerate and poor visual fidelity as Deferred rendering does not work well with VR.
@@melomaniakjmhey yes that’s what I heard too, forward is the only way for stereo VR effects as deferred is doing lots of 2D cheating that doesn’t work in stereo . If this tutorial is using airlink (or cable link) to a beefy PC then it’s not really for making VR for the masses on quest
DISCLAIMER: These settings are not compatible with making video games! It gives you vey low fps, avoid if your plan is making a vr game. It should be stated at the start of the video.
This is GREAT!! but, I have been trying to figure out how to make the door close automatically after a duration of time without having to trigger it to close. I tried making the timeline open - delay - close, it works once but only once. Can you offer some insight on how to make this work? Thank you.
Really really interesting and instructive.. There aren't many ressources on VR in UE5, this video and the next one are a must see.. And having done video tutorials myself I know how much time you put into it, so thank you. I'd be very interested if you do another one to see how you actually manually open the door, i.e. get the proper hand animation to grab the handle, and pull it yourself.
Hello! I've followed your steps for door interaction. However, when the door is closed, the player can still pass through it. How do I make it such that when the door is closed, my character cannot pass through the door? Thank you!
you could make a collider, but I feel like that would really mess up the motion sickness of the player. Body would be moving, but eyes would see it being static.
@@DesignGoBrr I am following the same steps but when I am launching the exe like you. It is starting in my quest 2 headset, but everything is showing black. I am new to this VR thing? Can you please give me any ideas why this is happening?
Do you think Standalone VR on Oculus Q2-Q3 would be better for UE4 or UE5? Thinking about making a standalone game. Maybe a mix of both. If possible could you do a video on standalone and how to optimize it to where you can get good performance out of it?
UE5 has better VR performance for sure, so I'd go with that. As for making a standalone game/environment tutorial - I'm waiting for Meta Quest 3 to be released with hopes that it's performance will be much higher. All headsets that are currently available simply do not have the performance necessary to run a convincing VR experience. Long story short - 1 month until Meta Quest 3 release and then I'll look into it!
@@DesignGoBrr Sounds good! Hopefully the Q3 will help with performance. We really need better standalone games. Of course I’d prefer PCVR games only but the player base is significantly smaller.
Thank you so much for creating this! I am transitioning from Unity to Unreal and this video really came in handy with a project I am working on. One question I do have though is why we disable static lighting? I was always under the impression that baked lighting is better where possible especially for VR due to the extra computations realtime lighting takes.
Glad to help! Umm it's true that baked lighting is faster, but for my archviz scenes I usually do day/night cycles for the client to see (also a bunch of dynic objects, such as window blinds, doors and so on), so I have to use dynamic lights. And then we turn off the static lights in orger for UE to rebuild the project optimized for dynamic lighting (you get a small performance boost that way)
really nice but i got a question as soon as I do Allow Static Lighting - disabled, I need to do Forward Shading - disabled but this last option makes everything stutter a lot. so I have to turn on Allow Static Lighting - disabled again else it looks bad. ( and I have to leave forward shading turned off) any Ideas how this is possible?
In regards to architectural representation - stand alone is useless.. i could actually do a video on it - just to show how bad it is. I'll see how to make it educational
HEY! i'm facing a problem i imported a fbx room design in unreal engine and when i try to enter in that room then i can't it like a invisible wall holding me back , give me the solution for the this
Not really, the quality is too high to provide a stable gameplay experience. This is purely for architectural/environment/product showcase, where quality>performance.
7 месяцев назад
@@DesignGoBrr Thank you for clarifying my doubt, congratulations on the content, it is incredible.
90fps is not crucial. 70 fps is. Anything bewlot that increases how many people get motion sickness. Frame reprojection means that you only need to render 35 frames.
I've liked and subscribed as this is GOLD!! Unfortunately having set up issues with my MetaQ3 headset into UE5, it's turmoil 🤯... Hopefully someone here has a bulletproof set up guide for the MQ3 headset. THANK YOU!! GG🎉
I have very very very stupid question : before I dive into this course, can I follow this if I still don’t have a vr headset ? Meaning plugging blueprints and seeing it in screen as it would be in vr headset
Not a stupid question. You can construct the level fully without the headset, but of course testing it out would be pproblematic. You can map the key presses to keyboard keys temporarily and just play it as a regular 3d level i guess
Doesn't make sense to do stand-alone VR for archviz purposes due to lack of accuracy in reflections and lighting. At that point, definitely better to just render out static 360 panoramic view renders of every room and feed them through the VR headset. High quality, but zero interective-ness. The purpose of archviz VR is to maximise precision and quality to showcase the expected change of the space when light/material conditions change.
What a great work! Btw, the screen shakes a lot and feels like it gives me some headache. Does it also shakes a lot with VR headset? (I don't have one, so I have no idea, but really want to enjoy it one day)
I don't know if they broke something or what with version 5.5 but when I click on the 3 dots and pick VR Preview, I get a popup from Unreal that says it needs to pick a different GPU and restart. It restarts and shows VR Preview is picked but I don't see the same window you do in my Oculus Rift S. I don't see anything with Unreal. Just the usual stuff from the Oculus App. I stop the simulation and then the regular desktop mode is selected for the preview. Every time I tell Unreal to go to VR Preview, it restarts but makes no difference. Bummer! Wanted to tinker with this.
And that's the top 1 reason why every single developer works with older versions of UE that are proven to be stable. I suggest rolling back to UE 5.4 and waiting a few weeks for UE 5.5 hotfixes to go through.
@@DesignGoBrr I saw OpenXR in the plugin list but that doesn't work either. I found a different way to get the plugin to at least show up (because the almighty Google is terribly wrong on how they say to do it), but that doesn't work either. I stopped caring now. Oculus Rift S and Unreal just don't want to play nicely I guess.
Edit everything was set to epic in the engine scalability settings. I changed it to medium and high for global illumination like in he tutorial and that fixed it. Ill keep this here in case someone does the same as me, doh Hi.Ive got an rtx 3080ti and i912th gen and 32gb ddr5 and giving the vr preview a try round about 30 minutes in and after tweaking the settings from the tutorial. When I try the preview its fine, mostly when I move my head to look aroound, but get weird artefacts and some stuff is a little wobbly when I turn or teleport with the controller. Im guessing its performance issues. It seems to be fine on your 3080 though. Does anyone know if Im missing something? Im a little bit rusty with UE as its been a year since I was using it often so probably forgetting something.
Bro is casually posting free courses , you’re awesome bro keep it up
Sharing is caring~
Yea he is awesome, Thanks bro...🎉😊
How can we interact several users simultaneously on a 3D model of an industrial plant using virtual reality glasses?
@@DesignGoBrr man thank you for share your work, i have one question i hope you can tell me,, i bee trying to make working the postprocess scene from unreal 5 to metaquest 2 but i cant making work ibeen read that this canot do, you know a way to make hte post process work in metaquest 2 from unreal engine 5?
@@frankinher7467 Meh throw him some money and get the assets. It's worth it
This man should have millions of subscribers oh my. The quality and detail is unchallenged. Well done.
True
Absolute legend. Insane content all for free. Thanks a bunch Gediminas!
Oh wow, thank you for the support! Very much appreciated
I honestly really like that you leave in the parts like when you realise the gun can't be nanite, I feel like that is a learning opportunity also and helps the student feel more at ease and like they don't need to know everything immediately. Amazing video, thanks so much!!
I agree - I think it's important to show the whole process/exploration rather than just the step-by-step bits that should be repeated!
2:53:00 setting the scalability on runtime is soooo important. I literally built this same project 30+ times thinking something was wrong with my device, or render pipeline, post process volume, etc, trying to figure out why I didn't have any shadows or lights. Thank you!
I too appreciate you, sir, for making these step- by-step vids that are absolutely essential to keep me in the game. You maintain a calm and confident tone throughout each course, and you do a great job explaining everything along the way. You da man…
Thank you so much for the kind words! Very much appreciated :)
Thank you for your efforts GK, the fact that you rerecorded it multiple times due to audio issues makes me appreciate this video more!
Have to keep that quality up
The quality of tutorials matches Unreal Engine itself. Outstanding.
Noted all of the changes to Project Settings (let me know if I missed anything)
If you get any dialog boxes, just agree, then keep going. You should only need to restart Unreal Engine once, when you're done
------------
[Targeted RHIs]
Default RHI - DirectX 12
[D3D12 Targeted Shader Formats]
SM6 - enabled
[Target Hardware]
Optimize project settings for - Desktop, Scalable
[Misc Lighting]
Allow Static Lighting - disabled
[Forward Renderer]
Forward Shading - disabled
[Global Illumination]
Dynamic Global Illumination Method - Lumen
[Reflections]
Reflection Method - Lumen
Reflection Capture Resolution - 64
[Hardware Ray Tracing]
Support Hardware Ray Tracing - enabled
[Nanite]
Nanite - enabled
[VR]
Stereo Foveation Level (Experimental) - Medium
Dynamic Foveation(Experimental) - enabled
Instanced Stereo - disabled
[Default Settings]
Auto Exposure - enabled
Anti-Aliasing Method - Temporal Super-Resolution (TSR)
MSAA Sample Count - No MSAA
[Shader Permutation Reduction]
Support Sky Atmosphere Affecting Height Fog - enabled
Such a great work i learnt vray for rhino,modelling and now unreal engine with ur videos i really appreciate ur hard work
Big Thanks. Very comprehensive video, have not quite worked out the kinks when it comes to optimizing for the headset, but the video itself definitely covers everthing I was looking for in architectural model -> UE5 workflow
And than YOU for supporting the channel! Very much appreciated
: How can we interact several users simultaneously on a 3D model of an industrial plant using virtual reality glasses?
Good clear teaching. Especially with the Blueprint logic. Thanks so much.
Glad you like it!
Absolute legend. This guide helped me out a lot. I'm an architect and learning UE5 for visualization and interactive VR. Looking forward to checking out more of your guides.
Very happy to read this! Enjoy the rest of the videos :)
The real OG . Thanks for tut , means alot
Great resource, I would mention that in UE 5.2 I was able to replicate all the examples in this video without having to do any of the project settings or light setup. Thanks so much!
Oh that's great to hear! I'm always worried if there's no differences between mine and the viewers' UE5 setups.
O...M...G... I didn't think such an amazing course just existed for free on youtube. You are a lifesaver!! thought I'd have to jump thru Wayyyy more hoops to get this going. I will be supporting you forever from now on. Not many people like u out here, hope u know how much of a help this is for all of us!
This tutorial is really good and the door part is exactly what I needed! Now I don't feel stressed anymore about my project. Thank you :>
Thanks! Highly valuable. I went though much of that already with my project with much pain. Well spoken and well taught!
Also, the fact that you didn't edit out some pain points and problems you encountered made it all the more educational and useful. I'll check out more of your content. I have found good UE 5.x VR development resources to be rare/non-existent.
Thank you so much for your kind words and your support! It's really appreciated :)
How can we interact several users simultaneously on a 3D model of an industrial plant using virtual reality glasses?
1:45:25 - ha! i like to sit this way too xD
1:47:35 - watching this after previous beginner course you would be like - HEY! i know! you need to implement that BPI class you created and compile to use its Interact function
1:48:57 - double click works for me xD
1:59:39 - this time I've used flip-flop node, nice and clean!
2:13:22 - still can't figure out how to orient paw straight along viewing direction on horizontal surfaces and upward on vertical
2:19:15 - TODO: investigate how to make opening things as a standalone class to use it anywhere you want
thank you a lot! that was epic course! as always!
This is amazing Gediminas, you're a legend!
Aww thanks :)
You are really great at tutoring UE. Thanks u save my life!
Finally! Useful and great course coming soon
Really appreciate the effort put into these videos, thank you!
thanks for that matey, you're a champion
You are great, thank you very much for your tutorials and for your advice, with this information I was able to start my first archviz prototype to use for my business
Ah always nice to hear that this content helps people :)
why bro got that warm tea in the winter personality
I think about this comment a lot.
wow Thank you for these great course, really really good
Happy you like it!
dude thank you SO MUCH I'm so excited to get started on this, I've always wanted to make something like the original Deus Ex or Prey (but smaller) in VR
Have fun!
Great content! You have a very pleasant personality.
I appreciate that! Happy you've enjoyed it!
hi bro iam interesting your classes . thankyou verry much for giving this course completely free . love you smouch bro .
You are legend bro God Bless You, the content you provided for free. purchased 3 online courses i was still struggling for VR. but with you free course I am able to do VR projects now. Absolute legend
Very glad to hear it! :)
How can we interact several users simultaneously on a 3D model of an industrial plant using virtual reality glasses?
Just starting getting comfy with unity, only to learn i now have to pay to export it. Thanks to you
Can you please elaborate? I'm looking to start animating 3d vr simulations and am not sure about the platform, can you suggest me the platform I should use?
Thank you so much! Your course is a smooth and pleasant quest into the world of knowledge 🚂
Glad you enjoy it!
Best tutorial out there for VR project settings. Wish it was unreal engine 5.3 version tho
Nothing changes for UE 5.3 - once the settings/menus start not matching up - I'll update the course :)
@@DesignGoBrr When I disable the static lighting shadows doesn’t work anymore even if you follow every step you said
@@I-MM-O-R-T-A-L select the sun light actor in your project - change it from static to movable (right below the x, y, z translation/rotation/scale) box
@@DesignGoBrr I don’t understand why you recommend to disable static lighting tho
@@I-MM-O-R-T-A-L This makes sure that you're not using it in the project.Sometimes when you have multiple lights - it's easy to miss one that's static (and thus needs to be built to actually do stuff). It's just a layer of protection against mistakes.
Did you import the house from the architecture course?
Just discovered this channel and it's looking fantastic...loving the quality of explaination and content!
I'm upto to 'door open' BP explanation...looking a tad complex for such a simple action but i will continue🧐.
Thanks for the tutorials... I'm subscribed and I'll check out your Patreon 👍
Great, hope you'll enjoy the rest of the course! :)
excelente cada detalle que has tenido en cuenta para explicar. felicitaciones y gracias por tu tiempo
Sveiki. Thank you very much for this video and explaining everything in-depth starting from setting up the project properly. Keep up the good work!
Thanks! I'll do my best :)
How can we interact several users simultaneously on a 3D model of an industrial plant using virtual reality glasses?
Thank you! Very helpful video. Brilliant tutorial.
You're very welcome!
amazing session!
Glad you liked it!
00:25:00 Start distance fog is really good chance to control it inside your scene 👍👍
Fog does make a huge difference!
WOW really really need it tnx bro!
Hope it'll be helpful :)
thank you for the brief introduction. I have meta quest 2 headset and laptop with RTX 3070 ti and 32 GB of RAM. So I imediatelly knew this course would work with my hardware
Just don't add trees.
We love you so much! Amazing content thank you!
My pleasure!!
Thank you! You help me so much with this infos.
How can we interact several users simultaneously on a 3D model of an industrial plant using virtual reality glasses?
True genius at work ❤ appreciate your content man thanks A lot
I appreciate that! Thanks for watching! :)
An excellent video turned out, everything is well thought out, a very clear instruction turned out)))
Absolutely amazing content, such a good tutorial. As a student this helps me get a leg up on my classmates lol
Nice! If you make something with this - tag me in social media - I'm always interested in seeing what people come up with :)
I want to say Thank you very much for this small amazing course for VR.. this course gives push up to start My first VR project with Lumen & Nanite..
The last VR project was by bake light in 4.27.2 By Luoshuang's GPU Light-mass.. I feel now we can depend on ray-tracing Hardware with Lumen and Nanite
I will complete the second Part with Blueprint
Big Thanks for your effort..
You're very welcome! Happy to hear that these courses are useful to people!
@@DesignGoBrr very helpful
Keep continue and thank you 🫡🫡
Very good and detailed tutorial bro, love from china ❤
Thank you gente man
This is a masterpiece sir ❤❤❤❤❤
Love you 3000
Excellent, Thank you!
Glad it was helpful!
Bro you are awesome
no u
+1
+1
Thanks a lot!
I had some issues with my topography when navigating (sometimes I was inside, sometimes I wasn't). And finally, when I checked the visibility collision, the topography had some triangles detected and some not. And everything was resolved when I deactivated the nanite conversion of the topo.
Unfortunately, the packaging does not work: Unknown error......
I can't seem to be able to get passed the greyed out VR Preview. I'm using an Oculus Quest 2 and Unreal 5.2.1. I've enable OpenXR, I have the Oculus app open. I even downloaded the Oculus Developer kit... doesn't seem to be working. I scoured the forums to see what others were doing, but I just don't understand why it won't preview in VR. Any suggestions?
Any info welcome, to my knowledge and after tons of testing the only way for a good framerate is to use Forward rendering and not Deferred, allow static lighting to baked your lights and keep down the number of dynamic shadow casting lights. Anything else gives bad framerate and poor visual fidelity as Deferred rendering does not work well with VR.
You just described UE 4.26 default VR settings with emphasis on performance vs quality.
@@DesignGoBrr It's the same in UE5.2 Cannot get good visuals with Deferred rendering and Lumen in my gaming prototypes, even with a 4090.
@@melomaniakjmhey yes that’s what I heard too, forward is the only way for stereo VR effects as deferred is doing lots of 2D cheating that doesn’t work in stereo . If this tutorial is using airlink (or cable link) to a beefy PC then it’s not really for making VR for the masses on quest
What an amazing video, thank you so much for sharing! !
Glad you enjoyed it!
DISCLAIMER: These settings are not compatible with making video games! It gives you vey low fps, avoid if your plan is making a vr game. It should be stated at the start of the video.
Literally the first sentence of this video is "This course is tailored for architectural presentations"
lol this channel is actually legendary. everything worth posting. everything said worth saying. perfect
Aww thanks for the kind words!
Thanks a lot for your work and knowledge-sharing
My pleasure :)
This is GREAT!! but, I have been trying to figure out how to make the door close automatically after a duration of time without having to trigger it to close. I tried making the timeline open - delay - close, it works once but only once. Can you offer some insight on how to make this work? Thank you.
Ah thanks for the support! I'll do a video tutorial on this - wrote it down to my to do list
Amazing again 🙏
thank you this is a great start unfortuantely i can get past the project settings keeps crashing
Really really interesting and instructive.. There aren't many ressources on VR in UE5, this video and the next one are a must see.. And having done video tutorials myself I know how much time you put into it, so thank you.
I'd be very interested if you do another one to see how you actually manually open the door, i.e. get the proper hand animation to grab the handle, and pull it yourself.
How can we interact several users simultaneously on a 3D model of an industrial plant using virtual reality glasses?
well done!!!
thanks!
Seriously helpfull information. Thank you!
Which meshes can be nanite? I mean is there other exceptions like the squeletal mesh?
At this point - all meshes except skeletal can/should be nanite. Still has troubles with Raytraced shadows though..
Hello! I've followed your steps for door interaction. However, when the door is closed, the player can still pass through it. How do I make it such that when the door is closed, my character cannot pass through the door? Thank you!
you could make a collider, but I feel like that would really mess up the motion sickness of the player. Body would be moving, but eyes would see it being static.
thank you for these tutorial, you are really great in your job dont say that its you recording this course and help ussss!
Hi, very helpful tutorial, but at the very end, how are you running the exe and playing with your quest 2?
Connected to the PC - there is no headset that could run this quality by itself (it's not even close)
@@DesignGoBrr I am following the same steps but when I am launching the exe like you. It is starting in my quest 2 headset, but everything is showing black. I am new to this VR thing? Can you please give me any ideas why this is happening?
Sorry, I want to ask why I have quest link to my computer but UE editor still can't VR Preview, did I miss something?
Badass bro
Thanks a lot man!
Do you think Standalone VR on Oculus Q2-Q3 would be better for UE4 or UE5? Thinking about making a standalone game. Maybe a mix of both.
If possible could you do a video on standalone and how to optimize it to where you can get good performance out of it?
UE5 has better VR performance for sure, so I'd go with that. As for making a standalone game/environment tutorial - I'm waiting for Meta Quest 3 to be released with hopes that it's performance will be much higher. All headsets that are currently available simply do not have the performance necessary to run a convincing VR experience. Long story short - 1 month until Meta Quest 3 release and then I'll look into it!
@@DesignGoBrr Sounds good! Hopefully the Q3 will help with performance. We really need better standalone games. Of course I’d prefer PCVR games only but the player base is significantly smaller.
when I launch vr preview it just crashes.. help please!
Test it with the sample scene. Perhaps your GPU cannot handle it.
Thank you so much for creating this! I am transitioning from Unity to Unreal and this video really came in handy with a project I am working on. One question I do have though is why we disable static lighting? I was always under the impression that baked lighting is better where possible especially for VR due to the extra computations realtime lighting takes.
Glad to help! Umm it's true that baked lighting is faster, but for my archviz scenes I usually do day/night cycles for the client to see (also a bunch of dynic objects, such as window blinds, doors and so on), so I have to use dynamic lights. And then we turn off the static lights in orger for UE to rebuild the project optimized for dynamic lighting (you get a small performance boost that way)
amazing content
Thanks! :)
why not visible the input folder on vr template on the content browser. could you pls help ?
really nice but i got a question as soon as I do Allow Static Lighting - disabled, I need to do Forward Shading - disabled but this last option makes everything stutter a lot. so I have to turn on Allow Static Lighting - disabled again else it looks bad. ( and I have to leave forward shading turned off) any Ideas how this is possible?
This is really great man, thanks for sharing the knowledge! Amped to see what you think of Quest 3
Yea, can't wait. Have my wallet ready!
Same same 😅🙌@@DesignGoBrr
Very good video, congratulations. Can you create a video showing the maximum we can achieve by standalone?
In regards to architectural representation - stand alone is useless.. i could actually do a video on it - just to show how bad it is. I'll see how to make it educational
HEY! i'm facing a problem i imported a fbx room design in unreal engine and when i try to enter in that room then i can't it like a invisible wall holding me back , give me the solution for the this
change the collision complexity of your room meshes to "use complex as simple" - that should fix it
Do these settings work for gaming?
Not really, the quality is too high to provide a stable gameplay experience. This is purely for architectural/environment/product showcase, where quality>performance.
@@DesignGoBrr Thank you for clarifying my doubt, congratulations on the content, it is incredible.
Can you have Lumen WHILE maintaining 90FPS which is crucial for a VR Experience?
90fps is not crucial. 70 fps is. Anything bewlot that increases how many people get motion sickness. Frame reprojection means that you only need to render 35 frames.
I've liked and subscribed as this is GOLD!! Unfortunately having set up issues with my MetaQ3 headset into UE5, it's turmoil 🤯... Hopefully someone here has a bulletproof set up guide for the MQ3 headset. THANK YOU!! GG🎉
I have very very very stupid question : before I dive into this course, can I follow this if I still don’t have a vr headset ? Meaning plugging blueprints and seeing it in screen as it would be in vr headset
Not a stupid question. You can construct the level fully without the headset, but of course testing it out would be pproblematic. You can map the key presses to keyboard keys temporarily and just play it as a regular 3d level i guess
Oh cool :D I’ll start this course then , thanks awesome teacher
This is "YEAHHHH" 🔥👍
Thank you so much, bro.
Hey! Does someone know why when I execute the.exe it wont play on my oculus? Steamvr doesnt recognize it and nothing happens
nvm got it
Thank you for the great video
My pleasure!
Thank you, but your optimization for VR is based on PCVR, what about optimization for stand-alone version like APK runs on VR Headset in VR Archviz?
Doesn't make sense to do stand-alone VR for archviz purposes due to lack of accuracy in reflections and lighting. At that point, definitely better to just render out static 360 panoramic view renders of every room and feed them through the VR headset. High quality, but zero interective-ness.
The purpose of archviz VR is to maximise precision and quality to showcase the expected change of the space when light/material conditions change.
@@DesignGoBrr Thanks and I understand, but when your manager asks for it, you have to do 😂 especially for exhibition purpose
What a great work! Btw, the screen shakes a lot and feels like it gives me some headache. Does it also shakes a lot with VR headset? (I don't have one, so I have no idea, but really want to enjoy it one day)
That's actually how our heads move. Humans are much more... jittery than you would expect.Over the headset it feels smooth and natural though.
I don't know if they broke something or what with version 5.5 but when I click on the 3 dots and pick VR Preview, I get a popup from Unreal that says it needs to pick a different GPU and restart. It restarts and shows VR Preview is picked but I don't see the same window you do in my Oculus Rift S. I don't see anything with Unreal. Just the usual stuff from the Oculus App. I stop the simulation and then the regular desktop mode is selected for the preview. Every time I tell Unreal to go to VR Preview, it restarts but makes no difference. Bummer! Wanted to tinker with this.
And that's the top 1 reason why every single developer works with older versions of UE that are proven to be stable. I suggest rolling back to UE 5.4 and waiting a few weeks for UE 5.5 hotfixes to go through.
@@coreyshaw3701 I have never used MetaXR .. I'm using OpenXR for all my VR dev stuff, so can't help you with that.
@@DesignGoBrr I saw OpenXR in the plugin list but that doesn't work either. I found a different way to get the plugin to at least show up (because the almighty Google is terribly wrong on how they say to do it), but that doesn't work either. I stopped caring now. Oculus Rift S and Unreal just don't want to play nicely I guess.
Can I use VR to develop my game even if my game isn’t supposed to use VR? Can I use it to move around assets and use the logic tools?
Yea, you can set it up in a way that you'd be using a VR game mode for project preview and a different game mode for the actual shipping build
@@DesignGoBrr what’s shipping build? I’ve heard preview build which I’m guessing would the window that shows your project in game?
Hello ! Awesome content bro !!
Wondering if the headset Oculus go will work for this ?
Edit everything was set to epic in the engine scalability settings. I changed it to medium and high for global illumination like in he tutorial and that fixed it. Ill keep this here in case someone does the same as me, doh
Hi.Ive got an rtx 3080ti and i912th gen and 32gb ddr5 and giving the vr preview a try round about 30 minutes in and after tweaking the settings from the tutorial. When I try the preview its fine, mostly when I move my head to look aroound, but get weird artefacts and some stuff is a little wobbly when I turn or teleport with the controller. Im guessing its performance issues. It seems to be fine on your 3080 though. Does anyone know if Im missing something? Im a little bit rusty with UE as its been a year since I was using it often so probably forgetting something.
The "details" is not shows when my cursor click at the any "item label". Please help how to make the "details" data shown up again.
Hmmm , try this: Edit > Editor Settings > Preferences > Reset UI Layout . Should get everything in their places
im using quest3 to use my pc with the oculus app, but im not able to use the VR preview... it is disabled
how can i fix it?
thanks for this content
Welcome! Working on more :)
Great Tutorial! will you be posting more content like this in the future?