Would love to see an updated 5.4 version of this. I took a break from VR to learn other Unreal elements but now I'm getting ready to try it again. My hopes are that by the time the RTX5090 hits VR Nantite/Lumen will finally by truly doable.
Looks great, I have been playing around in Nanite and Lumen as well. I found a cheap asset for smooth/thumbstick locomotion called VR true locomotion for $15.
Can you release these as VR environments? New headsets like Pimax Crystal have been released, i think there would be interest for high quality VR environments.
Are you getting a realitvely low FPS and sort of jitter? I am seeing that with lumen activated. Although, I am driving the Oculus headset with an RTX2080Ti.
This is just SO exciting! This is a HUGE transition period now that UE5 supports VR! VR 100% is the future of video games, instead of looking at a screen you'll now be IN the game world you're playing in! From the little knowledge I have on VR technology, it relies on the hardware you're playing on, so I can only imagine when the PS6 comes out it'll be way more powerful than a PS5 and UE5 will be so much advanced by then the PSVR3 will probably finally be the time where a lot more people will be interested in VR gaming because the technology is finally there to really immerse you, and we should finally be seeing more developers working on big AAA games for VR by then! Can't wait to see the advancements over the next 5-6 years! :D
Heya, cool video. I'm pretty sure you do not have Lumen running at all currently. The simplest way to test this is to use the starting VR scene and check for bounce lighting in the indoor-type area. I reckon in your current setup it will be pitch-black or the color of your skylight.
hey, question please. i have a VR project and it is a museum where the player could interact and explore the whole building. but i really afraid about the polycounts since it already reach 500k poly. and it still 40% done. the question is, is it still considered as normal ? can i just use nanite ? or does the PC spec must be high end to run the game ?
Hello, That's great ! I'm a beginner with UE5 for the Quest II and I found a video for the setup of UE 5.1. It's work but when I try the same setup with 5.2, the Build crash about the version of Android ! Someone could share a fonctionnal setup ? Thank's a lot !
Hi Sir , I am following the same settings for a small architecture scene. But i am getting jerky movement on VR device (HP Reverb2). i have a Good Graphics too (Radeon Radeon 7900 xtx). Is there any difference between Nvidia and Radeon that supports Lumen & Nanite?
I’m not sure about the differences between NVidia and Radeon- I know the Reverb is incredibly high resolution so all I can think to try is turning down the resolution scale a bit when testing your scene. Best of luck!
It ran pretty smoothly on the 4090- I definitely think it’s worth a shot! I was able to get VR to run on a 2060 by lowering some settings and using less complex models/textures. Good luck!
@@DrakeMakes I read recently that Quest 2 doesn't support Nanite or Lumen because it's 'mobile.' Guessing I'll have to pony up for a Vive or something? I'll try building something without those, but I'm still finding 4.27 just works better. I'm having a great time with 5.2, but really only for flat-screen.
@@bigsky7617 You can hook up a quest2 to a pc and then it will work. You can use a link cable or a wireless setup but you need a nice wireless router for that.
@@CyionVR I have wireless PCVR setup. Did they mean it only won't work natively on Quest? If that's the case I've been shorting myself! PCVR is what I'd like to develop...
This is incredible, can’t wait to see actual photorealistic VR games on UE5
these settings save my life, I have looked lots of videos but no one hit the point. life saver video. Thank you
Would love to see an updated 5.4 version of this. I took a break from VR to learn other Unreal elements but now I'm getting ready to try it again. My hopes are that by the time the RTX5090 hits VR Nantite/Lumen will finally by truly doable.
Did you test VR/Nanite in combination with RTXDI / GI? Thoughts on its comparison to Lumen in quality and performance when used with Nanite/VR?
Looks great, I have been playing around in Nanite and Lumen as well. I found a cheap asset for smooth/thumbstick locomotion called VR true locomotion for $15.
This is great! I would love to see a dark underwater scene like in Soma.
THAT would be absolutely terrifying! T^T
@@chadtheall682 yes terrifying and awesome! :D
This is incredibe man. You are a GOAT lol. I wish I could hire you to help with my project.
Cool video man. Its like a Demo/Tutorial without feeling like either.
Can you release these as VR environments? New headsets like Pimax Crystal have been released, i think there would be interest for high quality VR environments.
Is there a possibility to change the movement of TP to move like a normal game? (W A S D but with the stick)
awsome work !! any ideas how to pack this for quest 3 headset (apk)
Thanks, man, I am working on a VR and flatscreen werewolf hunting game for 4 person co-op. You just solved an issue for me lol
So glad to be of aid, best of luck with the project!
tell me more about your game maybe i can help you ;)
Wanna upload a build somewhere? Would love to see if my system can run this
Are you getting a realitvely low FPS and sort of jitter? I am seeing that with lumen activated. Although, I am driving the Oculus headset with an RTX2080Ti.
Hi excelent tutoriall! it is optimal to use this method for VR Standalone???
Didn't you use the wrong channel for the displacement? I thought it was always the blue channel.
You'll let me know when your 4090 melts right?
This is just SO exciting! This is a HUGE transition period now that UE5 supports VR! VR 100% is the future of video games, instead of looking at a screen you'll now be IN the game world you're playing in! From the little knowledge I have on VR technology, it relies on the hardware you're playing on, so I can only imagine when the PS6 comes out it'll be way more powerful than a PS5 and UE5 will be so much advanced by then the PSVR3 will probably finally be the time where a lot more people will be interested in VR gaming because the technology is finally there to really immerse you, and we should finally be seeing more developers working on big AAA games for VR by then! Can't wait to see the advancements over the next 5-6 years! :D
Heya, cool video. I'm pretty sure you do not have Lumen running at all currently. The simplest way to test this is to use the starting VR scene and check for bounce lighting in the indoor-type area. I reckon in your current setup it will be pitch-black or the color of your skylight.
Amazing content! Glad I found your channel!
Thank you! Glad to have you here!
This looks absolutely insane
I love this! Would you say it's sustainable building VR games like this at this point? What is your overall fps in this demo?
nothing change when i put your config... maybe in 5.3 it change ?
please shre your equipments?
hey, question please. i have a VR project and it is a museum where the player could interact and explore the whole building. but i really afraid about the polycounts since it already reach 500k poly. and it still 40% done. the question is, is it still considered as normal ? can i just use nanite ? or does the PC spec must be high end to run the game ?
how are you using hand tracking in UE 5.2 ? I use ultraleap but is only 5.1
Hello,
That's great !
I'm a beginner with UE5 for the Quest II and I found a video for the setup of UE 5.1. It's work but when I try the same setup with 5.2, the Build crash about the version of Android !
Someone could share a fonctionnal setup ? Thank's a lot !
This is really nice. Wish I could try it too.
Hey! Cool video! we are currently benchmarking sVT capabilities in UE with lumen, could you tell me what your framerate is like in this level ?
What FPS is the demo running at? Recording looks a lil choppy. Amazing that it runs at all though
Incredible content.
But are these graphics after being compiled for the VR headset or is it still on the desktop?
Thanks! These demos are still on the desktop, everything in this video was running in editor.
Hi Sir , I am following the same settings for a small architecture scene. But i am getting jerky movement on VR device (HP Reverb2). i have a Good Graphics too (Radeon Radeon 7900 xtx). Is there any difference between Nvidia and Radeon that supports Lumen & Nanite?
I’m not sure about the differences between NVidia and Radeon- I know the Reverb is incredibly high resolution so all I can think to try is turning down the resolution scale a bit when testing your scene. Best of luck!
what are ur export settings in bridge bc when i try to export to UE i can only export to old versons like UE 4.26
I use the Quixel Bridge plugin so I can access Megascans directly from the editor
I got for real scared when the light was all out, only the fleshlight. VR-horror will tortur one.
needs a camera stabilizer having something so jittery is an unrealistic eye experience.
amazing
Almost indistinguishable from real life
NEAT!
Laptop name?
Would my 3080ti stand a chance?
It ran pretty smoothly on the 4090- I definitely think it’s worth a shot! I was able to get VR to run on a 2060 by lowering some settings and using less complex models/textures. Good luck!
@@DrakeMakes I read recently that Quest 2 doesn't support Nanite or Lumen because it's 'mobile.' Guessing I'll have to pony up for a Vive or something? I'll try building something without those, but I'm still finding 4.27 just works better.
I'm having a great time with 5.2, but really only for flat-screen.
@@bigsky7617 You can hook up a quest2 to a pc and then it will work. You can use a link cable or a wireless setup but you need a nice wireless router for that.
@@CyionVR I have wireless PCVR setup. Did they mean it only won't work natively on Quest? If that's the case I've been shorting myself! PCVR is what I'd like to develop...
@@bigsky7617 pretty sure yes.
Your "dark" is too dark
Real light spreads. Your light does not
Shame pcvr is pretty much dead