another thing i really wanna try out is the fluid flux add on with vr. Fluid flux is a water simulation add on for ue5 AND IT RUNS SOOOOOOOOO GOOD, like really its performance is outclass!
@@biqbicle4982 no kidding $$$. A friend of mine has it and has let me play with it. It can't cover a whole map or anything, but it's pretty incredible!
Hi there Drake, I wanted to thank you for this video and your knowledge. I was giving up on a big porject I was working on for work and did not even get Nanite to visualize, however after watching this all my problems got resolved. Have a good day man, you are awesome.
BRO No way i made a map with that same pack and it kind of turned out like yours but yours is way better Im very new to unreal engine and game development so I hope toy make a game soon.
You have the right mindset, don’t let anyone lower it by saying “you’re wasting your time” etc, do what you want do to. And hope you make the best game you can
🎯 Key Takeaways for quick navigation: 00:13 🎮 Unreal Engine 5.1 artık VR ve Lumen gerçek zamanlı ışıklandırmayı destekliyor. 01:10 🏔️ VR için performans ayarları yaparak Lumen'i etkinleştirebilirsiniz. 02:09 🌲 VR'da Mega scans varlıklarını dikkatli kullanmalısınız, aksi takdirde titreme sorunu oluşabilir. 02:37 🌫️ Exponential Height Fog kullanarak sahneye atmosfer eklemek mümkün. 04:15 🌨️ Kar kütlelerini dikkatli konumlandırmak detaylı ve gerçekçi bir sahne sağlar. 05:22 🌳 Nanite sayesinde düşük poligonlu nesnelerde bile yüksek kaliteli bitki varlıkları kullanmak mümkündür. 06:07 🌄 Büyük sahne parçalarını kopyalayarak ve manzaranın bir parçası gibi görünmesi için farklı yüksekliklere yerleştirerek sahneyi bağlayabilirsiniz. 07:42 ❄️ Sağlam bir optimizasyon ve nanite kullanımıyla etkileyici bir sanal gerçeklik sahnesi oluşturulabilir. Made with HARPA AI
Love it. I have been playing around with Lumen an Nanite in UE5 VR for a couple months now, always optimizing and figuring out the best settings and I must say were both on the same page! Although I never understood why the locomotion in the UE VR template is so backwards and outdated (teleport only and snap turning on the wrong hand). There is a Marketplace asset that I now use constantly in every template. its called VR True Locomotion. I think it was 15$ but to be able to walk around properly. I tweaked it and it works perfectly for Thumbstick Smooth Rotation. Much more immersive. What was your FPS in this scene? I made some lumen tests with holding a flashlight in a dark room. That looks incredible cant wait to see more of that in Vr horror
Thanks! Definitely working on the same wavelength, I was shocked to see the movement system hadn’t updated- I’ll look into that true motion pack. I’m not sure the specific fps- it was at best a smooth 60-80 but I’d get some pretty hard spikes.
Hey, I'm quite new to UE and got a quick question. I used the trees from the same pack in a VR Env but as PCG. For some reason if I go near my trees/forest all I see is black and if I place just one tree at a time I can't get near them (invisible box) so there must be something up with the colliders too. Does anyone have an idea what might be the issue?
when we'll be able to edit scene in VR? Just model it at least, like in SketchVR (Sketchup). It's so efficient, fast, intuitive compared to flat modelling..
Figured it out. In Project settings just turn on "Support Sky Atmosphere Affection Height Fog". Does not seam to effect framerates. Any other reason to not use this?
Hi! I have a question. I used unreal 5.3 to build a VR scene and it looks great. Also in VR preview. But when I build the project and install the SdK on my quest VR the scene is dark, no global illumination, few reflections and emissive materials are just flat white. Do you know what could have gotten wrong in my project? Thank you in advance!
I do not have a quest myself so I am unable to confirm this, but I am pretty sure many of the features of Unreal 5's VR currently only support PCVR. I would imagine better solutions for standalone are in development.
I also wonder if this approach is recommended if I wanted to build large landmasses like islands and such. You said to be sparing with mega scan assets, I'm new to using this, so I'm not sure what it will mean for larger levels and landmasses..
Thanks for making this! I have a slight problem though, I try to set reflection capture resolution to 90 like you do, but it just keeps bouncing back to 128. I can't change it. Any suggestions? Edit: I see now that you used 96, but it also says it must be power of two. Which makes me wonder how you were able to use 96? It should be 64 if you turn it down from 128, shouldn't it?
Thanks for sharing! I'm wondering what the performance of a scene like this would be on the Quest 2 or even the Quest 1. It seems like it's much less complex than maps in Contractors.
I have a few questions if I may: What headset are you viewing this on, are you at default resolution scale for the headset, and what framerate do you tend to get in that scene on your 2060.
I’m on an HTC Vive at the default resolution. FPS spikes up and down from project to project but usually stays around 40-60 which is at least workable. Better optimization on my part could definitely improve this.
So with a 4090 for instance can we get Half Life Alyx visuals? If not what is the problem? Can't UE5 with Lumen and nanite compete with Source Engine 2 and a game released in 2019 with dev tools of 2023?
The clever people at Valve pulled out all of the tricks out of the bag to make Alyx look the way that it does, it’s not real-time GI like Lumen. It takes a heap of work to fake the lighting in the traditional workflow, it just what you have to do to get the scene performant. But with Lumen, scene creation is quick, iterating on ideas is quick, but it just takes a heap of GPU, it’s near future stuff.
I didn’t check the specific fps, when it works it is very smooth however sometimes there are some hard lag spikes which can be very jarring. VR can be tedious.
In 5.1.1 you have to crank shadows to high too, for the exponential height fog.
Is that a good thing?
Thank thank thank you, ive been looking for this for so long, im making a vr art exhibition for my school and this helps soo much
Awesome! Glad to be of aid!
Hello, how it turned out? I am trying to built same thing as well😅
another thing i really wanna try out is the fluid flux add on with vr. Fluid flux is a water simulation add on for ue5 AND IT RUNS SOOOOOOOOO GOOD, like really its performance is outclass!
Sounds awesome! Definitely worth looking into :)
Did you try it? Such a cool plug in!
@@bigsky7617 nah unfortunately i cant get the plug in right now as of the price but when i get the plug-in this will be my goto first experiments
@@biqbicle4982 no kidding $$$. A friend of mine has it and has let me play with it. It can't cover a whole map or anything, but it's pretty incredible!
Hi there Drake, I wanted to thank you for this video and your knowledge. I was giving up on a big porject I was working on for work and did not even get Nanite to visualize, however after watching this all my problems got resolved. Have a good day man, you are awesome.
Hey there! I’m so happy this video could be of service. Keep going, best of luck with future projects!
BRO No way i made a map with that same pack and it kind of turned out like yours but yours is way better Im very new to unreal engine and game development so I hope toy make a game soon.
You have the right mindset, don’t let anyone lower it by saying “you’re wasting your time” etc, do what you want do to. And hope you make the best game you can
Awesome! Don’t give up, it’s a great learning process
🎯 Key Takeaways for quick navigation:
00:13 🎮 Unreal Engine 5.1 artık VR ve Lumen gerçek zamanlı ışıklandırmayı destekliyor.
01:10 🏔️ VR için performans ayarları yaparak Lumen'i etkinleştirebilirsiniz.
02:09 🌲 VR'da Mega scans varlıklarını dikkatli kullanmalısınız, aksi takdirde titreme sorunu oluşabilir.
02:37 🌫️ Exponential Height Fog kullanarak sahneye atmosfer eklemek mümkün.
04:15 🌨️ Kar kütlelerini dikkatli konumlandırmak detaylı ve gerçekçi bir sahne sağlar.
05:22 🌳 Nanite sayesinde düşük poligonlu nesnelerde bile yüksek kaliteli bitki varlıkları kullanmak mümkündür.
06:07 🌄 Büyük sahne parçalarını kopyalayarak ve manzaranın bir parçası gibi görünmesi için farklı yüksekliklere yerleştirerek sahneyi bağlayabilirsiniz.
07:42 ❄️ Sağlam bir optimizasyon ve nanite kullanımıyla etkileyici bir sanal gerçeklik sahnesi oluşturulabilir.
Made with HARPA AI
That is one impressive how-to vid
Thank you Drake!
You are welcome!
Love it. I have been playing around with Lumen an Nanite in UE5 VR for a couple months now, always optimizing and figuring out the best settings and I must say were both on the same page!
Although I never understood why the locomotion in the UE VR template is so backwards and outdated (teleport only and snap turning on the wrong hand). There is a Marketplace asset that I now use constantly in every template. its called VR True Locomotion. I think it was 15$ but to be able to walk around properly. I tweaked it and it works perfectly for Thumbstick Smooth Rotation. Much more immersive.
What was your FPS in this scene? I made some lumen tests with holding a flashlight in a dark room. That looks incredible cant wait to see more of that in Vr horror
Thanks! Definitely working on the same wavelength, I was shocked to see the movement system hadn’t updated- I’ll look into that true motion pack. I’m not sure the specific fps- it was at best a smooth 60-80 but I’d get some pretty hard spikes.
@@DrakeMakes RTX 4090?
Isn’t it best to aim for 90 to reduce chance of motion sickness? I’m also new to vr in UE so I could be wrong on that.
Can you do a video on standalone UE5 on a Quest 2? I’m assuming this video would work for PCVR but not standalone.
Thank you. Great video.
Are there any Quest 2 games that use the Unreal engine?
WALK BRO WALK.
Cant you open a new level and create a new landscape and project
how to open door video?
Is there a way to package and export this project with nanite and lumen, to view it in quest 2?
UP
I don’t think a quest 2 will have the horsepower needed to run Lumen GI, I’m afraid. It’s the realm of Desktop GPUs for now.
As soon as i touch the "Reflection Capture Resulution" setting, everything freezes...
Hey, I'm quite new to UE and got a quick question. I used the trees from the same pack in a VR Env but as PCG. For some reason if I go near my trees/forest all I see is black and if I place just one tree at a time I can't get near them (invisible box) so there must be something up with the colliders too. Does anyone have an idea what might be the issue?
when we'll be able to edit scene in VR? Just model it at least, like in SketchVR (Sketchup). It's so efficient, fast, intuitive compared to flat modelling..
great job, How long you have build this worl?
how did you get the vr template
Why is exponential height fog is not effected by the directional light? Starts off black?
Figured it out. In Project settings just turn on "Support Sky Atmosphere Affection Height Fog". Does not seam to effect framerates. Any other reason to not use this?
Hi! I have a question. I used unreal 5.3 to build a VR scene and it looks great. Also in VR preview. But when I build the project and install the SdK on my quest VR the scene is dark, no global illumination, few reflections and emissive materials are just flat white. Do you know what could have gotten wrong in my project? Thank you in advance!
I do not have a quest myself so I am unable to confirm this, but I am pretty sure many of the features of Unreal 5's VR currently only support PCVR. I would imagine better solutions for standalone are in development.
Curious, how long in real-world hours does a scene like this take to make?
Just a few, even less, if you have access to the assets.
Is it true you can use Lumen with VR?
Is there any way to do this with a PSVR2 headset?
I also wonder if this approach is recommended if I wanted to build large landmasses like islands and such. You said to be sparing with mega scan assets, I'm new to using this, so I'm not sure what it will mean for larger levels and landmasses..
Good Job. I need help with my project. Do you can help me?
I can’t figure out how to change my movement type. I’m stuck with teleport movement and can’t change the inputs
Thanks for making this! I have a slight problem though, I try to set reflection capture resolution to 90 like you do, but it just keeps bouncing back to 128. I can't change it. Any suggestions?
Edit: I see now that you used 96, but it also says it must be power of two. Which makes me wonder how you were able to use 96? It should be 64 if you turn it down from 128, shouldn't it?
I find it works by powers of 2 only. So, from 128 to 256 to 512, etc. To reduce the quality all you have to do is the opposite, which is 64
Same issue for me and changing to 64 fixed it, thanks!
@@Xandra3D your work is dope! 👏 keep it up
@@12FrameStudio Thanks so much!! 😃 I appreciate it
Thanks for sharing! I'm wondering what the performance of a scene like this would be on the Quest 2 or even the Quest 1. It seems like it's much less complex than maps in Contractors.
Happy to share! As far as I’ve learned Lumen and Nanite are not compatible with the quest but I have no means of testing this
which VR headset is best for environment visualization by using unreal engine?
I’ve been using an original HTC Vive for all my projects although Bigscreen VR’s new headsets may finally be worth the upgrade once they come out.
I have a few questions if I may: What headset are you viewing this on, are you at default resolution scale for the headset, and what framerate do you tend to get in that scene on your 2060.
I’m on an HTC Vive at the default resolution. FPS spikes up and down from project to project but usually stays around 40-60 which is at least workable. Better optimization on my part could definitely improve this.
What GPU are you using? Also working with nanite and lumen in VR and I am blown away with how reckless you can be with the 4090 and maintain 90 fps.
Its powerful stuff- I’m running with a 2060 and can still be pretty heavy handed with scenes before running into performance issues.
So with a 4090 for instance can we get Half Life Alyx visuals? If not what is the problem? Can't UE5 with Lumen and nanite compete with Source Engine 2 and a game released in 2019 with dev tools of 2023?
The clever people at Valve pulled out all of the tricks out of the bag to make Alyx look the way that it does, it’s not real-time GI like Lumen. It takes a heap of work to fake the lighting in the traditional workflow, it just what you have to do to get the scene performant. But with Lumen, scene creation is quick, iterating on ideas is quick, but it just takes a heap of GPU, it’s near future stuff.
what sort of fps is it getting in vr? is it smooth?
I didn’t check the specific fps, when it works it is very smooth however sometimes there are some hard lag spikes which can be very jarring. VR can be tedious.
Why is everything so shakey?
What kind of performance are you getting on this and what hardware are you running it on?
RTX 2060 Razer Blade laptop with an original HTC Vive. I don’t remember the specific FPS at this point but it’s relatively smooth.
@@DrakeMakes Impressive. I'm going to try to make something. I've done a few VR apps in Unity. This is a great motivation to try Unreal Engine now.
So, what did you do to view Unreal Engine on your VR headset?
To the right of the play button there are 3 dots, clicking on that you can indicate play modes. Make sure steamVR is hooked up and hit ‘VR Preview’
Can you make an APK run out of this?
same question.