It would be cool to rig your avatar into a VR headset then drag and drop into any VR world ready to go. Great to keep this conversation going! Then allow use just to change out their face textures on any demo avatar.
Great video again! Feeling like the Marianas map with all the assets the fps is likely bottlenecked by your CPU? I'd be interested seeing a the same test with a much more performant map/mission. Might get a better idea of the performance impact?
Hahaha, my thoughts exactly when I got mine up and running with UE4 last year! People think I'm crazy until they check it out for themselves, then they as mind-blown as I was! The Airlink/wireless update was the game changer for me - the amount of times I'd go from happily carving up mountains etc. to impatiently staring at the Unreal load screen, hoping the project was salvageable and totally losing my flow. Such an improvement in stability and compatibility this year and so cheap to setup - I spent about 400 quid on this setup and that was when you needed the £95 cable. Sucks that it's received little attention even in tech news with the whole Metaverse marketing disaster and redundancies, some of the people at who managed to make this work 10 years ahead of time. Zuck shoud've been showing people uses like this if they wanted to be taken seriously! Just waiting on having more functionality in UE5 VR now as it's quite limited if you're used to working with VR in any recent versions of UE4. That plus nanite, Lumen and Metasounds - awesome
Yes, its still so early but pioneers like you know the potential and having fun now. Too many people think it's up to meta to make all the content. It's up to US.
I'm so hyped for being able to build and potentially do full VTuber productions in VR. I can't wait to see how your space evolves going forward. What I want to figure out is 1. Porting my current world to 5.1 2. Adding VR functionality to an already built project (or do I have to build from scratch?) 3. Can I add a camera to record me while I'm experiencing my world in VR? I know VRChat and NeosVR have in-game cameras you can carry around and such, with Neos probably having the best example I've seen, but my personal goal is to get to a point where I can be IN my world, and record video and vlogs of myself from WITHIN that world. A great video as always, Eric! I hope some day I can get things situated so you can come visit my metaverse and we can collab on something.
I’m thinking hard about what kind of environment to build and what to put in it. I also have some ideas around publishing some environments for you all :-)
All I can say is I can't wait for them to integrate some kind of conversational voicebase user interface so that we can not have to swap back and forth between the engine and VR to change settings and do backend work... I swear I would do it myself if I wasn't so busy being a trucker 15 hours every night
I'd need to launch the build through SteamVR rather than the Oculus software, as I don't have a Quest. Though the pipeline should be similar, wish me luck when I get to that part in testing.
Still waiting for Nanite and luman to run at a frame rate that isn't nauseating in VR. So far UE 4.27 is better/just as good for VR as 5 since you can't utilize the new features and still get over 70fps on a headset.
thanks for sharing your knowledge. Do you know if I can make a vr project in which I can choose between first and third person? And if I can make it possible to play on the screen or with the oculus on PC
Theres nothing to stop you making a game that can switch between first and third person. The only thing I would recommend being aware of is that if you want to play the third person mode through the VR headset, it might be a good idea to experiment with how your third person camera is framed in the headset. I've not attempted this, but I imagine you may want to have the third person cameras display not take up the whole of your field of view in the headset, otherwise this could be slightly uncomfortable. Instead it might be worth trying to have it presented more like how VR cinemas are displayed, so as if you're simply looking at a large screen. Then when you switch back to 1st person mode you resume normal VR. Worth experimenting though. I find thats half of the fun of project development and happy accidents occur all the time.
I would absolutely like to see some more Rogue-like games in VR. Could be turn based games with a lot of strategy, Tactical shooters etc. Just skip the awkward reloads :P
Do you happen to have any idea why steamVR with valve index runs like absolute garbage using the openXR plugin? It brings my high end system to a halt and crashes the engine regularly. I really can't figure it out
Candidly, it always felt a little gimmicky so not sure even worth using it. That said, my answer is "not sure" You can still go in to the editor preferences and look for VR Mode and turn it on, but when I launch the editor, I don't see the button I used to see in 4.X that put you into the editor vr mode. If you need a link to a video on where to see this stuff let me know. My recommendation, just stick to the 2D editor as the other even if it works will slow you down. What it was good for was helping to know scale of stuff in VR
I must be doing something wrong, because I can't get my UE VR world to play in my Quest 2 headset. I followed all your steps exactly, but the in-headset display doesn't change. 😥
OK, I got it! I had to go into my computer's Oculus app under Settings > General and check that the headset could accept inputs from untested apps. Pretty cool!
Just be aware that the VR template is using forward shading by default and is not implementing Lumen. Lumen still doesn't perform well in VR in 5.1.
How can you activate Lumen instead of using the default?
Please request an update with me to the developer's.
I'm an absolute beginner and very excited to start VR GameDev!
It would be cool to rig your avatar into a VR headset then drag and drop into any VR world ready to go. Great to keep this conversation going! Then allow use just to change out their face textures on any demo avatar.
Will it be like the movies? YES! Keep Building! Keep Improving for the Future! Keep going!
Great video again!
Feeling like the Marianas map with all the assets the fps is likely bottlenecked by your CPU?
I'd be interested seeing a the same test with a much more performant map/mission. Might get a better idea of the performance impact?
Hahaha, my thoughts exactly when I got mine up and running with UE4 last year! People think I'm crazy until they check it out for themselves, then they as mind-blown as I was! The Airlink/wireless update was the game changer for me - the amount of times I'd go from happily carving up mountains etc. to impatiently staring at the Unreal load screen, hoping the project was salvageable and totally losing my flow. Such an improvement in stability and compatibility this year and so cheap to setup - I spent about 400 quid on this setup and that was when you needed the £95 cable. Sucks that it's received little attention even in tech news with the whole Metaverse marketing disaster and redundancies, some of the people at who managed to make this work 10 years ahead of time. Zuck shoud've been showing people uses like this if they wanted to be taken seriously! Just waiting on having more functionality in UE5 VR now as it's quite limited if you're used to working with VR in any recent versions of UE4. That plus nanite, Lumen and Metasounds - awesome
Yes, its still so early but pioneers like you know the potential and having fun now. Too many people think it's up to meta to make all the content. It's up to US.
Now I just have to figure out how to get started and build something. I’ve been working on Arkio & Horizon Worlds which I hope are similar.
I'm so hyped for being able to build and potentially do full VTuber productions in VR. I can't wait to see how your space evolves going forward. What I want to figure out is
1. Porting my current world to 5.1
2. Adding VR functionality to an already built project (or do I have to build from scratch?)
3. Can I add a camera to record me while I'm experiencing my world in VR? I know VRChat and NeosVR have in-game cameras you can carry around and such, with Neos probably having the best example I've seen, but my personal goal is to get to a point where I can be IN my world, and record video and vlogs of myself from WITHIN that world.
A great video as always, Eric! I hope some day I can get things situated so you can come visit my metaverse and we can collab on something.
Thank you for sharing. I am super excited to get to building. YOu rock!
Can't wait to see what your vr environment will look like😎👍. Honestly your mansion would look awesome in vr.
I’m thinking hard about what kind of environment to build and what to put in it. I also have some ideas around publishing some environments for you all :-)
@@EricVTuber Sounds great. I'm thinking about changing my environment also. The house is great but I want to make something scifi and more creative.
@@Phyzx420 maybe check the marketplace for ideas
Good stuff bro. I wonder if I can implement this into my game to give you the option to use a Keyboard, Controller, or VR
I like the mansion,such a cool idea.
Very cool video thanks for the info
All I can say is I can't wait for them to integrate some kind of conversational voicebase user interface so that we can not have to swap back and forth between the engine and VR to change settings and do backend work...
I swear I would do it myself if I wasn't so busy being a trucker 15 hours every night
thank you for the tutorial
I want more I want to learn this also is it able to be viewed by others in other parts of the world. Teach me more want to learn this
So hype!
I'd need to launch the build through SteamVR rather than the Oculus software, as I don't have a Quest.
Though the pipeline should be similar, wish me luck when I get to that part in testing.
Hey how can i get it running on Steam VR ?
In unity u can use XR if you don't have a headset just for testing.
Is there anything like that in unreal?
Thanks for the tutorial, was wondering if i can import my environment from previous project to the VR template
Yes you can!
@@EricVTuber How please 🥺
are you using airlink or virtual desktop? i'm guessing you don't have steamVR running?
Airlink. Don’t really need steam anymore the way I set this up.
Still waiting for Nanite and luman to run at a frame rate that isn't nauseating in VR. So far UE 4.27 is better/just as good for VR as 5 since you can't utilize the new features and still get over 70fps on a headset.
thanks for sharing your knowledge.
Do you know if I can make a vr project in which I can choose between first and third person?
And if I can make it possible to play on the screen or with the oculus on PC
Theres nothing to stop you making a game that can switch between first and third person. The only thing I would recommend being aware of is that if you want to play the third person mode through the VR headset, it might be a good idea to experiment with how your third person camera is framed in the headset. I've not attempted this, but I imagine you may want to have the third person cameras display not take up the whole of your field of view in the headset, otherwise this could be slightly uncomfortable. Instead it might be worth trying to have it presented more like how VR cinemas are displayed, so as if you're simply looking at a large screen. Then when you switch back to 1st person mode you resume normal VR.
Worth experimenting though. I find thats half of the fun of project development and happy accidents occur all the time.
Very cool! where did you get the assets for your mansion?
The unreal marketplace mainly and some sketchfab
I would absolutely like to see some more Rogue-like games in VR. Could be turn based games with a lot of strategy, Tactical shooters etc. Just skip the awkward reloads :P
Do you happen to have any idea why steamVR with valve index runs like absolute garbage using the openXR plugin? It brings my high end system to a halt and crashes the engine regularly. I really can't figure it out
how can we use VR in unreal engine with our hands only, not with controllers.???
What next, how can i export an apk to upload on the meta quest store.
Hi. In a previous version of UE there was a option to do level design in VR. Is this also possible in UE5.1?
Candidly, it always felt a little gimmicky so not sure even worth using it. That said, my answer is "not sure" You can still go in to the editor preferences and look for VR Mode and turn it on, but when I launch the editor, I don't see the button I used to see in 4.X that put you into the editor vr mode. If you need a link to a video on where to see this stuff let me know. My recommendation, just stick to the 2D editor as the other even if it works will slow you down. What it was good for was helping to know scale of stuff in VR
What's the major difference between 5.0 and 5.1 for VR?
Nanite and Lumen support
I must be doing something wrong, because I can't get my UE VR world to play in my Quest 2 headset. I followed all your steps exactly, but the in-headset display doesn't change. 😥
OK, I got it! I had to go into my computer's Oculus app under Settings > General and check that the headset could accept inputs from untested apps. Pretty cool!
Happy to help. You able to join the discord channel? Easier there to troubleshoot.
@@EricVTuber Thank you. No, I'm not. Where can I get can invite to the Discord?