Definitive Guide to Lumen & Nanite Usually Working Pretty Good for VR in Unreal Engine 5.1

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  • Опубліковано 4 жов 2024
  • 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.co...
    Want to reach out to me? Use Twitter ‪@ibrews‬

КОМЕНТАРІ • 269

  •  Рік тому +19

    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

  • @shriwastavshoryas
    @shriwastavshoryas 2 роки тому +47

    Please similarly keep us updated on Nanite and Lumen for VR in future. Thank you for great video.

    • @ibrews
      @ibrews  Рік тому +2

      Please see my latest livestream for the latest updates!

  • @baroquedub
    @baroquedub 4 місяці тому +1

    Pure gold. Over a year later and this is still invaluable information. Thank you.

    • @ibrews
      @ibrews  4 місяці тому +1

      My pleasure !

  • @wmka
    @wmka Рік тому +1

    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
      @ibrews  Рік тому +1

      Glad to hear that!

  • @JONminiminiME
    @JONminiminiME Рік тому +1

    You have such a positive face! You bring a smile just by seeing you smile!

    • @ibrews
      @ibrews  Рік тому

      Hey thanks! Be sure to watch my latest video as it overrides a lot of what you see here

  • @starchaser28
    @starchaser28 Рік тому +2

    Super helpful. thanks! I couldn't have figured it out without this.

    • @ibrews
      @ibrews  Рік тому +2

      You’re welcome!

  • @paynedanger1925
    @paynedanger1925 Рік тому +2

    Love your informative content! Really enjoyed the UE5 VR Seminar you hosted! Thank you for what you do for the community 🙏

    • @ibrews
      @ibrews  Рік тому +2

      Thank you for the kind words

  • @Christopherwilley
    @Christopherwilley Рік тому +1

    Woah! I hit you up in DM on Twitter for EXACTLY these issues. Thank you so much for putting this together!

  • @anthonymalagutti3517
    @anthonymalagutti3517 Рік тому +2

    excellent : learned a lot from you in 45 min. thank you

  • @peterallely5417
    @peterallely5417 2 роки тому +1

    Yessssss buddy - let’s keep this up!

  • @RevolverLee
    @RevolverLee Рік тому +1

    Thank you so much for sharing this, opening doors for a lot of people !

  • @EnterReality
    @EnterReality 2 роки тому +12

    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.

  • @janpflueger9151
    @janpflueger9151 2 роки тому +2

    Thank you Alex!

  • @audriusurvakis9604
    @audriusurvakis9604 Рік тому

    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!

  • @ibrews
    @ibrews  Рік тому +5

    Unreal 5.3 update! Things have changed a bit and you should watch my latest livestream:
    ua-cam.com/users/livejrcf0RwqSU4?si=Biejb_Vw-i8f99dG

  • @matthewisikhuemen8907
    @matthewisikhuemen8907 2 роки тому

    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

  • @willempost6524
    @willempost6524 Рік тому

    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!

  • @regexrationalist346
    @regexrationalist346 2 місяці тому

    The snoring in the background is driving me crazy lol

  • @MistereXMachina
    @MistereXMachina Рік тому +1

    Hey! I just saw this guy's talk in New Orleans' UE conference thing! Very cool

    • @ibrews
      @ibrews  Рік тому +1

      Thanks for coming! Talk is here btw: ua-cam.com/video/JD95BklloHk/v-deo.html

    • @MistereXMachina
      @MistereXMachina Рік тому

      @@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?

  • @chriscranston6117
    @chriscranston6117 Рік тому +1

    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 :)

  • @danmorgz
    @danmorgz Рік тому +8

    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
      @ibrews  Рік тому +1

      Agreed! Just adds an extra risk of crashing :)

    • @starchaser28
      @starchaser28 Рік тому

      Switching to TSR worked for me, much better. Thanks!

    • @nematelier1379
      @nematelier1379 Рік тому

      Hey how do you enable TSR in UE? Thanks in advance:)

    • @starchaser28
      @starchaser28 Рік тому +3

      @@nematelier1379 In the "project settings" search "TSR" and it's under "Anti-aliasing method"

    • @nematelier1379
      @nematelier1379 Рік тому

      @@starchaser28 ok thanks! They changed the settings somehow during the last versions

  • @ibrews
    @ibrews  Рік тому +4

    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 !

  • @michaelybecker
    @michaelybecker Рік тому +1

    Doing God's work here, my friend

  • @chrisraymond8142
    @chrisraymond8142 8 місяців тому +1

    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
      @ibrews  8 місяців тому +1

      None to my knowledge unfortunately

  • @the.virtual.samurai
    @the.virtual.samurai Рік тому +1

    So glad I found this video!

    • @ibrews
      @ibrews  Рік тому

      Watch the latest one too !

    • @the.virtual.samurai
      @the.virtual.samurai Рік тому

      @@ibrews Will do! Just trying to make some nearly photoreal scenes with Nanite to hang out in at this point 😅

  • @brianlevibowman
    @brianlevibowman Рік тому

    This is great! I really needed a thorough audit like this, thank you!

    • @ibrews
      @ibrews  Рік тому

      You’re most welcome!

  • @danmorgz
    @danmorgz Рік тому +8

    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.

  • @assessin23
    @assessin23 Рік тому +1

    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!

  • @apoka101
    @apoka101 2 роки тому +1

    Thank you very much!

  • @joselondono
    @joselondono 29 днів тому

    following this was the best! Thank you! Following :)

  • @SandeepKumarz1671995
    @SandeepKumarz1671995 2 роки тому +1

    Awesome video, thanks ! 😇

  • @MichaelJordan23
    @MichaelJordan23 Рік тому

    Thank you very, very much for all of this!!

  • @sun-tracker
    @sun-tracker Рік тому +2

    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
      @ibrews  Рік тому +1

      absolutely! usually I do but forgot here.

  • @eintyp4389
    @eintyp4389 5 місяців тому +1

    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
      @ibrews  5 місяців тому

      Haha oh no !!

  • @undeadmach1ne
    @undeadmach1ne 2 роки тому +1

    thanks for this 🍻

  • @fernando749845
    @fernando749845 Рік тому +1

    Very informative AND entertaining!👌Have you already tried VR in the 5.3 version? Is it worth the extra Github hassle?

    • @ibrews
      @ibrews  Рік тому

      Not yet! There’s some exciting XR Creative Framework stuff in 5.2 though

  • @galagast-fx
    @galagast-fx 2 роки тому +1

    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
      @ibrews  2 роки тому +2

      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

  • @TLabsLLC-AI-Development
    @TLabsLLC-AI-Development Рік тому +1

    Exciting!

  • @gabrielefiorenza9581
    @gabrielefiorenza9581 2 роки тому

    Amazing video! Thank you!

  • @saeedsafikhani
    @saeedsafikhani 2 роки тому +1

    Great Work!!!

  • @wesleysotero7389
    @wesleysotero7389 6 місяців тому

    thank you a lot bro

  • @Juliankingmusic
    @Juliankingmusic Рік тому +3

    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
      @ibrews  Рік тому +1

      Not sure on that one. Try increasing shadow quality?

    • @realFinnB0
      @realFinnB0 Рік тому

      Hey There, I've the same problem do you found a solution yet? :)

    • @realFinnB0
      @realFinnB0 Рік тому +1

      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
      @ibrews  Рік тому +1

      @@realFinnB0 thanks for sharing!

    • @realFinnB0
      @realFinnB0 Рік тому

      @@ibrews you're welcome! :)

  • @melomaniakjm
    @melomaniakjm 8 місяців тому

    Well after many more tests I would say for best performance and visual fidelity, bake your lights for VR!

    • @ibrews
      @ibrews  8 місяців тому

      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.

  • @auraxfire
    @auraxfire Рік тому

    I'm using Lumen with standalone VR on Quest 2. Works pretty good.

    • @ibrews
      @ibrews  Рік тому +3

      If you’re on standalone it’s not Lumen, just regular ol’ moveable lights

  • @matteo.grossi
    @matteo.grossi 9 місяців тому

    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
      @ibrews  9 місяців тому

      If you’re setting cvars, then you can only again change that cvar with cvars and not in the scalability settings menu

  • @Internet_Enjoyer
    @Internet_Enjoyer 2 місяці тому +1

    thanks but in 5.4 and tethered VR naninte terrain displacement still doesnt seem to work well, huge stuttering etc.

  • @atomic1495
    @atomic1495 Рік тому +1

    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

  • @BernhardRieder1
    @BernhardRieder1 Рік тому +2

    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
      @ibrews  Рік тому +2

      Yes. You could modify directly in .ini or in a BP. Check these out:
      blueprintue.com/search/?query=Scalability

  • @assessin23
    @assessin23 Рік тому +2

    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
      @randallcromer66 Рік тому

      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
      @Eclectic_Chicken Рік тому

      @@randallcromer66 enable openXr in oculus desktop. It's the only way to get it to work

    • @Eclectic_Chicken
      @Eclectic_Chicken Рік тому

      enable openXr in oculus desktop. It's the only way to get it to work

  • @Obumbro
    @Obumbro Рік тому +2

    @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!

    • @B3ndigital
      @B3ndigital Рік тому +3

      only set global illumination to high, everything else can be medium and the shadows will work properly!

    • @ibrews
      @ibrews  Рік тому

      Thank you both!

  • @shadowzain
    @shadowzain Рік тому

    Thanks a lot!

  • @Utopia2023Game2
    @Utopia2023Game2 11 місяців тому

    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 !

  • @benoitmalaussena9671
    @benoitmalaussena9671 Рік тому +2

    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
      @ibrews  Рік тому

      It’s unstable for now

    • @arturoarturo2570
      @arturoarturo2570 Рік тому

      same here, I get virtual shadow maps overflow, and bad performance on preview 2

  • @jacobroden2279
    @jacobroden2279 Рік тому

    awesome stuff

  • @SinanAkkoyun
    @SinanAkkoyun Рік тому +1

    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
      @danieldavey7257 Рік тому +1

      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

  • @artmcelhanney7458
    @artmcelhanney7458 Рік тому

    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
      @ibrews  Рік тому +1

      Make sure to disable SteamVR in your plugin settings, enable OpenXR, and set Oculus as your OpenXR runtime

  • @Wakkox
    @Wakkox Рік тому +1

    There is no point on increasing the intensity of the emmisive material and lowering the color value. You should leave the value at 1 and just play with the intensity.

    • @ibrews
      @ibrews  Рік тому +1

      I usually do it when using material parameter collections and want to have a ratio between different materials (a red one that’s always twice as bright as blue, for example). But yes in the context here it’s unnecessary

  • @Pepino2012
    @Pepino2012 Рік тому +1

    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
      @ibrews  Рік тому +5

      Now that 5.1 is fully released I’ll be sure to put that together

    • @randallcromer66
      @randallcromer66 Рік тому

      @@ibrews Thanks for sharing your knowledge with us, it's very much appreciated by us all.

  • @KADstudioArchitect
    @KADstudioArchitect Місяць тому

    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

  • @joaootavioarquitetura
    @joaootavioarquitetura Рік тому

    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
      @ibrews  Рік тому

      Please make a video!

  • @lightweighth2609
    @lightweighth2609 Рік тому

    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
      @ibrews  Рік тому

      Still plenty of crashes (fewer in 5.1.1) but yes 4090s allow for cranking a lot of the settings higher

    • @lightweighth2609
      @lightweighth2609 Рік тому

      @@ibrews thanks for the speedy reply!

  • @SilverEye91
    @SilverEye91 Рік тому

    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.

  • @calter6910
    @calter6910 Рік тому

    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
      @calter6910 Рік тому

      In version 5.1.1 the problem has been fixed.

  • @sebastiangonzalezschwidrow603

    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.

  • @jimalliban
    @jimalliban Рік тому +3

    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
      @ibrews  Рік тому +2

      Are you using very low engine scalability settings and turning down Lumen in your PP volume?

    • @jimalliban
      @jimalliban Рік тому +1

      @@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
      @lumbabumbaschumba4975 Рік тому +1

      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
      @ibrews  Рік тому +1

      @@lumbabumbaschumba4975 oh did you guys read the description? For SteamVR use -norhithread (if not for a build, launch the editor with that parameter)

    • @jimalliban
      @jimalliban Рік тому +1

      @@ibrews yes I have been launching with a bat file that includes that parameter.

  • @vonklinkenhoffn1
    @vonklinkenhoffn1 Рік тому

    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.

  • @SamuelThomson-k9m
    @SamuelThomson-k9m Рік тому

    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?

  • @carloscerralba8512
    @carloscerralba8512 Рік тому

    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?

  • @SpinTurbo
    @SpinTurbo 2 роки тому +1

    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
      @ibrews  2 роки тому

      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
      @SpinTurbo 2 роки тому +1

      @@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
      @ibrews  2 роки тому +1

      Unreal Slackers !

  • @ScifiSiShredaholic
    @ScifiSiShredaholic 2 роки тому

    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
      @ibrews  2 роки тому

      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.

  • @Legomanshorts-c5o
    @Legomanshorts-c5o 9 місяців тому

    i can't see ray tracing without the opposite. no instanced stereo and hdr on.

  • @OoJxCorrey
    @OoJxCorrey Рік тому

    Would that all work with tValve Index also ? I couldnt use it after SteamVR is deprecated and have to use OpenXR

  • @SuleBandi
    @SuleBandi Рік тому

    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
      @ibrews  Рік тому +1

      Yeah honestly we’re still doing most of our projects in 4.27 because it’s most stable

    • @SuleBandi
      @SuleBandi Рік тому

      @@ibrews Thanks for the clarification.

  • @tkotae
    @tkotae Рік тому +1

    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?

  • @nucleusart528
    @nucleusart528 Рік тому

    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
      @ibrews  Рік тому

      You might actually have better luck for VR in the 5.3 GitHub build !
      Youtu.be/j7eKPb084mw

    • @nucleusart528
      @nucleusart528 Рік тому +1

      ​@@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.

  • @armo-op1sk
    @armo-op1sk 8 місяців тому

    Hi bro can you tell me please how can I create a menu Scroller and up and down with Joyistc for VR in UE5?

  • @heisenberg3206
    @heisenberg3206 Рік тому

    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?

  • @melomaniakjm
    @melomaniakjm Рік тому

    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
      @ibrews  Рік тому

      Yes: ua-cam.com/video/7__DUVSq-P0/v-deo.html

  • @mistrfinga
    @mistrfinga Рік тому

    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
      @ibrews  Рік тому +1

      Sorry I meant turn off forward saying AND turn off allow static lighting. Weird strobing fixed by a restart ?

    • @mistrfinga
      @mistrfinga Рік тому

      @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!

    • @mistrfinga
      @mistrfinga Рік тому +1

      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
      @ibrews  Рік тому +1

      @@mistrfinga aha! Try playing with your exposure and color correction settings in post process

    • @mistrfinga
      @mistrfinga Рік тому

      @@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.

  • @you8just
    @you8just Рік тому

    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?

  • @sebastiangonzalezschwidrow603

    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
      @ibrews  Рік тому

      are you using it through SteamVR or Windows MR? Either way make sure that's what's set up for OpenXR !

  • @joaootavioarquitetura
    @joaootavioarquitetura Рік тому

    nanite and lumen, are they working so I can pack and open them directly on the Quest, without a PC?

  • @dman3d
    @dman3d Рік тому

    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
      @ibrews  Рік тому +1

      For pixel streaming the plugin is unfortunately currently broken. Reach out to TensorWorks !

  • @thejetshowlive
    @thejetshowlive Рік тому

    Aleeeex!

    • @ibrews
      @ibrews  Рік тому +1

      Jeeeeeeeeet!

    • @thejetshowlive
      @thejetshowlive Рік тому

      @@ibrews Just passing thru, I hope youre good my man!

    • @ibrews
      @ibrews  Рік тому

      @@thejetshowlive yea dude. I keep going back to Austin for the arena scale raytraced VR project

  • @salianopatinama4677
    @salianopatinama4677 Рік тому

    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
      @ibrews  Рік тому

      Ahh yes I’ve had the problem too, especially with projects updated from ue4. Try a fresh map or even upgrading to 5.2

  • @calter6910
    @calter6910 Рік тому

    Lumen is still too expensive for a combination of VR and medium complex scenes. This scene with my 3090 runs at 12ms, forward shading enabled (no lumen) 3ms. Quality Settings all medium except high GI, Pixel Density 1.

    • @ibrews
      @ibrews  Рік тому

      For the Lumen version did you crank down all the Lumen post process settings?
      In any case, yes forward shading will always be more efficient, especially if you bake your lighting. Lumen just enables visuals that are impossible in forward.

    • @calter6910
      @calter6910 Рік тому +1

      @@ibrews I agree with you. Lumen GI and Reflections have minimal values in my test...11.5ms for UE 5.1.1 and 13.0ms for 5.2 P2. HMD Vive Pro.

    • @VRSoluciones
      @VRSoluciones Рік тому

      So for lighting do you use lightmass GPU?

  • @spyro440
    @spyro440 Рік тому

    Looks strange that the walls nevertheless stay pitch black.

    • @ibrews
      @ibrews  Рік тому

      You mean the reflections? Changing reflection mode can help

  • @thevestarr
    @thevestarr Рік тому

    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
      @ibrews  Рік тому

      Very strange! Confirming you’re in Meta Quest (not SteamVR), low pixel density, and low Lumen settings in post processing volume?

    • @thevestarr
      @thevestarr Рік тому

      @@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
      @ibrews  Рік тому +1

      @@thevestarr can you not use SteamVR and just use Oculus runtime?

    • @thevestarr
      @thevestarr Рік тому

      @@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
      @ibrews  Рік тому +1

      @@thevestarr so glad to hear that. I think space warp / time warp do a lot of heavy lifting!

  • @vonklinkenhoffn1
    @vonklinkenhoffn1 Рік тому

    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
      @ibrews  Рік тому

      Sounds related to skylight. Make sure your skylight is set to movable- it doesn’t show up in light lister !

    • @vonklinkenhoffn1
      @vonklinkenhoffn1 Рік тому

      @@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.

  • @JorgetePanete
    @JorgetePanete 2 роки тому

    Does it redraw all the picture when raytracing? current denoisers make use of last frames

  • @leobyrne4671
    @leobyrne4671 Рік тому

    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
      @ibrews  Рік тому

      5.3 is where it’s at !

    • @leobyrne4671
      @leobyrne4671 Рік тому

      @@ibrews was you told that officially? It doesn't seem to be in the preview...

  • @snailone6358
    @snailone6358 2 роки тому

    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
      @redlinejoes 2 роки тому

      I have a 3090Ti and am willing and going to test it.

    • @ibrews
      @ibrews  2 роки тому +1

      @@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
      @redlinejoes 2 роки тому

      @@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.

  • @charlesgj7127
    @charlesgj7127 Рік тому

    Great video. Why is it so wobbly though?

    • @ibrews
      @ibrews  Рік тому

      In VR? Because I wasn’t using the Spectator Cam

  • @shadyx6452
    @shadyx6452 2 роки тому +2

    Can we bring metahumans in this template?

    • @ibrews
      @ibrews  2 роки тому +1

      you can, but be warned they don't work properly with lumen/nanite because they're skeletal meshes.

    • @redlinejoes
      @redlinejoes 2 роки тому

      @@ibrews I'm interested in digging into this further. What is the best way to discuss this more synchronously? I'll reach out using the contact details I found here on YT. Thanks!

    • @Teriton
      @Teriton 2 роки тому

      Also another warning, grooming would crash VR in 4.27 as well so it's likely that won't work either in 5.1

    • @ibrews
      @ibrews  2 роки тому

      @@Teriton if you use hair cards you’re ok

    • @ibrews
      @ibrews  2 роки тому

      @@redlinejoes DM me on Twitter

  • @rafario448
    @rafario448 Рік тому

    How do I enable the Auto-Exposure that is enabled by default on the other ue5 templates?

    • @ibrews
      @ibrews  Рік тому

      You can enable auto exposure in project settings or post process

  • @EmilianoGusmini
    @EmilianoGusmini Рік тому

    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
      @ibrews  Рік тому

      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
      @MagneticaIt Рік тому

      @@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
      @ibrews  Рік тому

      @@MagneticaIt oh interesting! Thanks for letting us all know

  • @MonsterJuiced
    @MonsterJuiced Рік тому

    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
      @ibrews  Рік тому +1

      That’s the Spectator Cam. I pressed Play then Tab

  • @madeeasy7148
    @madeeasy7148 Рік тому

    Every vr video i watch there seems to be excessive shaking - is this normal?

    • @ibrews
      @ibrews  Рік тому

      Yea, that’s why it’s nice to use a dampened spectator camera. See my OpenXR Unreal Fest talk !

  • @TiagoRKrummenauer
    @TiagoRKrummenauer Рік тому

    About packing to Quest 2? Possible?

  • @neoviva
    @neoviva Рік тому

    can you have 1 more unreal5.1 class.

    • @ibrews
      @ibrews  Рік тому

      I want to! hard to find the time, my apologies :/