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 !
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?
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!
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
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.
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!
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
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.
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!
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.
@@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?
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!
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!
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."
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.
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 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!
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?
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
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 :)
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
Hello and thanks for great tutorial. 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
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 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!
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?
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
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.
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
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?
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
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.
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?
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?
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.
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
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?
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.
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.
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.
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 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.
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.
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?
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
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 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.
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 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.
@@ibrews Thanks. can I ask you 2 questions?. 1. I'm working with some chandeliers, and I've noticed a discrepancy between the eyes in VR. In one eye, the chandeliers material look fine, but in the other, the shape appears with light and different. 2. The floor textures seem to shift or move when I'm running. Do you have any idea what could be causing this?
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...
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
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.
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.
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?
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.
@@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 :)?
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 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.
@@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?
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 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 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
Your description box says : Key points: 1) Start with VR Template 2) Turn off Forward Shading, Allow Static Lighting You said turn it off in video. Which one? I get weird strobe/bright flashes on textures and I cannot find what is causing this. trying to see what I did different than you. Thanks!
@ibrews ok, thanks. No, I systematically tried each setting, and lumen reflections was the culprit. When I use screen mode beta the flickering stopped. It has to be some material I've created with some emissive channel non-compatible for lumen. I usually build to apk for mobile. Now with Quest 3 coming out and UE 5.2 I've decided to go PC VR. I said I'd jump when lumen and nanite can be in VR. I run in-engine to push the envelope now. Thanks again for the reply and your content!
Ok, pretty confident it is my emissive materials. Turning global lighting from lumen to screen beta eliminated some items strobing me out in hmd, but when I turn my head I get it in the side of my pov. I must not have made my materials correct and need to go study/learn what I did wrong. Thanks for your help!
@@ibrews yes, this is a weakness of mine, the post processing volume. I need to learn more instead of running. I have a habit of learning a new "trick" then diving face first into a project.
@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!!!
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 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
@@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.
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
Thank you!
Thanks!
This is very helpful, tks
This is incredible, ive referenced this video for years and never saw this comment. Are the settings still valid for 5.5?
Please similarly keep us updated on Nanite and Lumen for VR in future. Thank you for great video.
Please see my latest livestream for the latest updates!
Pure gold. Over a year later and this is still invaluable information. Thank you.
My pleasure !
You have such a positive face! You bring a smile just by seeing you smile!
Hey thanks! Be sure to watch my latest video as it overrides a lot of what you see here
Back into Unreal again after a year of doing MobileVR stuff in Unity.
This got me fired up.
Thankyou and have a good one.
Glad to hear that!
Unreal 5.3 update! Things have changed a bit and you should watch my latest livestream:
th-cam.com/users/livejrcf0RwqSU4?si=Biejb_Vw-i8f99dG
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 !
Woah! I hit you up in DM on Twitter for EXACTLY these issues. Thank you so much for putting this together!
thanks but in 5.4 and tethered VR naninte terrain displacement still doesnt seem to work well, huge stuttering etc.
Love your informative content! Really enjoyed the UE5 VR Seminar you hosted! Thank you for what you do for the community 🙏
Thank you for the kind words
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?
None to my knowledge unfortunately
Super helpful. thanks! I couldn't have figured it out without this.
You’re welcome!
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!
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
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.
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!
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 :)
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
Agreed! Just adds an extra risk of crashing :)
Switching to TSR worked for me, much better. Thanks!
Hey how do you enable TSR in UE? Thanks in advance:)
@@nematelier1379 In the "project settings" search "TSR" and it's under "Anti-aliasing method"
@@starchaser28 ok thanks! They changed the settings somehow during the last versions
excellent : learned a lot from you in 45 min. thank you
This is great! I really needed a thorough audit like this, thank you!
You’re most welcome!
Yessssss buddy - let’s keep this up!
Thank you so much for sharing this, opening doors for a lot of people !
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.
Great idea!
Doing God's work here, my friend
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!
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.
@@randallcromer66 enable openXr in oculus desktop. It's the only way to get it to work
enable openXr in oculus desktop. It's the only way to get it to work
Hey! I just saw this guy's talk in New Orleans' UE conference thing! Very cool
Thanks for coming! Talk is here btw: th-cam.com/video/JD95BklloHk/w-d-xo.html
@@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?
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!
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
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!
I’m on it!!
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."
Haha oh no !!
The snoring in the background is driving me crazy lol
Thank you Alex!
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.
If you’re setting cvars, then you can only again change that cvar with cvars and not in the scalability settings menu
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!
absolutely! usually I do but forgot here.
So glad I found this video!
Watch the latest one too !
@@ibrews Will do! Just trying to make some nearly photoreal scenes with Nanite to hang out in at this point 😅
@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!
only set global illumination to high, everything else can be medium and the shadows will work properly!
Thank you both!
Thank you very, very much for all of this!!
Very informative AND entertaining!👌Have you already tried VR in the 5.3 version? Is it worth the extra Github hassle?
Not yet! There’s some exciting XR Creative Framework stuff in 5.2 though
following this was the best! Thank you! Following :)
I'm using Lumen with standalone VR on Quest 2. Works pretty good.
If you’re on standalone it’s not Lumen, just regular ol’ moveable lights
Awesome video, thanks ! 😇
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?
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
Yes. You could modify directly in .ini or in a BP. Check these out:
blueprintue.com/search/?query=Scalability
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 :)
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
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
Hello and thanks for great tutorial. 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
Amazing video! Thank you!
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 !
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?
Oof sorry- restarting is always how I fix that. Some kind of bug
@@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!
Hi bro can you tell me please how can I create a menu Scroller and up and down with Joyistc for VR in UE5?
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?
Not sure on that one. Try increasing shadow quality?
Hey There, I've the same problem do you found a solution yet? :)
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
@@realFinnB0 thanks for sharing!
@@ibrews you're welcome! :)
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.
In version 5.1.1 the problem has been fixed.
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
It’s unstable for now
same here, I get virtual shadow maps overflow, and bad performance on preview 2
Would that all work with tValve Index also ? I couldnt use it after SteamVR is deprecated and have to use OpenXR
Great Work!!!
i can't see ray tracing without the opposite. no instanced stereo and hdr on.
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?
Exciting!
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
Now that 5.1 is fully released I’ll be sure to put that together
@@ibrews Thanks for sharing your knowledge with us, it's very much appreciated by us all.
Well after many more tests I would say for best performance and visual fidelity, bake your lights for VR!
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.
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?
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?
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.
For pixel streaming the plugin is unfortunately currently broken. Reach out to TensorWorks !
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
Ahh yes I’ve had the problem too, especially with projects updated from ue4. Try a fresh map or even upgrading to 5.2
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?
That’s the Spectator Cam. I pressed Play then Tab
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.
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.
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.
Thank you very much!
nanite and lumen, are they working so I can pack and open them directly on the Quest, without a PC?
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.
Are you using very low engine scalability settings and turning down Lumen in your PP volume?
@@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.
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.
@@lumbabumbaschumba4975 oh did you guys read the description? For SteamVR use -norhithread (if not for a build, launch the editor with that parameter)
@@ibrews yes I have been launching with a bat file that includes that parameter.
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.
are you using it through SteamVR or Windows MR? Either way make sure that's what's set up for OpenXR !
thanks for this 🍻
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?
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
Make sure to disable SteamVR in your plugin settings, enable OpenXR, and set Oculus as your OpenXR runtime
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
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.
@@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.
@@MagneticaIt oh interesting! Thanks for letting us all know
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
You might actually have better luck for VR in the 5.3 GitHub build !
Youtu.be/j7eKPb084mw
@@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.
Amazing!. Question from the future. With Unreal 5.4 does the build work now for Oculus 2,3 or S? Also, have you tried a build with Megalights? thanks
@@camiloguerrero2 no VR support from megalights yet, Lumen and Nanite still don’t work on standalone VR
@@ibrews Thanks. can I ask you 2 questions?. 1. I'm working with some chandeliers, and I've noticed a discrepancy between the eyes in VR. In one eye, the chandeliers material look fine, but in the other, the shape appears with light and different. 2. The floor textures seem to shift or move when I'm running. Do you have any idea what could be causing this?
@@camiloguerrero2 try turning off instanced stereo
@@ibrews Thanks. Worked with Hardware Ray Tracing off
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...
5.3 is where it’s at !
@@ibrews was you told that officially? It doesn't seem to be in the preview...
Does it redraw all the picture when raytracing? current denoisers make use of last frames
How do I enable the Auto-Exposure that is enabled by default on the other ue5 templates?
You can enable auto exposure in project settings or post process
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
Please make a video!
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.
Still plenty of crashes (fewer in 5.1.1) but yes 4090s allow for cranking a lot of the settings higher
@@ibrews thanks for the speedy reply!
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.
Yes: th-cam.com/video/7__DUVSq-P0/w-d-xo.html
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?
Yeah honestly we’re still doing most of our projects in 4.27 because it’s most stable
@@ibrews Thanks for the clarification.
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?
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.
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?
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')
@@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 :)?
Unreal Slackers !
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!
Sounds related to skylight. Make sure your skylight is set to movable- it doesn’t show up in light lister !
@@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.
hey there, is it possible to set up a VR project without starting in the VR template? if so, how?
Yes you can use any project. Just enable the OpenXR plugin and “start in VR” in project settings
@@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?
I thoought post process volume didnt work with android VR, is this a new thing in UE 5?
Post process has always worked with mobile, you just need to select “mobile hdr” in project settings
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?
Very strange! Confirming you’re in Meta Quest (not SteamVR), low pixel density, and low Lumen settings in post processing volume?
@@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)
@@thevestarr can you not use SteamVR and just use Oculus runtime?
@@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
@@thevestarr so glad to hear that. I think space warp / time warp do a lot of heavy lifting!
Your description box says :
Key points:
1) Start with VR Template
2) Turn off Forward Shading, Allow Static Lighting
You said turn it off in video. Which one? I get weird strobe/bright flashes on textures and I cannot find what is causing this. trying to see what I did different than you. Thanks!
Sorry I meant turn off forward saying AND turn off allow static lighting. Weird strobing fixed by a restart ?
@ibrews ok, thanks. No, I systematically tried each setting, and lumen reflections was the culprit. When I use screen mode beta the flickering stopped. It has to be some material I've created with some emissive channel non-compatible for lumen. I usually build to apk for mobile. Now with Quest 3 coming out and UE 5.2 I've decided to go PC VR. I said I'd jump when lumen and nanite can be in VR. I run in-engine to push the envelope now. Thanks again for the reply and your content!
Ok, pretty confident it is my emissive materials. Turning global lighting from lumen to screen beta eliminated some items strobing me out in hmd, but when I turn my head I get it in the side of my pov. I must not have made my materials correct and need to go study/learn what I did wrong. Thanks for your help!
@@mistrfinga aha! Try playing with your exposure and color correction settings in post process
@@ibrews yes, this is a weakness of mine, the post processing volume. I need to learn more instead of running. I have a habit of learning a new "trick" then diving face first into a project.
Every vr video i watch there seems to be excessive shaking - is this normal?
Yea, that’s why it’s nice to use a dampened spectator camera. See my OpenXR Unreal Fest talk !
With your settings in the video my engine is not able to render translucent material as water. Is this possible? Why is that?
Change the mesh to not use Nanite
@@ibrews thanks, it worked
awesome stuff
Is it time for a follow up video in 2025 yet? How do these "mobile lumen" things I see on the roadmap page effect this?
@@importon not working for VR yet. Unfortunately this video is still pretty accurate!! Megalights don’t work either yet
@@ibrews Good to know. thanks!
My lumen global illumination flickers in VR almost like a Christmas lights. Do you have that issue?
hm, no. what headset?
@@ibrews using quest2 via virtual desktop
About packing to Quest 2? Possible?
Nope!
Which changeset did you use? Latest 5 main branch doesnt compile for me
Yeah that’s unfortunately always a risk. Just use 5.1 Preview 2 !
@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!!!
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?
I have a 3090Ti and am willing and going to test it.
@@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
@@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.
Anyone managed to run this via the Quest PRO ??