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UDK Thread: Unreal Development Kit

Raxious

Member
I don't know much about Kismet's capabilities but it sounds to me like you need programming skills of some kind with actual code to create your original idea, as good as it is. Or you might be able to check if an object has been destroyed, by making the player shoot at the mesh and not just looking at it?

Yea, I made a test where the player has to shoot the bot, and if it's dead an event would be triggered resetting the player to it's original position, and he would have to shoot at another location. I might as well do something like that though, it's easier and I know it'll work.

The problem I have with the tutorial is that because I picked Kismet/Matinee as my specialty, I need to do something extra in the tutorial. But I got no idea of what kind of extra work I should do. Most of the stuff in a tutorial is pretty basic use of Kismet.

Anyone got ideas?
 

Minamu

Member
I like the idea of teaching shooting mechanics at the same time as the camera controls. Player controls is another aspect you obviously need to convey somehow but we'd need to know more about the gameplay functions to give more suggestions :)
 

USIGSJ

Member
The problem I have with the tutorial is that because I picked Kismet/Matinee as my specialty, I need to do something extra in the tutorial. But I got no idea of what kind of extra work I should do. Most of the stuff in a tutorial is pretty basic use of Kismet.

Anyone got ideas?

I'd definitely focus on eye candy and making map feel more alive. So heavily rely on animating stuff with matinee.
Regarding camera, I'd definitely take control and use 2-3 cameras. First take one close to the object move it a bit, then switch to one that is more pulled back and shows some of the map too not just the mesh. Not exactly like this with only one camera, but here are tutorial parts from UT3.

http://www.youtube.com/watch?v=T3RUYNj8jJE&t=35s
http://www.youtube.com/watch?v=S5AeKndNzx4&t=40s

Now for the main eye candy part, since you're doing steampunk theme I'd really go nuts with animating all sort of things. Think of a map that would be like some giant automated machine with many pieces doing their work. Some objects moving, then activating one cog, that activates another cog, moves some another piece, valves releasing steam, etc. Large furnaces working could do, or something like a automated waste processing plant (you have on dm-deck some animated pot sequence so you can check it out), there could also be some bridge that connects the parts with many little cogs working to make it rise. So with all that tiny stuff it would really make a huge difference with the immersion if you have some map that looked like you're inside a some complex machine opposed to a bland static environment.
I don't think I've seen any game has it on that large scale, but I remember Alice had a similar theme in one level.

www.youtube.com/watch?v=B425RmBSbIc&t=2m
http://www.youtube.com/watch?v=LBxjKHQLnLI&t=6m35s

It's probably too late now to do too complex stuff like whole automated level and tbh I don't think I've ever seen a game doing it, but you can still animate many things. Of course you'll need to work closely with modelers to get them ideas so they can make you the pieces you want, also someone working on particles for that steam effect. But in short, lots of animated stuff matinee to make it feel more alive for maximum steampunk immersion effect.
 

USIGSJ

Member
Good job, pretty good exercise in modular workflow.
One question though, I wasn't sure if it was some post processing you added, but there was one really weird darkening effect most noticeable in the second part of the video. After rewatching I think it might be something to do with one off the light shafts settings. When facing one direction it's fairly ok too see, but when you returned other way around it really went and hard too see anything. That's why I think it's probably light shafts because post process would work all the time.

3iskm1.jpg

4hyjtq.jpg

As for improvements adding some variation is always a safe bet. Instead of using bricks for every building, you can set some as worn out plaster and use vertex paint to show brick parts underneath where it fell off. Something like this:

http://cgtextures.com/texview.php?id=78343&PHPSESSID=93s15eqevpbfabtvdh3u8g29v1
http://cgtextures.com/textures.php?t=browse&q=10223

Of course you can use variation on bricks themselves, make some parts darker, some lighter etc. Metal pices that got rusted, some broken window here and there. Something about artists loving to tell history through textures and stuff like that.

http://cgtextures.com/texview.php?id=69877&PHPSESSID=93s15eqevpbfabtvdh3u8g29v1
http://cgtextures.com/textures.php?t=browse&q=12390
 
Thanks a lot for the reply USIGSJ,

One question though, I wasn't sure if it was some post processing you added, but there was one really weird darkening effect most noticeable in the second part of the video.

Fraps is to blame - When playing it isn't at all there... I mean it's not exactly a bright alleyway but yeah, it was made a lot worse too when rendered in Sony Vegas.

As for improvements adding some variation is always a safe bet.

Couldn't agree more, I wanted to do some vertex painting to the buildings and road, adding in more grunge and all that but I couldn't get my head round it to be honest, the material editor is so overly complicated (for me anyways). Although yeah, a few variations to the windows would have been nice... left it as it was though due to deadlines, but cheers for those links! Those images are getting saved for other projects.

Really appreciate the feedback, thanks ever so much.
 

Raxious

Member
So guys, I'm trying to cook our current build right now, however, when im trying to cook the swf files, it says:

'Failed to load 'xxx'! Referenced by 'xxx' ('GFxUI.GFxRawData:References')'.

I'm unable to see why it doesn't work, if I run the game through UDK, the HUD works, however, I'm just unable to cook it :s

anyone got a solution?

Edit:
Nvm, we fixed it by completely redoing the swf package, and after adding it in the defaultengine it seems to work.
 

Raxious

Member
Ok so the problem is still here, even if we Force Cook it the HUD is completely green. We tried removing the file and readding it again before cooking, but nothing seems to work.

I'm probably doing something wrong, but can anyone tell me what might be causing this issue?

s7UveZd.png
 

Raxious

Member
I'm terribly sorry for the 'triple' post, but I wanted to tell u guys we fixed the problems, and we now have our Alpha up and running :D

The first problem with the HUD package still exists, so we have to rename and then name all the textures back that are in the package.

The green screen got solved by adding a self call message in the HUD code.

For those of u that want to see it, check it out at the following link:

http://tinyurl.com/oxdakef


As mentioned in an earlier post of mine, it's a school project we worked on for 8 weeks, I can't say im incredibly happy with the results but I have to admit that it's better then I thought it would end up.

My job was a level designer, and the map layout was my idea. I also helped placing the assets. I would love to get some feedback of you guys.
 

USIGSJ

Member
Not much free time for me these days, but I managed to gave it a really quick try.

First impression when I started the game was that it feels really dark and hard to see. Later after playing a bit I got used to environment a bit so buildings have some lighting information on them, however moveable objects such as character and drones look black unless hit by direct lighting. I forgot is it some light environment setting for this or its done under those character lighting options under world properties, but it really felt awkward and way too dark.

Melee weapons could use some sparks particle emitter for melee weapons, in current state during weapon swing it's hard to tell whether it was a hit or miss on enemy object.

There was also one minimap problem not aligning with hud on different resolutions. With 1280x720 and 1920x1080 it was offseted by some 50% so that border part of the hud was located over it's half. On 1680x1050 it placed correctly into the hud overlay.
Some objects don't look snapped to the ground on the map and look like they're floating in air (I think it was blue fort).

Gameplay mechanics wise, AI followed correctly most of the time. Had 2 situations where they got stuck, once near the base where they got stuck in some ground mesh and couldn't get past it, second time is when they used vent jump they kept piling in that area without being able to move on. Some skills also seem bugged, tried cerberus skill with one character, however dog mesh just spawned and did nothing.

Overall map layout is fine. I don't think AI actually used those side ways in my match though, except that one time when they got stucked, they really sticked with main streets for the movement.
There was probably a few more minor things but forgot them by now, I guess most noticeable thing for me was really the lighting which should use some fixing.
 

Raxious

Member
Not much free time for me these days, but I managed to gave it a really quick try.

First impression when I started the game was that it feels really dark and hard to see. Later after playing a bit I got used to environment a bit so buildings have some lighting information on them, however moveable objects such as character and drones look black unless hit by direct lighting. I forgot is it some light environment setting for this or its done under those character lighting options under world properties, but it really felt awkward and way too dark.

Melee weapons could use some sparks particle emitter for melee weapons, in current state during weapon swing it's hard to tell whether it was a hit or miss on enemy object.

There was also one minimap problem not aligning with hud on different resolutions. With 1280x720 and 1920x1080 it was offseted by some 50% so that border part of the hud was located over it's half. On 1680x1050 it placed correctly into the hud overlay.
Some objects don't look snapped to the ground on the map and look like they're floating in air (I think it was blue fort).

Gameplay mechanics wise, AI followed correctly most of the time. Had 2 situations where they got stuck, once near the base where they got stuck in some ground mesh and couldn't get past it, second time is when they used vent jump they kept piling in that area without being able to move on. Some skills also seem bugged, tried cerberus skill with one character, however dog mesh just spawned and did nothing.

Overall map layout is fine. I don't think AI actually used those side ways in my match though, except that one time when they got stucked, they really sticked with main streets for the movement.
There was probably a few more minor things but forgot them by now, I guess most noticeable thing for me was really the lighting which should use some fixing.

Thx for the feedback,

The problem is that the towers and the clocktower aren't properly made by the Art team, which resulted in them not having a proper skeletal mesh. Therefore they need to be floating or else they'll fall through the map if they get hit only once.

The particles might be fixable if I force the package to cook a long, I noticed that a lot of packages dont get cooked properly. Also, the Art and Character team didn't add Light Mapping to their assets / characters, which results into dark characters. But yea, the default lighting settings are a bit to dark.

The game is supposed to be a mixture of a MoBA and FPS, which is why the minions will only stay in the main lanes, and wont run through the jungle.

Also, just a screenshot cause I can :p
1052869_451148368313882_754778906_o.jpg
 

Mik2121

Member
Working on something now. Don't have good enough assets yet to show any screenshots, but this tiny gif can sorta show what I'm doing. I got a full scene done in another file but with prototype assets, here I'm just testing other assets that I'm working on right now...

iWV6P5nDvyqhJ.gif
 

Raxious

Member
That looks nice, did u use any tutorials?

I've given myself the task to create as much stuff from Jurassic Park to improve and learn more about UDK, 3DS Max etc. But I got no Idea where to start, I can't even make simple meshes.
 

Mik2121

Member
That looks nice, did u use any tutorials?

I've given myself the task to create as much stuff from Jurassic Park to improve and learn more about UDK, 3DS Max etc. But I got no Idea where to start, I can't even make simple meshes.

No tutorials here. I use UE for work, and I did the assets with 3DSMax and ZBrush. Not finished though...

Making simple meshes is just a matter of learning the basics (obviously). It's too complex to teach anything here, but you can probably find a lot of tutorials out there. I would suggest you checking http://polycount.com for help though.
 

_woLf

Member
No tutorials here. I use UE for work, and I did the assets with 3DSMax and ZBrush. Not finished though...

Making simple meshes is just a matter of learning the basics (obviously). It's too complex to teach anything here, but you can probably find a lot of tutorials out there. I would suggest you checking http://polycount.com for help though.

Do you do your retopologizing in zbrush or in something like topogun? I love Maya and Max but definitely feel like zbrush is my weakest element so I need to get better at it, particularly with bringing in models made in Maya/max to add a bit more detail/wear. No matter how much I try I can't see to get zbrush down.
 

Mik2121

Member
Do you do your retopologizing in zbrush or in something like topogun? I love Maya and Max but definitely feel like zbrush is my weakest element so I need to get better at it, particularly with bringing in models made in Maya/max to add a bit more detail/wear. No matter how much I try I can't see to get zbrush down.

Uhm, It completely depends on the mesh. If I already have the lowpoly available like with my stairs (I already know where it's going to be broken and otherwise I don't need any more detail, plus I want it to tile on one of the axis so I want full precise control of my UV), then I'll just do all the stuff in Max, bring a higher poly density version to ZBrush (the lowpoly has triangles and also very long rectangular polys that aren't good for ZBrush) and just sculpt it, then bake everything in XNormal.

Sometimes I will just bring a base mesh to ZBrush and do everything there, then retopo on it as well, but I'm still not as good with retopo in ZBrush (and recently it changed also, have yet to try it), so yeah..

I'm also doing a bunch of assets that are Sub-D meshes with some scratches, so in those cases I prepare the lowpoly and highpoly meshes in Max, then just bring the final highpoly to ZBrush to add some details and then bake in XNormal or Max.
 

Dits

Member
You guys tried Mudbox before? The new 2014 has quite a nice advanced retopology tool that can take a high poly model down to a specified limit like 20k for UDK usage. All test I have done the detail keeps very well
 

Mik2121

Member
You guys tried Mudbox before? The new 2014 has quite a nice advanced retopology tool that can take a high poly model down to a specified limit like 20k for UDK usage. All test I have done the detail keeps very well

Sounds like ZBrush's Tessellation Master. I will take a look :)
 

Mik2121

Member
By looking so far new update for ZB 4R6 does some pretty impressive retopology now. Pics taken from this thread.

http://www.polycount.com/forum/showthread.php?t=122564&page=4
Yeah, looking good except for some environment stuff you can't really use it unless I'm missing something (and I might), but sometimes for environment pieces you need exact sizes and things have to snap perfectly.

I will use this for things like small assets or things more organic-looking or things that don't need to snap to other pieces. Otherwise I will just do the Hi-Poly in ZBrush and bake somewhere else :p
 

USIGSJ

Member
Yeah, it's really for stuff where its tedious to do a manual retopo and that has more organic shape. For modular pieces that are required to snap together and similar hard surface just redoing some edges of the base mesh is quick enough and gives precise control.
 

Blizzard

Banned
I finally upgraded to a new PC with a fresh install of Windows 7, not running Aero. With an i5 3570k overclocked to 4.2 GHz, and a GTX 770...it turns out I still can't run the night and day UDK demo at 60 fps at 1680x1050. :( It drops to 40 fps in places and is sometimes jerky, and that was basically the only thing running on the system.

Can anyone else run that at solid 60 fps? I'm hoping that I get decent performance in games with that processor and (expensive) video card combination, but this is a disconcerting sign.
 

USIGSJ

Member
Don't worry about it, it's just a tech demo made to showcase features where performance side is a non existent because they didn't bother with it. Draw calls are in 8-9k zone most of the time and go even over 10k. Even if you had i7 with 780 i don't expect it would change anything because it's really not representative of something you should expect in games.
 

Blizzard

Banned
Don't worry about it, it's just a tech demo made to showcase features where performance side is a non existent because they didn't bother with it. Draw calls are in 8-9k zone most of the time and go even over 10k. Even if you had i7 with 780 i don't expect it would change anything because it's really not representative of something you should expect in games.
Cool, thanks for the information. I was thinking it might also be unoptimized dynamic shadowing stuff with the UDK.
 

USIGSJ

Member
If it's worth here's how it runs for me on intel 4GHz dual core and 570 (dem draw calls and tris count). http://abload.de/img/dndemoa5sou.jpg

Btw, have you tried comparing lighting time bakes to your old pc, how does it works there. Been planning to change my old dual core for some i5, and for even one small scene I'm doing now it's sure is a pain to wait 10 mins for every light value change. Good thing though is that now I have a better feel which values work well and which don't so I iterate less, but still it's annoying.
 

Mik2121

Member
I took a very short video of what I'm working on now. I'm doing this a few days a week after work, so the pace is kinda slow, but hey...

http://youtu.be/cJ7EiFdCM-0

I have done most of the big pieces' basic models already but in the video I'm only showing the assets I started to work on, as everything else is just very rough models without textures nor lightmaps nor anything and makes everything look kinda bad...

The particles mid-video are something I did to show a workmate how to use Cascade so it's kinda simple but hey...!

Anyway, yeah, big WIP sign above this. Nothing is done yet :p
 

USIGSJ

Member
Good work on the models so far.

When everyone is going all out I might throw in few pics as well. Still a wip, just can't make myself to finish this one, been working mostly with unity so I never have the time. Hopefully will grab a couple of days to complete it soon. Need to throw in rest of the assets, tweak some textures and shaders, lit the scene and call it done.

http://abload.de/img/s14rxvw.jpg
http://abload.de/img/s2ydzlz.jpg
http://abload.de/img/s3l2xbq.jpg
http://abload.de/img/lutw0zot.jpg
 

Mik2121

Member
Looking good but the lighting feels a bit flat. Even if stations tend to be light up like that, it'd be nice to have some more contrast somehow.
 

USIGSJ

Member
Haven't done any real work on the lighting yet nor I plant to till I place in get all the assets in, however bigger problem will be that I don't have properly calibrated display. What I see as contrast in that first pic in UDK, for me in PS with sRGB color settings looks flat. However when I use sRGB for making LUT in PS and get a nice contrast there, UDK gets a nasty blacks crush so I'll have to rely more on PS settings looking good here. This pic is probably more representative of the look how see that first pic looks for me in UDK so just did a small retouch by using sRGB. Added slight amount of saturation on top too though (might have overcontrasted a bit though but atm it's more of a guess when nailing values till I do some proper calibration).

http://abload.de/img/lut26vbzi.jpg
 

Mik2121

Member
Haven't done any real work on the lighting yet nor I plant to till I place in get all the assets in, however bigger problem will be that I don't have properly calibrated display. What I see as contrast in that first pic in UDK, for me in PS with sRGB color settings looks flat. However when I use sRGB for making LUT in PS and get a nice contrast there, UDK gets a nasty blacks crush so I'll have to rely more on PS settings looking good here. This pic is probably more representative of the look how see that first pic looks for me in UDK so just did a small retouch by using sRGB. Added slight amount of saturation on top too though (might have overcontrasted a bit though but atm it's more of a guess when nailing values till I do some proper calibration).

http://abload.de/img/lut26vbzi.jpg

Ah gotcha, yeah, on that pic it definitely looks better.
Weird thing though, for me on my monitor UDK and Photoshop colors are the same (ie. I can take a screenshot and bring it into Photoshop and looks the same). Oh well, looking forward to how the whole scene ends up looking!

I will be working on my level today as well, gotta get some of my sci-fi props done so it stops looking like some fantasy-themed level, heheh :p
 

Raxious

Member
It's really annoying, I keep trying to learn some new stuff and develop some very small levels. But in order to do that I need to make the assets myself and I just have no idea where to start :(
 

Apocryphon

Member
It's really annoying, I keep trying to learn some new stuff and develop some very small levels. But in order to do that I need to make the assets myself and I just have no idea where to start :(

Why don't you just use stuff from the content browser?
 

Minamu

Member
The content browser should be enough for basic level layout and design. The level should be fun to play even with the default texture and no props. Otherwise it's probably not a very good level to begin with. It's really a graphics guy's job to make the level pretty.

Edit: That said, does anyone know of any books and/or websites with level design concepts and rules? Like good practices to apply when making levels in general, things to think about like fun factors, balancing etc. Even after studying game design for three years, I don't think I've seen all that much tangible information on what to do to make a successful level.
 

Apocryphon

Member
The content browser should be enough for basic level layout and design. The level should be fun to play even with the default texture and no props. Otherwise it's probably not a very good level to begin with. It's really a graphics guy's job to make the level pretty.

Edit: That said, does anyone know of any books and/or websites with level design concepts and rules? Like good practices to apply when making levels in general, things to think about like fun factors, balancing etc. Even after studying game design for three years, I don't think I've seen all that much tangible information on what to do to make a successful level.

Start here: http://worldofleveldesign.com/
 

Blizzard

Banned
I assume nobody even bothered, but there was a new UDK release this month. All the updates were for iOS though :/
There's also mention of a streaming memory leak bug, but I don't know if that was iOS-specific or was a problem on PC.

I still rather like UDK, especially since you can legally distribute stuff unlike the Unity Pro trials, but I haven't really seen any interesting updates in ages besides the Oculus Rift support. And sadly from someone I talked to who seemed a bit involved with the UDK website stuff (solidsnake or amber maybe, I forget), it sounds like the Oculus UDK changes won't be rolled into the mainline UDK, so if anyone chooses one they may not get updates that happen on the other branch.

And since the main Oculus Rift UDK expert was tragically killed by a car early this year, it's in limbo whether/when there will be further UDK updates to get that working better, it looks like.
 

Mik2121

Member
It's really annoying, I keep trying to learn some new stuff and develop some very small levels. But in order to do that I need to make the assets myself and I just have no idea where to start :(

What kind of levels do you wanna make? If you wanna do level design you can make very simple assets without textures nor anything and use them around.

If you have access to some tool like 3DSMax or Maya, you can get going very fast. If you don't care about quality and just want the meshes to resemble the image you're going for (medieval, futuristic, etc..) and want them to snap with each other nicely, you could probably get most assets done in one day.

Otherwise just use the assets in the content browser that Epic left there.

There's also mention of a streaming memory leak bug, but I don't know if that was iOS-specific or was a problem on PC.

I still rather like UDK, especially since you can legally distribute stuff unlike the Unity Pro trials, but I haven't really seen any interesting updates in ages besides the Oculus Rift support. And sadly from someone I talked to who seemed a bit involved with the UDK website stuff (solidsnake or amber maybe, I forget), it sounds like the Oculus UDK changes won't be rolled into the mainline UDK, so if anyone chooses one they may not get updates that happen on the other branch.

And since the main Oculus Rift UDK expert was tragically killed by a car early this year, it's in limbo whether/when there will be further UDK updates to get that working better, it looks like.

Yeah... I think we'll have to wait until UE4 is done to get the next big update for us. And yeah, even with the lack of updates I still like UDK the most if only because of how easy it is to get all the assets setup and put all together and have it look nice. Big plus for the material editor too, which isn't as common as I thought it would be (not even cryengine has something like it, as far as I know)
 

Raxious

Member
What kind of levels do you wanna make? If you wanna do level design you can make very simple assets without textures nor anything and use them around.

If you have access to some tool like 3DSMax or Maya, you can get going very fast. If you don't care about quality and just want the meshes to resemble the image you're going for (medieval, futuristic, etc..) and want them to snap with each other nicely, you could probably get most assets done in one day.

Otherwise just use the assets in the content browser that Epic left there.

I got access to 3DS Max, but i've yet to find a good tutorial. I was planning to go for something either medieval or some old Japan styled level.

I did level design during our school project and really enjoyed it, however if I'm doing it solo, I'd rather have some understanding of asset creating as well.
 
I got access to 3DS Max, but i've yet to find a good tutorial. I was planning to go for something either medieval or some old Japan styled level.
.

The 3ds Max built-in tutorials are actually rather good and informative source:

http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Tutorials/

start by reading "Modelling tutorials" and advance to "Materials and mapping tutorials" to learn the basics. Then dive in for some UDK specific tutorials such as making the light maps.
 
Got a Kismet question, if anyone could help me, I would be VERY thankful!

I have a puzzle where I want the player to hit a certain button 3 times within 2 seconds to solve it.

If the player hits it once, it plays sound X and draws text. Twice, sound Y and draws text. 3 times sound Z and draws text. 4+ times no sound, just draws text.

Is there any way to use the Index counter at the bottom of a Switch so that if the player hits the button (int) # of times, it sets the switch to fire off the corresponding link # to the int value?

Thank you!
 

Mik2121

Member
Working on a hologram. This part goes on the part of the machine from where the light gets projected.

dYs36AC.gif


I will have to do also the dust particles and a bunch of other things, but for now (still WIP).

Edit: Working a bit more on it:

E7zORJ5.gif
 

Mik2121

Member
Adding more details...

ibdDum6hM0Z3LR.gif


I will probably just record a video whenever I'm done, as these gifs are starting to get a bit big...
 
Man, I didn't know there was a specific UDK thread here. Might as well post what I am working on:


I'm working on the body of the dragon, but until then, I wanted to ask here about toggable lights. How expensive are they compared to regular points lights? I want to try and use them to give the room the flicker of fire when I shoot the video. Are they a viable alternative, or full dynamics lights cheaper/better?
 

USIGSJ

Member
The are more expensive, but don't worry about it. You can animate them in matinee, using material function can also do. As for dynamic lights, what cuts performance is if you have more lights hitting same surface, shadow casting too, but you'll be just fine to use some for fire effect here.
 

Raxious

Member
Anyone got experience with the Oculus Rift and UDK? Since Outlast is out and it supports the Rift, I'm really tempted to get the OR. And I just found out that there's now official OR support for UDK, which even if I'm not that great with UDK ( yet :p ), it'd be pretty cool to create some levels I can run through with the OR.
 

Mik2121

Member
Anyone got experience with the Oculus Rift and UDK? Since Outlast is out and it supports the Rift, I'm really tempted to get the OR. And I just found out that there's now official OR support for UDK, which even if I'm not that great with UDK ( yet :p ), it'd be pretty cool to create some levels I can run through with the OR.

I haven't used the Oculus Rift myself but it looks like it could be quite fun to use with UDK.
I have read some stuff about it though, and it seems you will also need a specific version of UDK for it to work with OR, right?

If you try it out, let us know how it was! I will try to grab one sometime early next year (hopefully one with higher screen resolution).
 

Blizzard

Banned
I haven't used the Oculus Rift myself but it looks like it could be quite fun to use with UDK.
I have read some stuff about it though, and it seems you will also need a specific version of UDK for it to work with OR, right?

If you try it out, let us know how it was! I will try to grab one sometime early next year (hopefully one with higher screen resolution).
Yes, there's a specific UDK version that everyone can download from the Oculus SDK site (I think even if you don't have an Oculus).

I think it may be a bit modified for lower latency and so forth, though I felt like the head tracking was still laggy. At any rate, it works okay, might not have full IPD support, but tragically further development on it may have stalled since I think the Oculus developer who was killed by a car was a UE3/UDK expert, and I don't know if they have found anyone to replace them. They were looking last I heard.
 

Minamu

Member
They might be waiting for UE4 anyway, seems likely. And with Carmack on board at OR, they might fix it eventually (whatever it is he's doing there).
 
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