FOVE SUPPORT CENTER

Fove & Unreal workflow

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4 comments

  • Official comment
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    Jeff

    Here's the lowdown on these three methods:

    == FOVE Unreal Plugin ==

    This is simplest way to go, and it has access to everything and interfaces directly with FOVE. However, currently we only support 4.12 through 4.17. 4.18 and later have changed VR interfaces significantly so it will take us some time to catch up.

    The plugin is distributed as source so you are free to change it to get it working, but it will require significant effort since 4.18 is not a minor update. If you do make any changes/fixed, pull requests are happily accepted!

    https://github.com/jbfove/UnrealEngine/tree/release/Engine/Plugins/Runtime/FoveVR

    (you must be logged into a github account in the Unreal developers group for license reasons)

    == OSVR ==

    We do not support this directly, the FOVE OSVR plugin was released from the OSVR side, but if you were to go this path, you would first get FOVE working with the OSVR test apps, then try out the OSVR Unreal plugin. If you take this approach, let us know how it goes as we haven't seen it in action much.

    https://github.com/OSVR/OSVR-FOVE

    == SteamVR ==

    This is the most robust approach as the SteamVR plugin is officially supported by Unreal. For this reason it will be better supported, from the Unreal side, than either FOVE or OSVR. You will need to get a beta-key from us to use FOVE w/ SteamVR, but from there you should be able to use it like any other SteamVR headset.

    We are working on an update for our SteamVR plugin and are hoping to remove it from beta once the next major version is out. So this is a path that will continue to be supported.

    The drawback here is that there's no eye tracking support in SteamVR. This means you will need to write an extension (you can even borrow code from our FOVE plugin) to attach to the FOVE and get eye tracking coordinates separately.

     

    In summary:

    If you don't need eye tracking, use the SteamVR plugin. If you do need eye tracking, use the FOVE plugin with Unreal 4.17. If you need latest unreal & eye tracking, use SteamVR and write a shim layer to fetch eye tracking data from FOVE.

     

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    Landon

    Hi, and thank your for this very detailled answer.

    In the meantime I found a thread saying that unreal plugin is working with 4.17 max, so I compiled for 4.16.3 (this was already installed on my computer) and this is working ! Thanks again

    I also tried the Unity way and I must say it's really, really much easier to setup !

    One thing remains with Unreal, the image quality is not very good. I saw there is an issue about resolution that seems to be fixed with updated SDK, I fixed it with setting the output resolution higher in Unreal and it's working. Do I have a way to update the sdk used for unreal plugin ?

    Another issue is that the image seems a bit blurred, it isn't sharp. Is it me or is there something that needs to be done to focus the image ?

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    Jeff

    As far as the image resolution stuff - I believe this is a bug in our plugin. We will try to fix this for the next update.

    I don't believe it's specific to the SDK version. If you want to update the SDK in the Unreal plugin you can grab the latest SDK from our site (https://www.getfove.com/developers/) and drop in the new files over the old SDK. You don't even need to rename the folder although we've been doing that before (take a look at the git history if to see previous updates).

    There will probably be some minor compile errors. In particular SDK 0.15.0 has an update to the submission API. I'm updating our C++ examples repo soon to SDK 0.15.0 which will show what needs to be updated.

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    Jeff

    This commit to our C++ repo will help you fix any errors going to 0.15.0 if you update the SDK:

    https://github.com/FoveHMD/FoveCppSample/commit/0ced26886bdc03468a28bbc639f09753495a56ba

     

    In particular, the bits about SFVR_CompositorTexture vs SFVR_DX11Texture

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