bipul mohanto Posted June 27, 2021 Share Posted June 27, 2021 So far, this is the only, and best foveated rendering direction available in the internet. Thanks to the author, @MariosBikos Link to comment Share on other sites More sharing options...
bipul mohanto Posted July 2, 2021 Share Posted July 2, 2021 Hi @MariosBikos, one quick questions, are branches UE 4.23.1 and UE 4.24.2 developed for win64/win32 machines? I tried both of these branches to build and debug, as you mentioned on my 64-bit machine. However, each time it failed to build. P.S. I used the Visual Studio 2015 community edition. Link to comment Share on other sites More sharing options...
Cameron Kostopoulos Posted December 4, 2022 Share Posted December 4, 2022 Is there any support for UE 4.27? I have a project that is built already in 4.27 but could benefit from foveated rendering on our new Vive Pro Eye. Thank you so much for the detailed documentation! Link to comment Share on other sites More sharing options...
Salma Posted February 7, 2023 Share Posted February 7, 2023 (edited) Edited February 7, 2023 by Salma Link to comment Share on other sites More sharing options...
nikola1212 Posted May 14, 2023 Share Posted May 14, 2023 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 More sharing options...
nikola1212 Posted May 17, 2023 Share Posted May 17, 2023 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 More sharing options...
bipul mohanto Posted March 28 Share Posted March 28 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: Link to comment Share on other sites More sharing options...
bipul mohanto Posted May 8 Share Posted May 8 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: 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 More sharing options...
VIVE_chengnay Posted May 22 Share Posted May 22 Hi @bipul mohanto, How did you resolve those issues? Will your solution help other developers in the future? Link to comment Share on other sites More sharing options...
bipul mohanto Posted May 24 Share Posted May 24 @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 More sharing options...
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