Jump to content

Getting Started with VRS & Foveated Rendering using HTC Vive Pro Eye & Unreal Engine


MariosBikos

Recommended Posts

  • 1 year later...
  • 2 months later...
  • 3 months later...

Aimir CG is an architectural visualization company based in China, delivering consistent art quality 3D renderings and animations worldwide. We are fast, efficient and always deliver on time. Our professionalism and communication skills make us easy to work with and the end product was nothing short of impressive!

Link to comment
Share on other sites

On 5/14/2023 at 1:09 PM, nikola1212 said:

Aimir CG is an architectural visualization company based in China, delivering consistent art quality 3D renderings and animations worldwide. We are fast, efficient and always deliver on time. Our professionalism and communication skills make us easy to work with and the end product was nothing short of impressive!

 

Link to comment
Share on other sites

  • 10 months later...

I have a few questions for clarification:

1. I have cloned the 4.24.2. Instead of some minor errors, the UE is launching. In part 1, (8) to launch the UE, do I always have to follow the step: Open the .sln, then Debug > Start New Instance? Or is there any other way that I can directly run UE like a normal installation?

2. Part 2: 12, 13, 15: I have downloaded SRanipal v1.3.6.6. Extracting the .zip file includes Plugins\SRanipal. I am copy-pasting this plugins folder in a new project under a different directory than the unreal engine cloned (C:\ directory). But in Edit> Plugins, I cannot see the SRanipal plugin.

C:\Users\local-admin\Downloads\unity\SDK-v1.3.6.6\SDK-v1.3.6.6\SDK\03_Unreal\Vive-SRanipal-Unreal-Plugin.zip

3. Part 2: 14, I do not see an error in Dartboard.h. But if someone has a problem, did you mean editing SRanipal.Build.cs as follows:

        PublicIncludePaths.AddRange(
			new string[] {
                //Path.GetFullPath(Path.Combine(ModuleDirectory, ".."))+"/SRanipal/Public"
                // ... add public include paths required here ...
                // from tutorial
                PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public/Eye"));
                //PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public/Lip"));
			}
            );
				
			PrivateIncludePaths.AddRange(
			new string[] {
                ModuleDirectory+"/Private",
                ModuleDirectory+"/Public/Eye",
                ModuleDirectory+"/Public/Lip",
                Path.GetFullPath(Path.Combine(ModuleDirectory, ".."))+"/SRanipalEye/Public",
                Path.GetFullPath(Path.Combine(ModuleDirectory, ".."))+"/SRanipalLip/Public";
                // ... add other private include paths required here ...
                // from tutorial
                PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "Private/Eye"));
                //PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "Private/Lip"));
            }
            );

4. Reopening the project returns an error as the image: 

 

error1.PNG

Link to comment
Share on other sites

  • 1 month later...
On 3/28/2024 at 1:49 PM, bipul mohanto said:

I have a few questions for clarification:

1. I have cloned the 4.24.2. Instead of some minor errors, the UE is launching. In part 1, (8) to launch the UE, do I always have to follow the step: Open the .sln, then Debug > Start New Instance? Or is there any other way that I can directly run UE like a normal installation?

2. Part 2: 12, 13, 15: I have downloaded SRanipal v1.3.6.6. Extracting the .zip file includes Plugins\SRanipal. I am copy-pasting this plugins folder in a new project under a different directory than the unreal engine cloned (C:\ directory). But in Edit> Plugins, I cannot see the SRanipal plugin.

C:\Users\local-admin\Downloads\unity\SDK-v1.3.6.6\SDK-v1.3.6.6\SDK\03_Unreal\Vive-SRanipal-Unreal-Plugin.zip

3. Part 2: 14, I do not see an error in Dartboard.h. But if someone has a problem, did you mean editing SRanipal.Build.cs as follows:

        PublicIncludePaths.AddRange(
			new string[] {
                //Path.GetFullPath(Path.Combine(ModuleDirectory, ".."))+"/SRanipal/Public"
                // ... add public include paths required here ...
                // from tutorial
                PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public/Eye"));
                //PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public/Lip"));
			}
            );
				
			PrivateIncludePaths.AddRange(
			new string[] {
                ModuleDirectory+"/Private",
                ModuleDirectory+"/Public/Eye",
                ModuleDirectory+"/Public/Lip",
                Path.GetFullPath(Path.Combine(ModuleDirectory, ".."))+"/SRanipalEye/Public",
                Path.GetFullPath(Path.Combine(ModuleDirectory, ".."))+"/SRanipalLip/Public";
                // ... add other private include paths required here ...
                // from tutorial
                PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "Private/Eye"));
                //PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "Private/Lip"));
            }
            );

4. Reopening the project returns an error as the image: 

 

error1.PNG

I have resolved all the previously posted issues. I want to delete the post, but I am unable. Could the page administrator please take action?

Link to comment
Share on other sites

  • 2 weeks later...

@VIVE_chengnay, I guess the UE 4.24.2 version was not compatible with the sranipal SDK I was using. Tried with 1.3.6.6, 1.3.6.8, 1.3.3.0. However, now UE 4.23.1 doesn't show the plugin recompilation error.

The main problem is still unsolved, the variable rate shading I can see as static. Do I need to add any blueprint to make the variable rate shading work? The tutorial did not say that.   

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...