Definitive Guide to Lumen & Nanite Usually Working Pretty Good for VR in Unreal Engine 5.1
Ойын-сауық
I'm on an RTX 3080 mobile.
For SteamVR, be sure to use the launch parameter -norhithread to avoid weird shadow artifacts.
Key points:
1) Start with VR Template
2) Turn off Forward Shading, turn off Allow Static Lighting
OR
1) Start with any other template
2) Add VR template: • How to easily add VR t...
Download the "Orb Simulator" Demo, which now includes trees and buildings:
www.dropbox.com/sh/da489eg96c...
Want to reach out to me? Use Twitter @ibrews
Пікірлер: 261
Please similarly keep us updated on Nanite and Lumen for VR in future. Thank you for great video.
@ibrews
9 ай бұрын
Please see my latest livestream for the latest updates!
Outstanding video man, nice to have someone go through the finer details. Can't wait to try this out. Hope to see more videos like this :)
Great stuff - just hopped on the VR and Unreal train as of last week. There's so little to find in terms of VR tutorials etc. so this was a great help!
Love your informative content! Really enjoyed the UE5 VR Seminar you hosted! Thank you for what you do for the community 🙏
@ibrews
Жыл бұрын
Thank you for the kind words
Project settings (Quick Reference) ------------------------------------------------------- Targeted RHIs Default RHI - DirectX 12 D3D12 Targeted Shader Formats SM6 - checked Misc Lighting Allow Static Lighting - unchecked Forward Renderer Forward Shading - unchecked Virtual Textures Enable virtual texture support - checked Reflections Reflection Capture Resolution- (keep it low) 128 Global Illumination Dynamic Global Illumination Method - Lumen Shadows Shadow Map Method - Virtual Shadow Maps (Beta) VR HMD Fixed Foveated Level (Experimental) - Medium Dynamic Fixed Foveated (Experimental) - checked Instanced Stereo - checked Hardware Ray Tracing Support Hardware Ray Tracing - checked (optional, to enhance visual quality) Ray Traced Shadows - unchecked Ray Traced Skylight - unchecked Lumen Use Hardware Ray Tracing when available - checked (but be ready to uncheck it) Software Ray tracing Generate Mesh Distance Fields - checked ------------------------------------------------------------------------------------- Settings > Engine Scalability Settings > Medium (Quality) For SteamVR > Keep Resolution Scale at 100 VR Pawn (open) vr.PixelDensity 1.0 > vr.PixelDensity .4 (and work your way up) can be neterd asa console command For SteaVR > Keep it at 1.0
@ibrews
Жыл бұрын
Thank you!
@thhm
Жыл бұрын
Thanks!
@billiejean9909
Жыл бұрын
This is very helpful, tks
Took me a good 6 hours to go through this step by step, with my system I tap out at around .7 Pixel Density, everything after that slows down a bit. Thank you for putting this together, I've learned a lot. Looking forward to more content!
Pure gold. Over a year later and this is still invaluable information. Thank you.
@ibrews
Ай бұрын
My pleasure !
Woah! I hit you up in DM on Twitter for EXACTLY these issues. Thank you so much for putting this together!
Amazing to see this video recommended to me by youtube today, I saw the preview video first on LinkedIn some time back, now I'm seeing the full video on youtube... Awesome work @iBrews
This is great! I really needed a thorough audit like this, thank you!
@ibrews
Жыл бұрын
You’re most welcome!
excellent : learned a lot from you in 45 min. thank you
Thank you so much for sharing this, opening doors for a lot of people !
Back into Unreal again after a year of doing MobileVR stuff in Unity. This got me fired up. Thankyou and have a good one.
@ibrews
Жыл бұрын
Glad to hear that!
Super helpful. thanks! I couldn't have figured it out without this.
@ibrews
Жыл бұрын
You’re welcome!
You have such a positive face! You bring a smile just by seeing you smile!
@ibrews
9 ай бұрын
Hey thanks! Be sure to watch my latest video as it overrides a lot of what you see here
Yessssss buddy - let’s keep this up!
Thank you Alex!
Awesome video, thanks ! 😇
Thank you very, very much for all of this!!
brief update, Feb 2023: thanks to enhanced input, you can also start with another template, many of which are already set up for Lumen / Nanite, then import the VR Template. It will even prompt you to enable OpenXR !
Great Work!!!
Thank you very much!
Exciting!
Doing God's work here, my friend
thanks for this 🍻
It crashes a lot, but at least ot works! I did a quick test on a marketplace scene for comparisong, using Nanite only. Weird thing is that the scene without Lumen nor Nanite is running at 13ms, while enabling Nanite and converting all the SM, in VR runs at 36ms....so definitively something is not working as expected. I'm quite surprised that in 5.1 they managed to get Nanite and Lumen working, and even though there's a lot of room for improvement and optimization, I'm very happy that Epic decided to upgrade their tech to work in VR.
So glad I found this video!
@ibrews
9 ай бұрын
Watch the latest one too !
@the.virtual.samurai
9 ай бұрын
@@ibrews Will do! Just trying to make some nearly photoreal scenes with Nanite to hang out in at this point 😅
Awesome video, thanks for covering so much. One suggestion would be to reconfigure your recording software so your mouse cursor can be seen in the recording. Seeing where the cursor is moving as you click around is really helpful in being able to follow along. I do have one question if you happen to know -- toward the end when you enabled the projectiles to emit light, do you notice a strobing/ghost effect? Hard to describe but basically the motion of the balls (or at least the ticks/frames in which they emit light) is fairly low compared with other motion. Imagine tossing a ball in a dark room with a strobe light going so that you only see the ball move through the air in a sort of stop-motion like appearance. Do you know of a way to increase the rate at which the ball emits light per frame or tick? Thanks again!
@ibrews
Жыл бұрын
absolutely! usually I do but forgot here.
thank you a lot bro
awesome stuff
Would be awesome to see an update for the upcoming 5.4 soon! What significant changes from this to current have there been regarding Nanite/Lumen in VR?
@ibrews
5 ай бұрын
None to my knowledge unfortunately
Thanks a lot!
awesome video! thank for this~ i just wish i could see your cursor :D had me lost a couple of times following what you're pointing at in the screen. but aside from that, solid content! super useful tips!
@ibrews
Жыл бұрын
Sorry about that! Usually I have my cursor on with OBS but turned it off for recording gameplay, then forgot to turn it back on
I've found enabling TSR for anti-aliasing really helps with the "jaggies" I'm seeing on distant objects. Basically bringing back some decent anti-aliasing to the deferred renderer. Getting a bit of smear but it's preferrable in my situation
@ibrews
Жыл бұрын
Agreed! Just adds an extra risk of crashing :)
@starchaser28
Жыл бұрын
Switching to TSR worked for me, much better. Thanks!
@nematelier1379
Жыл бұрын
Hey how do you enable TSR in UE? Thanks in advance:)
@starchaser28
Жыл бұрын
@@nematelier1379 In the "project settings" search "TSR" and it's under "Anti-aliasing method"
@nematelier1379
Жыл бұрын
@@starchaser28 ok thanks! They changed the settings somehow during the last versions
Hey! I just saw this guy's talk in New Orleans' UE conference thing! Very cool
@ibrews
Жыл бұрын
Thanks for coming! Talk is here btw: kzread.info/dash/bejne/fHhtl6SknM_VeM4.html
@MistereXMachina
Жыл бұрын
@@ibrews Thanks for sharing so much! I'm following this tutorial as we speak, I'm interested in creating some experiences/mocap/virtual production in UE 5.1 and your resources have been extremely helpful. I'm trying to figure out how to import some realistic Megascans assets to 5.1 but it seems none of them are compatible - is it even possible to use Megascans stuff with nanite atm?
Hey @ibrews - first of all great video! you mentioned here that VR editor is not working with your oculus setup since steam VR thinks your controllers are different and none of the buttons work. (and also that you are gonna make a video about setting up the vr editor mode in 5.1) anyway i have the same issue and its incredibly hard to find any hints of how to make it work. i would love to hear you commenting on this or even actually making a video :) i have the feeling no one knows how to solve it 100% (none of my efforts to get vr editor run on Ue5+ have worked and none of the suggested fixes in unreal, oculus app or device settings have solved it so far) Cheers!
@ibrews
Жыл бұрын
I’m on it!!
Very informative AND entertaining!👌Have you already tried VR in the 5.3 version? Is it worth the extra Github hassle?
@ibrews
Жыл бұрын
Not yet! There’s some exciting XR Creative Framework stuff in 5.2 though
Hi! Excellent video but I do have one question regarding one lumen feature I couldn't get running in VR and that's proper GI. The room is still very dark and you're not getting the light bouncing into that room really. There's just the direct lighting. Could you show how to do this? I realize it might be computer intensive to get a good result with decent frame rates but for our use case that's not a problem and I'm sure there are many others who are also looking to use vr for product showcase rather than commercial games.
It would be so useful if you’d repeat a similar video to this but with your 4090 focussing on settings, quality and stability. I’m not sure how much practical insight I’m getting from jsfilms and your impressive samples pushing it to the limit in big open worlds.
@ibrews
Жыл бұрын
Great idea!
Thanks for this great tutorial! I'm wondering though, why my Lumen scene looks so much worse than yours. I've followed every step, but I have these kind of low-poly meshes and the weapons have both disappeared and turned into blotchy shadows instead. Only in Lumen scene though. I can rotate the light and get the same effects as you though.
Awesome tutorial! Very clear for someone who is starting with Unreal. I have a newbie question. Can you use a tethered Oculus 2 with Unreal 5.1 without having to use Steam VR. If so, how do you set it up? If I don't run steamVR before I launch Unreal 5.1, VR preview will be grayed out. Thanks! Awesome stuff in your channel
@ibrews
Жыл бұрын
Make sure to disable SteamVR in your plugin settings, enable OpenXR, and set Oculus as your OpenXR runtime
Thank you for this video! One question does lumen reflection works for android Vr (Without using the desktop version at all) or the scalability is set to medium and then it doesnt work?
fantastic, thank you so much. I am trying to package. But for some reason, my packaged version is super slow and having a massive FPS drop. Do you also change the engine scaleability settings for pacakaging? Any tutorial you could do for that would be amazing. Thank you so much and keep rocking, cheers
@ibrews
Жыл бұрын
Yes. You could modify directly in .ini or in a BP. Check these out: blueprintue.com/search/?query=Scalability
Hi there, another quick question. First of all, thank you for helping me with the first issue. Next question (I'm sorry, I am completely new to UE) - I was wondering, how do I illuminate the objects more in dark areas? In the UE it illuminates just fine, however, the second I put it in VR, it becomes too dark and the light on the objects don't reflect enough.
I'm using Lumen with standalone VR on Quest 2. Works pretty good.
@ibrews
9 ай бұрын
If you’re on standalone it’s not Lumen, just regular ol’ moveable lights
Oh. My. God. Thank you so much :) :) :) Quick Q: If you set the spectator cam to the lowest of low settings does that give the headset more headroom?
@ibrews
Жыл бұрын
Yes it's very expensive to have the Spectator Cam on (you're rendering essentially 3 total screens at that point), so bring down the quality as much as you can.
Such a fantastic video. Are you seeing improvements in stability as we use hardware such as the new 13th gen intel and 4090? Curious if hardware limitation directly correlates with engine crashing when using lumen and nanite in VR.
@ibrews
Жыл бұрын
Still plenty of crashes (fewer in 5.1.1) but yes 4090s allow for cranking a lot of the settings higher
@lightweighth2609
Жыл бұрын
@@ibrews thanks for the speedy reply!
Me: "Ok, let's see where the VR consumer hardware is at the moment. UE probably has Lumen and Nanite already available for VR." PC: "I'm melting." UE: "I'm crashing."
@ibrews
Ай бұрын
Haha oh no !!
really appreciate you making such educational and useful content, I have had one issue, which is the lumen shadows appear to be really flickery when the HMD is moving, is this the issue that you send can be remedied via SteamVR launch parameter?
@ibrews
Жыл бұрын
Not sure on that one. Try increasing shadow quality?
@realFinnB0
Жыл бұрын
Hey There, I've the same problem do you found a solution yet? :)
@realFinnB0
Жыл бұрын
Hey I just found a soulution maybe it will help you too :) I just turned on D3D Shader Model 6 as the Preview Rendering Level and now everything works :D Settings > Preview Rendering Level < D3D Shader Model 6
@ibrews
Жыл бұрын
@@realFinnB0 thanks for sharing!
@realFinnB0
Жыл бұрын
@@ibrews you're welcome! :)
Does it redraw all the picture when raytracing? current denoisers make use of last frames
Thanks for this! I'm getting a red error message in the top-left of the viewport and packaged build that says "StereoView Primary Stereo Rendering Method: SplitScreen-Like" Or depending on my "Instanced Stereo" setting (I think): "StereoView Primary Stereo Rendering Method: MultiViewport" Do you have any idea how I get rid of this?
Thanks for the tutorial, much appreciated. I tested the same scene by replacing the floor material with a glossy one. With Lumen Reflections there is flickering of reflections that shouldn't exist (especially inside the room and they are blue if the atmosphere is activated). Clearly the issue is only noticeable from the HMD. I tried to change the parameters mentioned in this video but I didn't get results that solve the problem.
@calter6910
Жыл бұрын
In version 5.1.1 the problem has been fixed.
Unreal 5.3 update! Things have changed a bit and you should watch my latest livestream: kzread.infojrcf0RwqSU4?si=Biejb_Vw-i8f99dG
yea finally i got my nanite in vr game with your guild thank u ... but im getting bug on textures the simple cube with material will reflect the sky !
Super nice and helpful! Nanite has some issues for me though. There are black holes and glitches in VR. Do you have any idea how to fix this?
@ibrews
Жыл бұрын
if you're on SteamVR, you need -norhithread. Otherwise, it's the standard Nanite issues with some materials/meshes (google 'how to fix black nanite')
@SpinTurbo
Жыл бұрын
@@ibrews thx for your swift answer! I did try that already. unfortunately they are still there. it is also not the fallback mesh as the nanite meshes have holes in there you can see behind the mesh. I try do to some debugging tests.. Are you able to recommend an unreal VR discord channel there other enthusiasts meet :)?
@ibrews
Жыл бұрын
Unreal Slackers !
@iBrews I'm on a PC with a 3080 and setting the Engine Scalability to medium makes the shadow super dark. Setting it to either High or Epic fixes the issue. Hope this helps you or someone else!
@graveleater477
Жыл бұрын
only set global illumination to high, everything else can be medium and the shadows will work properly!
@ibrews
Жыл бұрын
Thank you both!
Hi i hope this can be answered. One thing that is rarely mentioned anywhere is the "VR editor mode" which would allow you to work around your scene directly in VR. (super usefull for envoronment work) BUT so many people (and me) seem to have a hard time to make the "VR editor" button appear AND be usable (not greyed out) on the quest2 with unreal... In your video i believe between minute 2:00 and 7:00 something "unshown" happened that enabled your VR mode button for you - could pls someone explain the failsafe way to make it appear ADN be usable? (it seems to exist and work somehow just so many people cant seem to make it run "without steam vr" - which usually breaks oculus controller input in Unreal VR editor) Thanks!
@randallcromer66
Жыл бұрын
Great question, I've been having the very same issues. I hope can help us both by answering your question. Thank you for submitting it, I very much appreciate it also.
@Eclectic_Chicken
Жыл бұрын
@@randallcromer66 enable openXr in oculus desktop. It's the only way to get it to work
@Eclectic_Chicken
Жыл бұрын
enable openXr in oculus desktop. It's the only way to get it to work
Hello I want to build for oculus quest 2 so does lumen and nanite support for quest 2? does lumen lighting even support for android device like quest 2?
Well after many more tests I would say for best performance and visual fidelity, bake your lights for VR!
@ibrews
5 ай бұрын
oh yea, forward shading, msaa, baked lighting is still by far the most performant. this guide is more like if you NEED to use Nanite/ Lumen, here's how to go about it.
For some reason the only way to manually change the resolution scale in the Engine Scalability Settings is to set the quality to epic and manually downgrading each and one of them to medium. This way the scale remains at 100%. If clicking on Medium, it sets it to 70%, and there's no way to change the scale resolution on its own.
@ibrews
5 ай бұрын
If you’re setting cvars, then you can only again change that cvar with cvars and not in the scalability settings menu
Would that all work with tValve Index also ? I couldnt use it after SteamVR is deprecated and have to use OpenXR
Great Video I tried around by myself for a whole while before I found your video which worked wonders I am currently facing an issue in VR: The VR-Templates Hands and everything I pick up and interact with kind of... stutter. It is very weird, everything runs very smoothly, but my hands and objects I pick up seem to almost run at lower fps than everything else (ik that this is not actually what is happening but it is the best way to describe it). It is also only an Issue in the VR headset itself. In the View that opens on my desktop when running the project it everything runs smoothly. Pretty sure it is caused by Lumen Shadows. It even occurs after setting the Pixel-density to 0.1 so it is definitly not my GPU capping out I think? Does anyone else have this issue or can point me in the right direction on how to fix this?
Hi bro can you tell me please how can I create a menu Scroller and up and down with Joyistc for VR in UE5?
nanite and lumen, are they working so I can pack and open them directly on the Quest, without a PC?
I just did the tests, I increased the quality settings a lot, it was very good, I increased the lumen and detail quality, I used surface reflection, quality 1 ...thx
@ibrews
Жыл бұрын
Please make a video!
Hi I have a very annoying problem (WITH MY VALVE INDEX) where the Vr preview gives low fps with low GPU and CPU usage as well. When I make a build it runs buttersmooth. Do you have any idea why the preview window runs so slow?
hi, thanks for your video, i walk in to a problem. When i just do a packaging to quest al works fine.. But as soon i do a build of lights etc. then i get rainbow like colors in the VR Projects, it for sure has to do something with reflection but can't pinpoint what. using standard VR template no xtra's please help Quest1
@ibrews
Жыл бұрын
Ahh yes I’ve had the problem too, especially with projects updated from ue4. Try a fresh map or even upgrading to 5.2
Thanks! I'm on a 3080ti and SteamVR with lots of issues with performance. If you could do a tutorial on optimising for SteamVR (index) I would appreciate to infinity
@ibrews
Жыл бұрын
Now that 5.1 is fully released I’ll be sure to put that together
@randallcromer66
Жыл бұрын
@@ibrews Thanks for sharing your knowledge with us, it's very much appreciated by us all.
I can use keyboard and mouse all day in vr and don't get motion sickness, the older vr headsets tho made me sick after a few minutes regardless
I have another question, sorry lol. I'm implementing these settings into my project, but when I uncheck Allow Static Lighting, I get these jarringly dark shadows in my outdoor scene. As soon as I reactivate Allow Static Lighting the shadows goes back to normal though. Do you know why this might be? I made sure I'm using Lumen and everything else from your tutorial is working really great, so thanks so much for that!
@ibrews
Жыл бұрын
Sounds related to skylight. Make sure your skylight is set to movable- it doesn’t show up in light lister !
@vonklinkenhoffn1
Жыл бұрын
@@ibrews Odd... I thought I replied to this yesterday, but it seems that it wasn't posted. Weird. Oh well, anyways, I first wanted to say thanks for helping me out! I have my skylight set to movable though, but unfortunately it didn't seem to do much. It's really weird this.
Having an issue (5.2.1) When I compile and run from oculus browser, pixelstreaming from my machine, the eyes are flipped and it a static stereo image. Like the image has been splut in half and moved to opposite sides of the screen. If I run from the editor as standalone with oculus link if works correctly. When running complied is shows a single camera image on the desktop, when running from the editor as standalone it shows left/right eye.
@ibrews
10 ай бұрын
For pixel streaming the plugin is unfortunately currently broken. Reach out to TensorWorks !
Thanks for this. It has been most helpful in getting up and running with VR in UE5.1. I can't seem to run the scene in preview mode without the engine crashing. I need to build the desktop app each time. Do you know how to achieve this? I'm using SteamVR with a 2080Ti.
@ibrews
Жыл бұрын
Are you using very low engine scalability settings and turning down Lumen in your PP volume?
@jimalliban
Жыл бұрын
@@ibrews I have gone as low as medium for everything and a resolution scale of 50% I have tried this on the basic VR demo in addition to the project I'm currently working on. Crashes every time. I have a fairly decent setup so it's a bit of a mystery.
@lumbabumbaschumba4975
Жыл бұрын
I have the same crash. Happens with my HP G2. I need to test stuff with the standalone mode. It does not matter which scalability setting I use.
@ibrews
Жыл бұрын
@@lumbabumbaschumba4975 oh did you guys read the description? For SteamVR use -norhithread (if not for a build, launch the editor with that parameter)
@jimalliban
Жыл бұрын
@@ibrews yes I have been launching with a bat file that includes that parameter.
Thank you so much! Could you please make a video on DLSS with VR? I just can't get it to work, although the latest 5.1.1 DLSS plugin supports VR Thank you very much :)
@danieldavey7257
Жыл бұрын
I'm also having the same issues as DLSS 5.1.1 now works by changing screen percentage but the VR template doesn't seem to work with screen percentage at all
Hi, great video, been trying to get specifically Lumen to run in VR for months now with no luck. I managed to run it once with questionable frame stability and performance, but now it's near impossible, even more so after the 5.2 update, despite using the exact same settings as you. Your Orb demo is also very laggy, jittery and quite nauseating for me, giving me 2-3 frames per second tops, which would suggest there's something wrong on my end. I've got a high-end laptop like yourself, with an 8GB 3070 Ti, and 64 GB of Ram, but it's still painfully slow and jittery when trying to run UE5 in VR. Is there anything that comes to your mind that could help?
@ibrews
Жыл бұрын
Very strange! Confirming you’re in Meta Quest (not SteamVR), low pixel density, and low Lumen settings in post processing volume?
@thevestarr
Жыл бұрын
@@ibrews sorry, i should have been more specific. I'm in quest 2 in steamVR mode with 1.0 pixel density (and resolution at 100% in scalability settings)
@ibrews
Жыл бұрын
@@thevestarr can you not use SteamVR and just use Oculus runtime?
@thevestarr
Жыл бұрын
@@ibrews I tried Oculus as default XR runtime and it's perfectly smooth, even with 1.0 pixel density. It's wild. I was hoping to get my project on Steam, but I suppose I can develop it with oculus and hope SteamVR will be working just as well by the time I release it, which is still probably a year or two
@ibrews
Жыл бұрын
@@thevestarr so glad to hear that. I think space warp / time warp do a lot of heavy lifting!
Hi. very nice tutorial. I tried to conver the basic VR templat to nanine and lumen, as you did. it works well but I have a strange behaviour using the Pico Neo 3 and the DP cable. using this special cable, it works like a "steamVR" device. well, I can see the VR preview in the editor but the build shows many artifacts, like a non-synced stereo image. I tried with another project. a warehouse with some tools around. same problem. the editr VR preview is correct. the build doesn't work well. the same build is ok using an HTC Vive pro or an Oculus Rift S. any idea? thanks
@ibrews
Жыл бұрын
Oof sorry I wish. I don’t have a pico so I can’t test. Let me know if you know a way I could get one in the US and I’d be happy to take a look.
@MagneticaIt
Жыл бұрын
@@ibrews the problem is related to Steam/OpenVR implementation. You have to set the resolution scale to 100%. rg.ResolutionQuality 100 is the solution. now it works! thanks for your support and hope it helps.
@ibrews
Жыл бұрын
@@MagneticaIt oh interesting! Thanks for letting us all know
Anyone managed to run this via the Quest PRO ??
i can't see ray tracing without the opposite. no instanced stereo and hdr on.
Thank you so much for this. Question: I think I read somewhere that you are on a 2080Ti (11GB VRam). I just tested your compiled version on a 3080 (10GB) and did not get past .6 pixel density - which lets be honest looks crappy :) . Task manager showing the VRAM is maxed out. Did someone here test it on a 3090 or A6000 yet with more VRam headroom?
@redlinejoes
Жыл бұрын
I have a 3090Ti and am willing and going to test it.
@ibrews
Жыл бұрын
@@redlinejoes let us know how you do! I'm on a 3080 mobile and sometimes get very good fps at 1.0 pixel density (as I do at the end of this video). sometimes it's fine and sometimes I get a d3d12 crash
@redlinejoes
Жыл бұрын
@@ibrews I often get the dreaded d3d12 crash; that is why I wanted to sync up with you to understand better your specific setup. I was building 5.0 from the source over a year ago, but it got to the point I spent more time compiling than I did creating. I'll be in touch.
How do I enable the Auto-Exposure that is enabled by default on the other ue5 templates?
@ibrews
Жыл бұрын
You can enable auto exposure in project settings or post process
My lumen global illumination flickers in VR almost like a Christmas lights. Do you have that issue?
@ibrews
Жыл бұрын
hm, no. what headset?
@Nynex
Жыл бұрын
@@ibrews using quest2 via virtual desktop
Hello, I test your method, it work well with the UE 5.1 Preview 1, but the nanite have very bad performance on the UE 5.1 Preview 2, can you confirm ? have you try the nanite + VR on the UE 5.1 Preview 2 ? thank you
@ibrews
Жыл бұрын
It’s unstable for now
@arturoarturo2570
Жыл бұрын
same here, I get virtual shadow maps overflow, and bad performance on preview 2
Hey, I am using a Windows Mixed Reality VR headset, and I cannot move/teleport. My controllers are also not shown on the VR, but I can virtually turn (with the joysticks). What do I do? Thank you.
@ibrews
Жыл бұрын
are you using it through SteamVR or Windows MR? Either way make sure that's what's set up for OpenXR !
But have you tried these settings with a proper scene? A scene with textures and geometry? Because I also have a 3080 mobile and Deferred shader without any baking simply does not produce anywhere near acceptable framerate and visual quality. From my many trials there is no way to get lumen and deferred renderer to produce acceptable visual quality for a real game. On top of it you would exclud a big % of the players by just catering for the top tier GPUs. However i'd love to hear your experience with a "proper" scene. Did you find a way to get it to work? So far I have to bake lighting to reach a good framerate and not rendering artefacts, for that I need to use Forward Rendering which means no lumen. Any tips welcome.
@ibrews
Жыл бұрын
Yes: kzread.info/dash/bejne/aZOTprePg9STgJM.html
Great video. Why is it so wobbly though?
@ibrews
Жыл бұрын
In VR? Because I wasn’t using the Spectator Cam
Which changeset did you use? Latest 5 main branch doesnt compile for me
@ibrews
Жыл бұрын
Yeah that’s unfortunately always a risk. Just use 5.1 Preview 2 !
@Aero3D
Жыл бұрын
@iBrews got it to work! There is a 5.1 branch, and that did it! I went straight for the jugular and tried the Matrix demo, but it seems a plugin they used to make the city became an official feature as an engine plugin, and its causing conflicts due to having duplicate headers. I tried to remedy this with no luck. I wonder if it can be solved. Nonetheless, Lumen & Nanite in VR is spectacular!!!
The light around the point lights in my scene disappeared and the shadows went much darker after I restarted, like you did, you can see the same thing happening to you at 8:43, but then at 8:44, you get it back. I didn't get it back, I tried recompiling shaders, restarting againg, doing the tutorial over again. I have no idea why. The scene just stays like you have it at 8:43. Do you have any idea what might be wring with mine?
@ibrews
Жыл бұрын
Oof sorry- restarting is always how I fix that. Some kind of bug
@vonklinkenhoffn1
Жыл бұрын
@@ibrews I see, that's odd it didn't work the first time I restarted though. Maybe it'll be better today, since I've rebooted the PC too. Thanks for helping!
My friend, can you tell me how to use VR Editor Mode in UE5? If I have to roll back to a Ue4 version, do you know which one? Any information about when it will come back? Absolutely no one seems to have any clue about it...
@ibrews
11 ай бұрын
5.3 is where it’s at !
@leobyrne4671
11 ай бұрын
@@ibrews was you told that officially? It doesn't seem to be in the preview...
About packing to Quest 2? Possible?
@ibrews
Жыл бұрын
Nope!
Aleeeex!
@ibrews
Жыл бұрын
Jeeeeeeeeet!
@thejetshowlive
Жыл бұрын
@@ibrews Just passing thru, I hope youre good my man!
@ibrews
Жыл бұрын
@@thejetshowlive yea dude. I keep going back to Austin for the arena scale raytraced VR project
I thoought post process volume didnt work with android VR, is this a new thing in UE 5?
@ibrews
Жыл бұрын
Post process has always worked with mobile, you just need to select “mobile hdr” in project settings
hold on, when you tested in VR at around 27:50 you didn't wear the headset or used controllers. How did you manage to navigate in VR test without wearing the kit please?
@ibrews
Жыл бұрын
That’s the Spectator Cam. I pressed Play then Tab
hey there, is it possible to set up a VR project without starting in the VR template? if so, how?
@ibrews
Жыл бұрын
Yes you can use any project. Just enable the OpenXR plugin and “start in VR” in project settings
@ritterbecks
Жыл бұрын
@@ibrews So can start a project in the architecture template in firstpersongamemode, and the only thing i need to do is download the OpenXR plugin? or do i also need to set the gamemode override to VRgamemode or something like that?
Changed some of those non raytrasing project settings suggested. Now all my UE5 project crash under startup. Spent 3 hours so far trying to fix this. Reinstalling 5.2 now i hope that works Got a slow computer here
@ibrews
11 ай бұрын
You might actually have better luck for VR in the 5.3 GitHub build ! Youtu.be/j7eKPb084mw
@nucleusart528
11 ай бұрын
@@ibrews okej thanks for tip, i actually solved the issue, it changed the VR platform for some reason, had to reinstall My Valve Index and then UE5 works again odd but yea. My guess is that "HMD Fixed Foveation Level" is what fcked it up for me. but i dont knew.
Looks strange that the walls nevertheless stay pitch black.
@ibrews
Жыл бұрын
You mean the reflections? Changing reflection mode can help
With your settings in the video my engine is not able to render translucent material as water. Is this possible? Why is that?
@ibrews
Жыл бұрын
Change the mesh to not use Nanite
@paolosenesi8916
Жыл бұрын
@@ibrews thanks, it worked
Do you use win 11?
@ibrews
Жыл бұрын
Yes
So what’s the status quo for now for having a performant(!) VR Scene? Avoid Lumen and Nanite (for now) and go oldschool and bake everything what’s possible, SSR?
@ibrews
Жыл бұрын
Yeah honestly we’re still doing most of our projects in 4.27 because it’s most stable
@SuleBandi
Жыл бұрын
@@ibrews Thanks for the clarification.
if I have a more powerful video card, like 4090, will I be able to increase the quality of things?
@ibrews
Жыл бұрын
absolutely!
@joaootavioarquitetura
Жыл бұрын
@@ibrews what is your video card?
@ibrews
Жыл бұрын
@@joaootavioarquitetura I’m on rtx 4090 on desktop but I made this video with a laptop rtx 3080
@joaootavioarquitetura
Жыл бұрын
@@ibrews OMG, I thought this video card would support more, bad news!
Every vr video i watch there seems to be excessive shaking - is this normal?
@ibrews
Жыл бұрын
Yea, that’s why it’s nice to use a dampened spectator camera. See my OpenXR Unreal Fest talk !
can you have 1 more unreal5.1 class.
@ibrews
Жыл бұрын
I want to! hard to find the time, my apologies :/