Great news for the frame rate which in 5.1 was really very low. It would be very helpful if there was a new Epic homemade framework in 5.3. The grabbing function is done very well but other functions such as opening a simple door and opening drawers would be needed. The one built with the new Enhanced Input System from GDXR looks very good to me.
Wait: all this AND you have hardware raytracing enabled? Woah dude. I have my project down to ~10ms with lumen and nanite in 5.2. Can't wait to see how it runs in 5.3! 🤞
hi there, may i ask you something ? i have a VR project and it is a museum where the player could interact and explore the whole building. but i really afraid about the polycounts since it already reach 500k poly. and it still 40% done. the question is, is it still considered as normal ? can i just use nanite ? or does the PC spec must be high end to run the game ?
That's awesome! Do you happen to know what exactly got improved? Is this general performance improvement for Lumen and Nanite or something VR-specific has been done in 5.3? I have a project in 5.1 where I tried to use Lumen and Nanite but it was absolutely impossible, so I went back to the old Forward rendering pipeline. Your demo is in deferred rendering , right?
What do you think the result might be on a non RTX card like a 1070? As far as i'm aware Lumen supports software rt on 10 series and nanite works there too. Just trying to wrap my head around if producing a VR title with this tech at the core would be playable by the general PC VR audience. Thanks for the really great videos, been following your UE5 VR vids for a while now, super informative!
Thank you! There have already been reports of this .exe working well on a 1080 so 1070 should be feasible too. Without hardware raytracing the reflections will use mesh distance fields so they’ll look a little waxy.
Runs well even on 1080Ti GPU. Just a quick question, I have 5.3 Preview installed, when I try to preview the VR Template I get this weird solid black and white dots all over my right eye. It doesn't show up in other templates in 5.3 when viewed in VR. Also 5.2.1 VR Template is working OK, so it can't be the headset. Could this be a bug in 5.3? Thanks for the demo by the way!
hello there your projects are impressive many thanks for the insights. i come from an architectural background and am very interested any a virtual walk through spaces. moving through the space is very crucial to perception. now it would be conceivable that you could make some guidance and improvements to the vr template. i know there are already some inputs here too but a summary and update would be very useful. thanks a lot
Please see this video and the presentation attached! ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-JD95BklloHk.html Also this one: ru-vid.comvT1T2unF8EI?feature=share
Really appreciate you doing this. Is RTXDI also working in VR? Also did you play with 5.4 build? Curious if there was any early signs on improvement over 5.3 as it relates to VR.
For some reason I couldn’t make a build with 5.4, but in editor it seemed identical to 5.3 RTXDI requires the NVIDIA fork of Unreal which only just got updated to 5.2. It feels good over there but better over here! Depends how many direct lights you need.
hey, question please. i have a VR project and it is a museum where the player could interact and explore the whole building. but i really afraid about the polycounts since it already reach 500k poly. and it still 40% done. the question is, is it still considered as normal ? can i just use nanite ? or does the PC spec must be high end to run the game ?
A thing to consider: not everybody has a rtx 4090.... I've seen lots of yt videos of UE 5 and VR, and nobody looks or explain this key things, if you want to be a real game dev you should ask this: How to set the lighting correctly in VR, how to make a good quality lightmass that boost performance. Lumen is just to expensive for VR now, of course if you have a monster hardware will work, but I seriously recomend to who really want to develop a game AND SELL IT, don't belive in all yt videos you cross, If you have less than 30 fps in your headset you're going to experiment motion sickness, same as your players.
For sure! I hope I’m clear about this in my livestream as well as my OpenXR talk: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-JD95BklloHk.htmlsi=UIG50-Lm6rXW3zpx
Hello and thanks. We need Best optimization for architectural visualization on Unreal Engine 5 for Meta quest 3 Stand-alone, not PCVR, could you please give some advice. I do an interior scene and no matter how much I do optimize such as AA, Materials, Nanite, Bake Lights, Static Lights, Shader map size etc. its run so slow (Laggy) Thank you
Would be awesome to see how substrate performs in this hectic setup! I made a quick video on my channel with the vr setup and the opal shader if you want to check it out. Also is there an estimated release month for UE 5.3?
I am seeing absolutely horrible lag in all VR enabled application in 5.3.2. Regardless of scene content. 3080 and 208OTi 64GB. Habe tried forward rendering and instanced stereo. No change yet. Even VR template is unplayable. 4.27 runs fine. Is there some trick to improve head tracking latency?
curious if you do an update now with official 5.3 released. seems its still missing some nanite futures and stereo capabilities. but it should be able to do Instanced Stereo Rendering which is nice to read
I show a BP for it briefly in this project. There’s nothing out of the box. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-JD95BklloHk.htmlsi=S2Rvz1VAWvsnMrKd
Thank you for this! My system specs got a serious wakeup call - waay to puny for anything else than lowest quality (RTX 3070 on an 11400F i5 32GB Ram, project placed on a samsung 970 nvme) Can’t provide FPS details because my danish keyboard refuses to find the backslash somehow(?) But very nice to know that my system is out of Lumen scope (for now) would hate to start a project not knowing that
@@ibrews Yup! Both - and that didn't affect the framerate on the lowest setting. Did a system and headset reboot and it helped though. Now in fact very playable on high if I set the pixel density to 0.8 with both photogrammetry and buildings (which is tiny a bummer, but then I get more Lumen lighting details) - Am on an link-cabled Oculus Quest Pro and it has been REALLY buggy on the PCVR stuff lately - so there's that
I still couldn't get it to find the stupid backslash key - even tried emulating the english keyboard.. so I can still not give any FPS numbers, but I OBS'ed the section - so here is a link to a couple of minutes on my system - just until I tried pixel denisty 1.5 that is - so if you will excuse me now I will go a greet the figher fighters🤣🤣 ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-32xTIqIzZ4Y.html
@@ibrews Download works now, it runs and inputs work when I start it, but as soon as the face sensor on my index detects that I have it on my head, the app freezes. so it only works when the index is sitting on the table
Hello, thanks for your tutorials, they helped me a lot. In version 5.2 I managed to get my project working fine with your recommendation, but when I upgrade to version 5.3 the objects disappear when they are out of the field of view. Do you know how I can fix it? This is what happens: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-NJkjiqsFFgY.html