I was watching a lot of unreal engine and blender videos and was like wait WHY aren’t they in vr it would literally feel like real life playing in the same worlds I see in renders
Questions:
What does "target triengles" mean in "Make LODs for everything above target triangles"? You mean target triangle count?
Why should one avoid large geometry that can encompass tha player? Does this hold for seperate walls floor and roof geometry as well?
Timestamps: 00:00 Intro 2:52 Topics 4:16 What is VR? 7:14 Best Practices VR 14:10 What is OpenXR? 16:56 Collab Viewer Template 20:32 VR Template Overview 24:06 VR Set-up Settings for UE5 34:10 VR Mode for Editor 37:00 Dampen Spectator Cam (VR Pawn Extensions) 50:07 Toggle Spectator Cam Mode 53:11 VR Controllers InGame 55:37 Desktop vs Mobile Advice 1:02:06 VR Pawn Extensions (Continued) 1:10:02 Enhanced Input System Intro 1:14:30 Scale Change 1:15:53 Dash Teleport 1:18:13 Fade to Black VR 1:21:16 Walking or Flying VR 1:23:25 Pixel Density Setting (For Nanite) 1:26:28 Create Grabbable Object 1:29:43 Menu Items 1:36:49 Project Packaging 1:37:41 Tips and Tricks 1:38:19 Optimizations for VR 1:40:11Nanite and Lumen VR
TLDR: Nanite/Lumen for VR is not mentioned until the end and is said to be still very experimental.
Favorite quotes: "Learn the rules like a pro, so you can break them like an artist." – Picasso "My body is a gun." – Akex Coulombe
FYI: The OpenXR Runtime setting for oculus is not in the Beta menu but in the General Menu. 16:05
This is a great presentation! Is there somewhere we could get the presentation to review the points that where skipped before going into the lumen and nanite part?
Anyone else here learning Unreal so that they can adapt Lyra for VR to recreate the spirit of a flat screen game that was largely looked over more that's possibly from …. I don't know … the rng says … December 2012?
Lies. Unreal doesnt support proper vr dev. They dont support new hardware and glitches to the point i rather quit 3D than try again.
Great talk, lots of good info. I don't mean to be ungrateful, this is intended as constructive criticism, and it's a tendency I see a lot, not just with your talk. But the first VR consumer headset came out more than 6 years ago, I started playing around with it 8 years ago, and I am by no means a prolific or good dev. You wasted so much time going into intricate detail over the basics of VR, which has been covered tirelessly. I could find literally 100s of videos dating back all the way to 2016 explaining those things, most of which are based on Valves incredibly outdated guidelines that most successful titles don't follow. All this just to quickly gloss over the actual practical things that people came to learn about.
We are so close to the matrix
Great talk! I can't help but feel like PSVR2 is completely overlooked here. There's relatively little resources for dev in UE5 for PSVR vs PC. PC is not a big enough market vs PSVR and yet PSVR is considered a 2nd class citizen. Kind of disappointing considering how powerful and accessible the platform is for the average gamer.
Thank you everyone for checking out my talk! For added clarity, this was two sessions separated by Q&A then a lunch break. And the mistake I made at the end of the first session was having the “Dampen VR Camera View” node coming off the “Handle Spectator Mode First Person” node instead of bypassing it on event tick. Basically I negated the dampening. Doh!
I like really high res 3dof renders or photos that a 3D game engine wouldn't be able to do. I am looking into doing things like this for my company in the future so i'm interested to see what happens with this and what tools i'll be able to use to make my vision happen.
I was watching a lot of unreal engine and blender videos and was like wait WHY aren’t they in vr it would literally feel like real life playing in the same worlds I see in renders
Questions:
What does "target triengles" mean in "Make LODs for everything above target triangles"? You mean target triangle count?
Why should one avoid large geometry that can encompass tha player? Does this hold for seperate walls floor and roof geometry as well?
Timestamps:
00:00 Intro
2:52 Topics
4:16 What is VR?
7:14 Best Practices VR
14:10 What is OpenXR?
16:56 Collab Viewer Template
20:32 VR Template Overview
24:06 VR Set-up Settings for UE5
34:10 VR Mode for Editor
37:00 Dampen Spectator Cam (VR Pawn Extensions)
50:07 Toggle Spectator Cam Mode
53:11 VR Controllers InGame
55:37 Desktop vs Mobile Advice
1:02:06 VR Pawn Extensions (Continued)
1:10:02 Enhanced Input System Intro
1:14:30 Scale Change
1:15:53 Dash Teleport
1:18:13 Fade to Black VR
1:21:16 Walking or Flying VR
1:23:25 Pixel Density Setting (For Nanite)
1:26:28 Create Grabbable Object
1:29:43 Menu Items
1:36:49 Project Packaging
1:37:41 Tips and Tricks
1:38:19 Optimizations for VR
1:40:11 Nanite and Lumen VR
TLDR:
Nanite/Lumen for VR is not mentioned until the end and is said to be still very experimental.
Favorite quotes:
"Learn the rules like a pro, so you can break them like an artist." – Picasso
"My body is a gun." – Akex Coulombe
FYI: The OpenXR Runtime setting for oculus is not in the Beta menu but in the General Menu. 16:05
Timestamped the Nanite portion of the vid 🙂
https://youtu.be/JD95BklloHk?t=6015
This is a great presentation!
Is there somewhere we could get the presentation to review the points that where skipped before going into the lumen and nanite part?
Anyone else here learning Unreal so that they can adapt Lyra for VR to recreate the spirit of a flat screen game that was largely looked over more that's possibly from …. I don't know … the rng says … December 2012?
Lies. Unreal doesnt support proper vr dev. They dont support new hardware and glitches to the point i rather quit 3D than try again.
Great talk, lots of good info. I don't mean to be ungrateful, this is intended as constructive criticism, and it's a tendency I see a lot, not just with your talk.
But the first VR consumer headset came out more than 6 years ago, I started playing around with it 8 years ago, and I am by no means a prolific or good dev.
You wasted so much time going into intricate detail over the basics of VR, which has been covered tirelessly. I could find literally 100s of videos dating back all the way to 2016 explaining those things, most of which are based on Valves incredibly outdated guidelines that most successful titles don't follow.
All this just to quickly gloss over the actual practical things that people came to learn about.
We are so close to the matrix
Great talk! I can't help but feel like PSVR2 is completely overlooked here. There's relatively little resources for dev in UE5 for PSVR vs PC. PC is not a big enough market vs PSVR and yet PSVR is considered a 2nd class citizen. Kind of disappointing considering how powerful and accessible the platform is for the average gamer.
Thank you everyone for checking out my talk! For added clarity, this was two sessions separated by Q&A then a lunch break. And the mistake I made at the end of the first session was having the “Dampen VR Camera View” node coming off the “Handle Spectator Mode First Person” node instead of bypassing it on event tick. Basically I negated the dampening. Doh!
Anyway, here’s my deck, enjoy!
https://drive.google.com/file/d/1isWDGjb8aj-6fLLoQZ3OUSXcZ7S5s7Xm/view?usp=drivesdk
I like really high res 3dof renders or photos that a 3D game engine wouldn't be able to do. I am looking into doing things like this for my company in the future so i'm interested to see what happens with this and what tools i'll be able to use to make my vision happen.
Can we build mmo metaverse here?