@@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?
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 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 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…
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.
Very cool stuff and easy to follow. I gut reaction liked this video when he said "hello people from the future." My kids love VR. I can't wait to put this kind of tech in their hands.
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
Just started learning VR for Unreal Engine and this was a great way to get me started! Thank you for making this and I can't wait to explore your other content.
Nanites can be enabled quicker by going into Content Drawer and setting a filter for Static Mesh. It'll show all static meshes in this project and only static meshes. You can then use ctrl + a to select everything and right click -> Nanites -> enable Nanites. This is quicker than manually checking every blueprint or object in the level.
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!
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.
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.
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!
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
@@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.
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
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 for the support! Absolutely it's possible to export, but considering that stand-alone headsets have a similar performance to mobile phones - the quality would need to be drastically reduced.
@@DesignGoBrr oh tnx for the reply! I'll try and see what happens 😬 i need a decent standalone vr for a client... maybe a 360° virtual tour is a better option🤔
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?
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
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 fallowed the instructions up to 30:16 where you suspensefully got it to work, but at my end i got almost dead stop result fps was like 1 frame per 5 seconds. i'm using HTC vive pro
Seems like HTC Vive pro resolution just kills this, so you should run it at lower pixel density. Try running a r.pixelDensity 0.6 command and see if that saves the framerate.
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
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.
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..
Thank you for such a nice course with rich context. I want to ask of it is possible we set door actions by just copying your setting and attaching to our doors? and also light?
Yea, you can replace the door mesh with anything. For lights it's an even simpler setup - you just replace the whole animation setup with on/off... Hmm I'll do a tutorial for lights.
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
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🎉
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)
When you package it and ran it, were you using the airlink and your computer GPU was still doing all the work? What if you loaded it onto your Quest 2 and used its GPU? Not good? What about the Quest 3 GPU? Its supposed to be about double the Quest 2 performance, right?
Yup, the PC always does 100% of the heavy lifting. As far as running it mobile goes (on Quest 2 or Quest 3) - the performance is not even close to what's needed to run this. If I had to guess - I'd say we're ~10-15 years away from Headsets themselves being able to run Lumen+Nanite.
@@DesignGoBrrDarn, really? I am surprised, and a little disappointed, that Archvis will be tied to PCVR for a decade or more to come yet. I don't yet understand baking entirely...is there any baking that can be done? Are Meta environments (and games) THAT much less complex such that they can run perfectly on the Quest 2 and 3?. I definitely can see that they use very low textures in their environment materials. So when you ship it to a client, they must use a high-end computer with either airlink or or a cable, correct?
@@mdimascio the models that run in Mobile VR have all light baked and uses low-polygon meshes. Baked light means it's non-dynamic, so you cannot control the sun position for example. Reflections use reflection capture probes, that produces inaccurate/fake reflections. Not having nanite means there cannot be any high detail rocks/trees in the scene as the ram/VRAM would get overwhelmed. For now - when you ship to a client they either have to have a high-end computer (in a few years any computer) and tether via airlink/cable. There are also PixelStreaming services such as Arcane Mirage : ruclips.net/video/eJTNvSiCZY0/видео.html , but I'm scared that the server delay would make things problematic. Something to test for sure.
@@DesignGoBrrThanks! I see what you mean about being 10-15 years away yet then. I play Golf+ a lot on the Quest 3 (an previously on the Q2). Their golf courses look great and they are often putting new ones out and improving their textures. They must be very good at minimizing their polygon counts while still making the courses look pretty great.
@@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?
@@DesignGoBrr And combine with 360-degree renders. It would be awesome. I saw this method a few months ago. I don't find the video... but it's possible!
And just wondering if you have any video content for Mobile VR... my Oculus WiFI airlink doesnt connect in my office so i'm frustratingly always tethered to my PC. Also often my projects need to be presented to clients off-site, so the mobile option is great to have but obviously that limits what can be loaded and run on the mobile HMD.
In my opinion Mobile VR is bad for Archviz preview - then it's better to just do a rendered 360 degree video. The reason why we need the processing power of the PC is us getting as close-to-real-life light/material behaviour as possible and with mobile VR it's simply impossible at this point.
i watched the other course for unreal engine and it has helped me a lot on my architectural presentations, thank you very much!! i am wondering if the meta quest 3 works just fine on an imac ?
Thank you for nice tutorial! I am using 1080Ti and would like to use no temporal super resolution but rather tweak real resolution - however even after changing screen resolution in UE, resolution inside VR (Quest 2) stays same - low. Any idea how to change. Thanks!
Hard to say what "low" resolution is. I'd look into the settings in the Oculus app , to see that the bitrate isnt limited. Also I'd check if using r.pixeldensity 1 command fixes it. With that being said, GTX1080TI will struggle with full oculus resolution (with Lumen/Nanite systems at work)
I'm only a couple minutes into this, wondering if it applies to game development as well? Either way, I'll definitely be checking this channel out, thanks in advance!
It does. One thing that you'll want to re-adjust for gamedev will be the quality settings as for archviz the main focus point is quality while for gamedev it's the performance
First of all, great tutorial! Everything runs smoothly for me just like in your video, until I deactivate Forward Shading. The preview will still look good but the VR preview will drop from 60fps to one very glitchy frame per minute or just give a spinning hourglass and eventually UE5 editor will complain I have exhausted all video memory. Tried on two different machines and with new and old drivers and it's the same thing. UE5.3.2 with same headset as you, the quest 2. Also tried tweaking the VR project settings around but no luck. Changing the shader setting back to ON fixes the problem right away after a restart of UE, strange
Have you tried running the crashy settings on the default VR template map? If disabling Forward Shading doesn't crash there - then it's something up with the model, if it also crashes there - then it's something wrong with Unreal Engine itself (or the hardware)
@@DesignGoBrr makes sense, but is there some other template than is used in the video? I'm just following the tutorial and I have not come to the point where I import anything custom. I watched a bit further now and got to the point of taking the main quality slider down from Epic and the scene no longer crashes completely, just run kind of jittery. I think the problem is running out of VRAM when the scene is being rendered both in the normal editor and preview. It runs flawlessly at 60FPS vsynced in the editor, but the starter content alone eats about 4-5GB video memory before I even launch in VR, so when I do it just totally pukes. Have run it on two different laptops one with 3060 and the other with 3070Ti, both with 64GB RAM and i7-12800H CPU. Probably I just need a more powerful rig but kind of was hoping to be able to at least run the Oculus Quest with starter content scene since I have a pretty powerful laptop 😢 I guess I could get Visual Studio and try compile the whole project to a standalone executable and run it without also having Unreal Editor consuming VRAM, do the developing without using the preview or runnint the preview on low settings.
@@maizenbrot 3070Ti should be comparable to 3080 (non TI) that I'm using, so it shouldn't puke as much.. As for the settings - definitely don't use Epic. High is the highest that you can go. I'd also run a r.PixelDensity 0.8 command to force a bit lower rendered resolution -to see if the speed or the VRAM required is the bottle neck.
You can't. This quality requires the app to be run on a PC and the headset to work as a monitor basically. If you want a stand-alone app, you would need to drastically reduce the quality/accuracy of your visuals (which I don't think is a good idea for architectural visualization purposes)
@@julianavelandiazambrano6056 keep default vr template settings. No lumen, no raytracing, only baked lighning, Mobile game scalability/graphics settings basically
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
Absolute legend. Insane content all for free. Thanks a bunch Gediminas!
Oh wow, thank you for the support! Very much appreciated
This man should have millions of subscribers oh my. The quality and detail is unchallenged. Well done.
True
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 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!
Not only is your video informative and helpful, but your english is clear and done well. Thank you for this
Thanks for watching! :)
The quality of tutorials matches Unreal Engine itself. Outstanding.
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 :)
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?
Very cool stuff and easy to follow. I gut reaction liked this video when he said "hello people from the future." My kids love VR. I can't wait to put this kind of tech in their hands.
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
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?
Just started learning VR for Unreal Engine and this was a great way to get me started! Thank you for making this and I can't wait to explore your other content.
Glad to hear this! This is still holding up, but once UE5.x matures enough - I'll make an updated course.
Nanites can be enabled quicker by going into Content Drawer and setting a filter for Static Mesh. It'll show all static meshes in this project and only static meshes. You can then use ctrl + a to select everything and right click -> Nanites -> enable Nanites. This is quicker than manually checking every blueprint or object in the level.
Yup, that's true. Should have added in filtering as part of the beginners course.
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?
Good clear teaching. Especially with the Blueprint logic. Thanks so much.
Glad you like it!
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!
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
The real OG . Thanks for tut , means alot
This is amazing Gediminas, you're a legend!
Aww thanks :)
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 :)
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 :>
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
Such a great work i learnt vray for rhino,modelling and now unreal engine with ur videos i really appreciate ur hard work
Thanks
And thank YOU for the support :)
Thanks!
Thanks for the support!
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.
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!
Finally! Useful and great course coming soon
Really appreciate the effort put into these videos, thank you!
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.
Great content! You have a very pleasant personality.
I appreciate that! Happy you've enjoyed it!
You are really great at tutoring UE. Thanks u save my life!
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 :)
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!
wow Thank you for these great course, really really good
Happy you like it!
¡Gracias!
Thank you for the support!!
Tak!
Thaaaanks for the support! :)
Tnx, keep on the great work... much love❤️🔥
Is it possible to export the vr model as an apk that works inside the quest without a connected pc?
Thanks for the support! Absolutely it's possible to export, but considering that stand-alone headsets have a similar performance to mobile phones - the quality would need to be drastically reduced.
@@DesignGoBrr oh tnx for the reply! I'll try and see what happens 😬 i need a decent standalone vr for a client... maybe a 360° virtual tour is a better option🤔
@@marselluslnc4955 quality-wise , I'd go for 360 tour, unless you need it to be interactive somehow
@@DesignGoBrr ok tnx, I have to figure out how to do it, do you have any resource, or a link with a guide to follow?
thanks for that matey, you're a champion
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?
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?
00:25:00 Start distance fog is really good chance to control it inside your scene 👍👍
Fog does make a huge difference!
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?
amazing session!
Glad you liked it!
Thanks for this wonderful tutorial!
why bro got that warm tea in the winter personality
I think about this comment a lot.
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! :)
hi bro iam interesting your classes . thankyou verry much for giving this course completely free . love you smouch bro .
lol this channel is actually legendary. everything worth posting. everything said worth saying. perfect
Aww thanks for the kind words!
An excellent video turned out, everything is well thought out, a very clear instruction turned out)))
We love you so much! Amazing content thank you!
My pleasure!!
Thank you so much! Your course is a smooth and pleasant quest into the world of knowledge 🚂
Glad you enjoy it!
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.
Thank you! Very helpful video. Brilliant tutorial.
You're very welcome!
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 fallowed the instructions up to 30:16 where you suspensefully got it to work, but at my end i got almost dead stop result fps was like 1 frame per 5 seconds. i'm using HTC vive pro
Seems like HTC Vive pro resolution just kills this, so you should run it at lower pixel density. Try running a r.pixelDensity 0.6 command and see if that saves the framerate.
What an amazing video, thank you so much for sharing! !
Glad you enjoyed it!
Bro you are awesome
no u
+1
+1
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 :)
excelente cada detalle que has tenido en cuenta para explicar. felicitaciones y gracias por tu tiempo
True genius at work ❤ appreciate your content man thanks A lot
I appreciate that! Thanks for watching! :)
39:22 thank you gediminas!!! how can i get the datasmith model file? i didn't go through after that process. plz throw the link for me!
Patreon~
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
Excellent, Thank you!
Glad it was helpful!
Very good and detailed tutorial bro, love from china ❤
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?
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 🫡🫡
well done!!!
thanks!
Seriously helpfull information. Thank you!
Thank you gente man
This is a masterpiece sir ❤❤❤❤❤
Love you 3000
Thank you for such a nice course with rich context. I want to ask of it is possible we set door actions by just copying your setting and attaching to our doors? and also light?
Yea, you can replace the door mesh with anything. For lights it's an even simpler setup - you just replace the whole animation setup with on/off... Hmm I'll do a tutorial for lights.
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
Amazing again 🙏
thank you for these tutorial, you are really great in your job dont say that its you recording this course and help ussss!
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
Thanks a lot for your work and knowledge-sharing
My pleasure :)
Thank you for the great video
My pleasure!
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🎉
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.
amazing content
Thanks! :)
Awesome bro
Thanks 🤗
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)
When you package it and ran it, were you using the airlink and your computer GPU was still doing all the work? What if you loaded it onto your Quest 2 and used its GPU? Not good? What about the Quest 3 GPU? Its supposed to be about double the Quest 2 performance, right?
Yup, the PC always does 100% of the heavy lifting. As far as running it mobile goes (on Quest 2 or Quest 3) - the performance is not even close to what's needed to run this. If I had to guess - I'd say we're ~10-15 years away from Headsets themselves being able to run Lumen+Nanite.
@@DesignGoBrrDarn, really? I am surprised, and a little disappointed, that Archvis will be tied to PCVR for a decade or more to come yet. I don't yet understand baking entirely...is there any baking that can be done? Are Meta environments (and games) THAT much less complex such that they can run perfectly on the Quest 2 and 3?. I definitely can see that they use very low textures in their environment materials.
So when you ship it to a client, they must use a high-end computer with either airlink or or a cable, correct?
By the way, I really appreciate your perseverance in getting this video completed! Sounds like it was hard work!
@@mdimascio the models that run in Mobile VR have all light baked and uses low-polygon meshes. Baked light means it's non-dynamic, so you cannot control the sun position for example. Reflections use reflection capture probes, that produces inaccurate/fake reflections. Not having nanite means there cannot be any high detail rocks/trees in the scene as the ram/VRAM would get overwhelmed. For now - when you ship to a client they either have to have a high-end computer (in a few years any computer) and tether via airlink/cable. There are also PixelStreaming services such as Arcane Mirage : ruclips.net/video/eJTNvSiCZY0/видео.html , but I'm scared that the server delay would make things problematic. Something to test for sure.
@@DesignGoBrrThanks! I see what you mean about being 10-15 years away yet then. I play Golf+ a lot on the Quest 3 (an previously on the Q2). Their golf courses look great and they are often putting new ones out and improving their textures. They must be very good at minimizing their polygon counts while still making the courses look pretty great.
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?
Do you have a beginners guide for AR, Unreal and Meta Quest plus Apple Vision Pro?
Just uploaded an AR video :)
this is amazing content, can you also make a video on using AR handheld template to create AR applications ?
Sure thing!
@@DesignGoBrr And combine with 360-degree renders. It would be awesome. I saw this method a few months ago. I don't find the video... but it's possible!
And just wondering if you have any video content for Mobile VR... my Oculus WiFI airlink doesnt connect in my office so i'm frustratingly always tethered to my PC.
Also often my projects need to be presented to clients off-site, so the mobile option is great to have but obviously that limits what can be loaded and run on the mobile HMD.
In my opinion Mobile VR is bad for Archviz preview - then it's better to just do a rendered 360 degree video. The reason why we need the processing power of the PC is us getting as close-to-real-life light/material behaviour as possible and with mobile VR it's simply impossible at this point.
i watched the other course for unreal engine and it has helped me a lot on my architectural presentations, thank you very much!! i am wondering if the meta quest 3 works just fine on an imac ?
I havent used a Mac in 10 years.. so hopefully someone else can answer yoh
thank you this is a great start unfortuantely i can get past the project settings keeps crashing
Thank you for nice tutorial!
I am using 1080Ti and would like to use no temporal super resolution but rather tweak real resolution - however even after changing screen resolution in UE, resolution inside VR (Quest 2) stays same - low. Any idea how to change. Thanks!
Hard to say what "low" resolution is. I'd look into the settings in the Oculus app , to see that the bitrate isnt limited. Also I'd check if using r.pixeldensity 1 command fixes it. With that being said, GTX1080TI will struggle with full oculus resolution (with Lumen/Nanite systems at work)
Thank you@@DesignGoBrr !
Actually Oculus - Devices - Quest2 - Graphics Preferences is what I was looking for and your clue led me there.
Thanks!
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..
I'm only a couple minutes into this, wondering if it applies to game development as well? Either way, I'll definitely be checking this channel out, thanks in advance!
It does. One thing that you'll want to re-adjust for gamedev will be the quality settings as for archviz the main focus point is quality while for gamedev it's the performance
@@DesignGoBrr I kind of figured. I think it's pretty incredible you're sharing this knowledge!
thanks for this content
Welcome! Working on more :)
Thank you! this is amazing!
Does Unreal supporting rendering VR(360) image sequence with lumen/Nanite/raytracing?
Oh yea, it absolutely does - but it's nicer when you can walk around in your environment I think :)
@@DesignGoBrr Movie Render Queue does that?
Great Tutorial! will you be posting more content like this in the future?
First of all, great tutorial! Everything runs smoothly for me just like in your video, until I deactivate Forward Shading. The preview will still look good but the VR preview will drop from 60fps to one very glitchy frame per minute or just give a spinning hourglass and eventually UE5 editor will complain I have exhausted all video memory. Tried on two different machines and with new and old drivers and it's the same thing. UE5.3.2 with same headset as you, the quest 2. Also tried tweaking the VR project settings around but no luck. Changing the shader setting back to ON fixes the problem right away after a restart of UE, strange
Have you tried running the crashy settings on the default VR template map? If disabling Forward Shading doesn't crash there - then it's something up with the model, if it also crashes there - then it's something wrong with Unreal Engine itself (or the hardware)
@@DesignGoBrr makes sense, but is there some other template than is used in the video? I'm just following the tutorial and I have not come to the point where I import anything custom.
I watched a bit further now and got to the point of taking the main quality slider down from Epic and the scene no longer crashes completely, just run kind of jittery. I think the problem is running out of VRAM when the scene is being rendered both in the normal editor and preview. It runs flawlessly at 60FPS vsynced in the editor, but the starter content alone eats about 4-5GB video memory before I even launch in VR, so when I do it just totally pukes. Have run it on two different laptops one with 3060 and the other with 3070Ti, both with 64GB RAM and i7-12800H CPU.
Probably I just need a more powerful rig but kind of was hoping to be able to at least run the Oculus Quest with starter content scene since I have a pretty powerful laptop 😢 I guess I could get Visual Studio and try compile the whole project to a standalone executable and run it without also having Unreal Editor consuming VRAM, do the developing without using the preview or runnint the preview on low settings.
@@maizenbrot 3070Ti should be comparable to 3080 (non TI) that I'm using, so it shouldn't puke as much.. As for the settings - definitely don't use Epic. High is the highest that you can go. I'd also run a r.PixelDensity 0.8 command to force a bit lower rendered resolution -to see if the speed or the VRAM required is the bottle neck.
Thank you so much, bro.
Nice tutorial, I really like it!
I'm a beginner so how i can install a windows app in oculus quest 2 headset or how you can play the final output?
You can't. This quality requires the app to be run on a PC and the headset to work as a monitor basically. If you want a stand-alone app, you would need to drastically reduce the quality/accuracy of your visuals (which I don't think is a good idea for architectural visualization purposes)
@@DesignGoBrr Oh, I got it. Thank you!
@@DesignGoBrr So, What settings do you suggest for build apk for Oculus Quest 2 headset?
@@julianavelandiazambrano6056 keep default vr template settings. No lumen, no raytracing, only baked lighning, Mobile game scalability/graphics settings basically
@@DesignGoBrr Ok. Thank you!