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uevr's Introduction

UEVR build

Universal Unreal Engine VR Mod (4/5)

Supported Engine Versions

4.8 - 5.3

Links

Features

  • Full 6DOF support out of the box (HMD movement)
  • Full stereoscopic 3D out of the box
  • Native UE4/UE5 stereo rendering system
  • Frontend GUI for easy process injection
  • Supports OpenVR and OpenXR runtimes
  • 3 rendering modes: Native Stereo, Synchronized Sequential, and Alternating/AFR
  • Automatic handling of most in-game UI so it is projected into 3D space
  • Optional 3DOF motion controls out of the box in many games, essentially emulating a semi-native VR experience
  • Optional roomscale movement in many games, moving the player character itself in 3D space along with the headset
  • User-authored UI-based system for adding motion controls and first person to games that don't support them
  • In-game menu with shortcuts for adjusting settings
  • Access to various CVars for fixing broken shaders/effects/performance issues
  • Optional depth buffer integration for improved latency on some headsets
  • Per-game configurations
  • C++ Plugin system and Blueprint support for modders to add additional features like motion controls

Getting Started

Before launching, ensure you have installed .NET 6.0. It should tell you where to install it upon first open, but if not, you can download it from here

Download the latest release from the Releases page

  1. Launch UEVRInjector.exe
  2. Launch the target game
  3. Locate the game in the process dropdown list
  4. Select your desired runtime (OpenVR/OpenXR)
  5. Toggle existing VR plugin nullification (if necessary)
  6. Configure pre-injection settings
  7. Inject

To-dos before injection

  1. Disable HDR (it will still work without it, but the game will be darker than usual if it is)
  2. Start as administrator if the game is not visible in the list
  3. Pass -nohmd to the game's command line and/or delete VR plugins from the game directory if the game contains any existing VR plugins
  4. Disable any overlays that may conflict and cause crashes (Rivatuner, ASUS software, Razer software, Overwolf, etc...)
  5. Disable graphical options in-game that may cause crashes or severe issues like DLSS Frame Generation
  6. Consider disabling Hardware Accelerated GPU Scheduling in your Windows Graphics settings

In-Game Menu

Press the Insert key or L3+R3 on an XInput based controller to access the in-game menu, which opens by default at startup. With the menu open, hold RT for various shortcuts:

  • RT + Left Stick: Move the camera left/right/forward/back
  • RT + Right Stick: Move the camera up/down
  • RT + B: Reset camera offset
  • RT + Y: Recenter view
  • RT + X: Reset standing origin

Quick overview of rendering methods

Native Stereo

When it works, it looks the best, performs the best (usually). Can cause crashes or graphical bugs if the game does not play well with it.

Temporal effects like TAA are fully intact. DLSS/FSR2 usually work completely fine with no ghosting in this mode.

Fully synchronized eye rendering. Works with the majority of games. Uses the actual stereo rendering pipeline in the Unreal Engine to achieve a stereoscopic image.

Synchronized Sequential

A form of AFR. Can fix many rendering bugs that are introduced with Native Stereo. Renders two frames sequentially in a synchronized fashion on the same engine tick.

Fully synchronized eye rendering. Game world does not advance time between frames.

Looks normal but temporal effects like TAA will have ghosting/doubling effect. Motion blur will need to be turned off.

This is the first alternative option that should be used if Native Stereo is not working as expected or you are encountering graphical bugs.

Skip Draw skips the viewport draw on the next engine tick. Usually works the best but sometimes particle effects may not play at the correct speed.

Skip Tick skips the next engine tick entirely. Usually buggy but does fix particle effects and sometimes brings higher performance.

AFR

Alternated Frame Rendering. Renders each eye on separate frames in an alternating fashion, with the game world advancing time in between frames. Causes eye desyncs and usually nausea along with it.

Not synchronized. Generally should not be used unless the other two are unusable in some way.

uevr's People

Contributors

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uevr's Issues

Failing to return to 2D mode on removing headset with VDXR/PimaxXR

When taking off a Quest 3 headset using OpenXR through Oculus the camera position resets and the spectator view appears as if VR wasn't enabled at all - the world and screen space rendering are synced up correctly (in this case a 3D map with 2D labels), this works great.

However, Quest 3/VDXR doesn't return to 2D rendering when taking off headset, neither does Crystal/PimaxXR. Manually resetting the camera position through the hotkeys doesn't work either, the world and screen space portions remain out of sync when moving around the map.

[FEATURE REQUEST] Teleport movement with laser pointer

Thank you for UEVR, it is already great but adding teleport will make it greater because there are tons of people cannot overcome or adapt VR nausea.

Since most UE4/5 games use the same character movement component, I guess it would be quite possible to add some laser pointer which can be controlled via VR controller and event handlers overriding character position / rotation using raycast on the floor (i.e UCharacterMovementComponent::FindFloor).

For VR newbies, this will make UEVR much more comfortable and enjoyable!

sublevel changes not saving [BUG]

possible bug

I have been trying to make changes to the "skeletal mesh components" in psychonauts 2.
If I make changes to the "visible" box in this category then the changes will stick/save but if I go into the subfield "properties" and disable "cast shadow" and then toggle "visible" again the shadow is removed but it wont stick/save this state. When I enter a new area the shadow will return

windows 11
VD
open XR
rtx 4090

PAYDAY 3 UE Version 4.27 Crash

Game Crashes When Touching any keys on the controller.

On OpenVR and OpenXR

log.txt

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

PAYDAY3Client_Win64_Shipping
UEVRBackend
UEVRBackend
UEVRBackend
UEVRBackend
UEVRBackend
UEVRBackend
UEVRBackend
UEVRBackend
PAYDAY3Client_Win64_Shipping
PAYDAY3Client_Win64_Shipping
PAYDAY3Client_Win64_Shipping
PAYDAY3Client_Win64_Shipping
UEVRBackend
UEVRBackend
PAYDAY3Client_Win64_Shipping
PAYDAY3Client_Win64_Shipping
PAYDAY3Client_Win64_Shipping
UEVRBackend
UEVRBackend
PAYDAY3Client_Win64_Shipping
PAYDAY3Client_Win64_Shipping
PAYDAY3Client_Win64_Shipping
PAYDAY3Client_Win64_Shipping
PAYDAY3Client_Win64_Shipping
PAYDAY3Client_Win64_Shipping
kernel32
ntdll

Asynchronous lens view

Hi !
When I try launching Satisfactory, the game works perfectly BUT my meta quest 3 right lens and left lens are not in sync...
I tried to use the compatibility buttons but nothing worked
If somone has an idea I would be interessed

Failed to inject plugin nullifier

All I get is an error about a failed to inject plugin nullifier when i try to run quarry. Have uninstalled reinstalled 10 plus times.open uevr, open game in steam, select game from drop down menu in uevr, make sure xr is selected and plugin slider on......I get NOTHING, just a flat screen version in my headset. I have NO IDEA how to resolve this failed to load plugin nullifier error and can find nothing online that works. When I go to the steam folder for game I see a plugin folder that is empty.

I do not want to lose more hours trying other games if I cannot even get this to open in 3d due to error message. very frustrating and does not feel user friendly to me. running windows 11 added uevr so defender would not block it but nothing helps. I have lost sooooo many hours to trying this that I almost do not care about this app anymore.

Failure to launch

windows 10, windows updated, ran as admin, exclusion added to windows security. exe runs, creates process then disappears, ran as admin also but no dice.

Anything I can try?

[FEATURE REQUEST] UObjecthook - Wildcard/Regex Support

Currently, it is impossible to consistently attach objects in games such as Gylt, High on Life, Hogwarts Legacy. This issue either occurs after respawning in-game or by simply restarting the game.

Integrating a wildcard/regex functionality would enable users to save settings for attaching components to objects with randomized instance names.

An alternative approach involves automating the storage of blueprint configurations that end with a specific naming convention (e.g., "C_*") into designated configuration files by default.

WMR Right Menu Button Can't Be Mapped

I'm on Reverb G2, using UEVR Injector 1.01 with OpenXR.

I'm able to map any button to any function, except for the right menu button. By default only the left menu button and right system button are mapped. But I have both a menu and system button on each controller.

It seems to use _interaction_profiles_oculus_touch_controller.json for mappings, which doesn't seem to be a problem for the normal buttons but maybe is an issue for the extra menu button.

As a test I tried adding this to that file:

            "action": "systembutton",
            "path": "/user/hand/right/input/menu/click"

I would expect this to make it work the same way as the left menu button, acting as the "start" button in game. But it did nothing. I also tried mapping it to dpad up in case it didn't like having two things mapped to systembutton, but no difference. When I brought up the injector menu and expanded the bindings, this binding wasn't shown. I tried adding it right from the menu and the injection restarted, but when it came back the binding still wasn't shown and didn't work.

I found a relevant log file in %APPDATA%\UnrealVRMod\UnrealVRMod\RoboQuest-WinGDK-Shipping
log.txt
I see a ton of XR_ERROR_PATH_UNSUPPORTED errors, although they seem to happening for every binding, not just right menu.

Also in that folder I see various bindings files for Rift, Vive, Knuckles, Oculus but none for WMR
https://i.imgur.com/3Wc1TTO.png

Controller Pitch rotation offset

Hello, I am trying to make a 90º pitch rotation for the VIve controller.
The yaw and roll angles are ok but you have to overthrow the controller to aim
I have seen that there is a "rotation_offset" in the profile json file with w, x, y and z values but I dont understand how it works (are they quaternion?) I have test different values in every angle with not luck.
Also I have try to adjust with the gui but I cant see the model
Can someone guide me how these values works?
Regards

failed to inject plugin nullifier

2024-01-01_16h54_00

people in dc said it is because of windows defender or anti virus
i uninstall my antivirus and turn off still doesn't help
tried 2 games on the list robocop and aliens

UEVR doesn't startup

I downloaded the most recent version of UEVR. When I try to run UEVRInjector.exe it just spins for a couple seconds and then nothing happens. I have already added exceptions to Norton Antivirus and Firewall. I have windows 11 and windows defender is disabled. It seems like something is blocking it from running, but I am not sure what it could be.

UEVR made me like game graphics less

I used UEVR a few times and now I stopped. But not because the mod was bad, it's awesome. No, I started to realize, seeing it all in 3D, "being there" how everything is basic geometric shapes+ texture. Console? Cube + texture. Head? Sphere + texture. Platform? Plane + texture.

Once you're in there, are surrounded by the world the makers created, it just feels dull so quickly. I felt deceived.

I am aware developers do this for performance reasons, but they should rather focus on writing better engines for much more detail, like the "unlimited detail" hype that was once a fad.

I am writing that here, because it's here that people who have the same experience potentially gather.

What's your take?

[Feature Request] Provide alternative way to enable/rebind Dpad-shifting for controllers without thumb rest

The pico 4 doesnt have touch controller/thumb rest buttons, can you add an option so it uses both grips and a joystick as an options for the DPadMethod.

UEVR-1.0\src\mods\VR.hpp
Line 730
static const inline std::vector<std::string> s_dpad_method_names { "Right Thumbrest + Left Joystick", "Left Thumbrest + Right Joystick", "Left Joystick (Disables Standard Joystick Input)", "Right Joystick (Disables Standard Joystick Input)"

Pinball FX with ultrawide monitor settings warps VR image

In Pinball FX using ultrawide monitor settings (ex 3440X1440) and then injecting the mod, the image in VR is all warped and incorrect. Changing the resultion in Pinball FX to normal widescreen (ex 2560X1440) and then injecting the mod, the image looks normal in VR.

Missing .NET installation

Hi!
When I try to run UEVRInjector.exe an error message pops up saying:
You must install .NET Desktop Runtime to run this application

Architecture: x64
App host version: 6.0.25
Would you like to download it now?

I tried installing it, but the error still appears.
I can confirm .NET was installed successfully from cmd

Immagine 2024-01-02 160422

I can see the correct version in regedit too

image

Can't bind "Reset View"-keys to steering wheel

I want to reset the view from my steering wheel because i don't have a keyboard at my rig. It's possible to allow the keys from my wheel? (Thrustmaster T300)

Binding to WMR controllers is also not possible.

UObjecthook Crashes Hogwarts Legacy [BUG]

When you enable the advanced settings and you go to the uComponents tab thing to load in all the props and components, there are only 400,000, but the game always freezes within 5 minutes or so.
Also, I can't do anything in uObjectHook menu for more than 2 minutes, should act fast or the game will crash.

Probably, make sense to add the button to pause real-time monitoring of uComponents?

[FEATURE REQUEST] Recenter/Adjust Controller Aim Rotation

The issue to fix: I have set aiming to left controller in Medieval Dynasty and the direction is off. When I switch to HMD aiming the UI is perfectly centered but with the controller I need to Aim towards top right instead of straight ahead to get the UI and thus the crosshair centered.

The framework already has adjustable UI position which is great but it only changes position and not rotation so if you could add rotational settings too or a way to recenter the rotation to the current rotation of the controller that would be amazing. That way one could simply aim at what feels like straight ahead and then align the cross hair to that point. Could also be useful for FPS games to optimize controller aiming to ones liking.

All the best, and thanks so much for making VR what it is today!

Key Bind to Attach/Detach and Visible/Invisible for 3rd Person games

Is your feature request related to a problem? Please describe.
When playing a third-person game and modifying settings to play in first-person mode (e.g., attaching to Acknowledged Pawn, making Character Mesh Invisible), there's an issue where the character becomes invisible in game dialogues, cutscenes, and cinematics. This also affects camera functionality in these scenes since it's tied to the character. Sometimes, developers even move the character off the map boundaries.

Describe the solution you'd like
I propose a solution where a key-binding feature allows players to toggle on/off the visibility of the character and the attach/detach of the camera to the character pawn. Probably possibility to use the same key for these setups. This would enable players to watch cutscenes and other in-game cinematic content without the character disappearing or camera issues.

Maybe exclude Windows Mixed Reality portal from inject dropdown?

Minor and low priority, but maybe an easy and nice improvement.

In my inject dropdown I always see Windows Mixed Reality portal as first entry:

image

Would be nice and even more easy to use if this would be hidden and so typically the first and only entry in the dropdown would be the game currently running.

[BUG] Robocop BuildId 12745053 (installed 1/3/24) crashing

Describe the bug

Game crashes frequently, generally doesn't make it past the intro video when creating a new campaign. Tried turning all settings to LOW, used the RoboCop profile from the UEVR supported games link. Tried changing from NATIVE to SEQUENTIAL.

Quest 3 -- attempted using VDXR and SteamVR separately to see if that was the issue. Used OpenXR in both cases.

Upload logs and any crash dumps

If this is a game crash or game bug:

UEVR-specific logs and crash dumps:

RoboCop-Win64-Shipping-Crashed.zip

Game-specific crash dumps:

UECC-Windows-F4B58602417DD3D4F17CBF973D1ECF38_0000.zip

Identify the UEVR version

5.2.0-194826

To Reproduce

  1. Start UEVR
  2. Put on Quest 3
  3. Start Virtual Desktop (VDXR runtime)
  4. Connect to PC
  5. Start Robocop via Steam (not Steam VR)
  6. Tab out to UEVR and inject once at the menu
  7. Set height
  8. Start new campaign
    99% of the time the game will crash

Expected behavior

Expect the game to not crash.

Screenshots

PC Specs (please complete the following information):

  • Windows 11
  • Asus TUF 4070ti
  • Ryzen 5 5600x
  • Quest3
  • OpenXR
  • Virtual Desktop
  • VDXR
    log.txt

Show version somewhere in software

Is your feature request related to a problem? Please describe.
Show software version somewhere

Describe the solution you'd like
either have it in the header or "about"

UI clips through enviroment on Quest 3 / No curved UI option on Valve Index

I noticed that for Visage the UI clips through the enviroment and the ingame hud as well when using a Meta HMD. Only found out because a friend had that issue but not I. Compared it with my Index and noticed there the UI and hud is always on top of the enviroment. I looked throug the UEVR UI and couldn't find anything related that would force the UI on top, so that might be a bug?

Also there is no option to used a curved ui display when using the Index. The whole option is missing.

For better understanding I uploaded a clip on my YT channel:
https://youtu.be/Z1v-2Xf-SfE

UE game crashes as soon as the render resolution slider is touched or on exit

Hi,

I'm using the latest build of openvr api from Actions tab, with OpenXR and Virtual Desktop (uevr dev release #681).
Game is Train Sim World 4 (UE 4.26), RTX 4070Ti with latest Nvidia driver.
Globally it works fine, there are some minor issues, but if trying to change the OpenXR rendering resolution factor from 1.000 in the uevr ui, the game crashes instantly with an UE crash.
It also crashes when exiting the game normally, but this one is not an a real issue since you were exiting the game anyway.

borderlands3 crashed

Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008
0x00007ff76677e565 Borderlands3.exe!UnknownFunction []
0x00007ff76677dc61 Borderlands3.exe!UnknownFunction []
0x00007ff7666b6e2b Borderlands3.exe!UnknownFunction []
0x00007ffe73883e94 UEVRBackend.dllUnknownFunction []
0x00007ffe738a7527 UEVRBackend.dll!UnknownFunction []
0x00007ff764eb087a Borderlands3.exe!UnknownFunction []
0x00007ff766aaa7ae Borderlands3.exelUnknownFunction []
0x00007ff766698bf3 Borderlands3.exelUnknownFunction []
0x00007ff7666a0580 Borderlands3.exe!UnknownFunction []
0x00007ffe73877821 UEVRBackend.dll!UnknownFunction []
0x00007ffe73886631 UEVRBackend.dll!UnknownFunction []
0x00007ff764676c9c Borderlands3.exelUnknownFunction []
0x00007ff76467c81e Borderlands3.exe!UnknownFunction []
0x00007ff76467c89a Borderlands3.exe!UnknownFunction []
0x00007ff764685fb9 Borderlands3.exeIUnknownFunction []
0x00007ff76801884e Borderlands3.exe!UnknownFunction []
0x00007fff3a1b257d KERNEL32.DLL!UnknownFunction []
0x00007fff3b72aa58 ntdll.dll!UnknownFunction []

Fatal error sequential

psychonauts 2

I tested out this game and I have to say it looks and runs fantastic in "sequenctial". How ever it will eventually run into a fatal error when using the action buttons. With no warning, it runs great and perfectly stable until then.

The game does not do this in "native" but looks better in sequenctial. Aer does somthing very strange when panning the camera almost like the left and right eye get changed up every now then, creating the illusion of an alternating sizing missmatch.

I am using the dafault recomended settings with the game pass version and a rtx 4090
virtual desktop running open xr

Support for macOS?

Congratulations on the public launch!
I assume that UEVR right now only targets Windows. Is it possible to somehow run it on macOS via Wine, Crossover, etc?

If not, it would be great to add a line in README for clarification. Thanks!

del

Already works. del

[FEATURE REQUEST] Monoscopic mode

Suggestion to add a monoscopic rendering mode.

Benefits for problematic games that do not work well with native, or sometimes even other rendering modes, performance issues, low-end setups, or just increasing quality at lower performance cost. Also an alternative for visual/depth perception impairment to save on performance.

Thanks for the fantastic work so far, +1 patreon!

:Behavior:Win32/DefenseEvasion.A!ml is what i get when trying to extract uevr injector

:Behavior:Win32/DefenseEvasion.A!ml is what i get when trying to extract uevr injector , how do i fix this its attched to injector?

finally got it working after hours of trouble shooting . but now ive noticed my f?>:"ing the b button is on wrong side and impossible to run and crouch at the same time. looking for a way to swap like vorpx but couldnt find the tab if there is one. how do i fix

UE3

We have been working on hawken and cleanroom decompiliation

is it possible to backport to UE3?

No license

Without a license we are not allowed to use any of this (especially the source code part).
Is it possible to clarify the license for the source and/or binary releases?

When i press Inject nothing happen.

Hi, I'm having trouble with the injector. I've unpacked it in a folder under Windows 10 and then started the injector with admin rights. After that, I launched Robocop and, of course, set OpenXR as the default in the Oculus app. Then I connected my Meta Quest 3 to my computer with a Link cable. After loading the level in Robocop, I switched the injector to OpenXR, selected Robocop from the dropdown menu and pressed 'Inject'. The button lights up briefly, but nothing happens. I tried the same with two other games (Satisfactory), but again nothing happened. I restarted the computer and redownloaded the program, but it still doesn't work. What am I doing wrong? My PC specs are: Nvidea 3090, Win 10, Quest 3, link cable.

Under \Roaming\UnrealVRMod there was only the three folder from the games. In each folder, there was only the config.txt file. There was nothing more in the folders.

config.txt

[ERROR] Could not create openxr system: XR_ERROR_FORM_FACTOR_UNAVAILABLE

Describe the bug

I want to use the meta quest 3 VR to play HogwartsLegacy in Steam on windows 11 desktop. When I launch UEVR and press inject using OpenXR setting, everytime the VR Runtime displays following error:

OpenXR not loaded: Could not create openxr system: XR_ERROR_FORM_FACTOR_UNAVAILABLE
OpenVR not loaded: openvr_api.dll not found
Please select OpenVR from the loaded if you want to use OpenVR

The game doesn't switch to VR mode, it continues to run in non-VR mode.

Find attached the UnrealVRMod log file
HogwartsLegacy.zip

XR_ERROR

PC Specs (please complete the following information):

  • OS: windows 11
  • Graphics card: NVIDIA GeForce RTX3090
  • CPU: AMD 5950X
  • Headset Model: meta quest 3
  • Streamer Virtual Desktop version with setting OpenXR Runtime = VDXR
  • Connect in headset using Virtual Desktop and also Steam link

Whatever setting I try I always get the same error message and the game doesn't switch to VR mode. I installed UEVR also in different folder locations without any access restrictions, also no success.

Any help for what I could try different/more is welcome.

Thanks

UEVR not identifying the PID

When I open UEVR and the "Works Perfectly" tested game (Life is Strange) on steam, it will not identify the PID for any steam game I try. The game is running, and open, and the dropdown is blank. It will identify other random things like Task manager PID, but no steam games.

I have talked with a few people on the Flat2VR discord server and several people are having the same issue of nothing appearing in the dropdown even though the game is open and running.

blank PID dropdown

Sadly I cannot upload anything from the Global Dir because it adds nothing since it wont identify. I am using newest version of UEVR 1.1.

I have tried Rai Pal with the same issues of it not identifying any steam game PIDs.

Here are my steps:

  1. Launch UEVR, default settings with OpenXR and Nullify VR Plugins selected
  2. Launch the game ( Life is Strange )
  3. Process does not appear in the dropdown or identify the game or any games
  4. UEVR does identify some processes I may have open like Task Manager

I've checked and the game is running and has a PID number, but UEVR wont identify it. Is there possibly a way to manually input a PID number?

PC Specs:

  • Windows 11 Pro
  • RTX 3070
  • CPU: i7 11th Gen
  • Quest 3
  • OpenXR
  • Attempted with Steam link, and oculus link cable
  • Attempted with Oculus desktop app, and Steam VR

OpenXR Toolkit Crashes on DX12/Integrate FR Into UEVR

Is your feature request related to a problem? Please describe.
The OpenXR Toolkit has a generic functionality to allow fixed foveated rendering to improve performance in games. The current app OpenXR Toolkit 1.3.2 seems not to be compatible with UEVR. The issue might be that two different toolkits are trying to access the same APIs (just a hunch)

Describe the solution you'd like
Either enable UEVR to run in parallel with OpenXR Toolkit or (preferred) have native fixed foveated rending support in UEVR. This could help a lot to improve performance in all VR games.

Describe alternatives you've considered
Disable OpenXR Toolkit and reduce the OpenXR overall resolution in UEVR. Noticeable reductionin picture quality though.

Additional context
n/a

[FEATURE REQUEST]: New Setting for 6DOF implementation: Deactivate Rotation of attachement

CURRENT IDEA: I was still looking for the source of bullets. Came across a specific playermesh.
I tried attaaching it to th right controller which delivered what i think was proper full 6dof aiming. I could aim and fire at something without changing trajectory by moving my head around and keeping my right hand fixed (rested it against object), which was not the case before with all my other tries.

ISSUE: thing however was that aiming method right hand, which is needed to also keep the UI stable and so on, also is indirectly or directly attached to that Playermesh it seems and moving my right hand up and down for example would cause double the amount of rotation.
Using another aiming method showed that rotation is back to one time.

SOLUTION: I think it would offer proper full 6dof then if i could turn off the rotation in the attached right hand. Surely I might still miss some connected layers in between that could fix the issue too but at this point if there was an option to turn off the rotation in a specific attachement it could also work.

im like 99 percent sure this would give full 6dof to ready or not at least.❤️

Resizing Window Removes all Options

Small bug, as the title says. The window for UEVR in game, it's resizable. But, resizing it (at least making it larger, didn't test the other way) removes all options from the window.
OculusScreenshot1704172632

Doesn't seem to be a way to get the options back either?

Game is Trials of Mana, Windows 11, on a Quest 3, 4090 with newest nvidia drivers, but this doesnt seem like the kind of thing where that would matter.

[Unreal 5.2.1] TRYP FPV crashing after seconds/minutes

In TRYP FPV i keep getting crashes.
100% crash when it hits a loading screen.
Randomly crashes.

System:

5800X3D, 4080, 32GB Ram, Win10, Virtual Desktop on VDXR

Settings:

OpenXR, UEVR VR_RenderingMethod: Synced Sequential & Ghosting fix on

Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000000020000b010

0x00007ffe0afd39f9 XR_APILAYER_MBUCCHIA_toolkit.dll!UnknownFunction []
0x00007ffe0afdd064 XR_APILAYER_MBUCCHIA_toolkit.dll!UnknownFunction []
0x00007ffe0afddd4e XR_APILAYER_MBUCCHIA_toolkit.dll!UnknownFunction []
0x00007ff7c86d5237 TrypFPV-Win64-Shipping.exe!FD3D12DescriptorCache::SetRenderTargets() [F:\Github\Unreal\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp:270]
0x00007ff7c870c1c0 TrypFPV-Win64-Shipping.exe!FD3D12StateCache::ApplyState() [F:\Github\Unreal\Engine\Source\Runtime\D3D12RHI\Private\D3D12StateCache.cpp:522]
0x00007ff7c86ce35e TrypFPV-Win64-Shipping.exe!FD3D12CommandContext::RHIDrawPrimitive() [F:\Github\Unreal\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:1559]
0x00007ff7c941083a TrypFPV-Win64-Shipping.exe!FRHICommandListBase::Execute() [F:\Github\Unreal\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:587]
0x00007ff7c940bf78 TrypFPV-Win64-Shipping.exe!<lambda_e5ade85d47f4eccb3a37d208133dfbea>::operator()() [F:\Github\Unreal\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:799]
0x00007ff7c941083a TrypFPV-Win64-Shipping.exe!FRHICommandListBase::Execute() [F:\Github\Unreal\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:587]
0x00007ff7c940bcef TrypFPV-Win64-Shipping.exe!<lambda_c3c45769530a4e2f62785b74e714d2da>::operator()() [F:\Github\Unreal\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:899]
0x00007ff7c6757f8d TrypFPV-Win64-Shipping.exe!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0> >::ExecuteTask() [F:\Github\Unreal\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1311]
0x00007ff7c800a5ae TrypFPV-Win64-Shipping.exe!FNamedTaskThread::ProcessTasksUntilQuit() [F:\Github\Unreal\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:648]
0x00007ff7c9476eeb TrypFPV-Win64-Shipping.exe!FRHIThread::Run() [F:\Github\Unreal\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:334]
0x00007ff7c81699e7 TrypFPV-Win64-Shipping.exe!FRunnableThreadWin::Run() [F:\Github\Unreal\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
0x00007ff7c8164241 TrypFPV-Win64-Shipping.exe!FRunnableThreadWin::GuardedRun() [F:\Github\Unreal\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79]
0x00007ffedc367344 KERNEL32.DLL!UnknownFunction []
0x00007ffedc6a26b1 ntdll.dll!UnknownFunction []

Crash in runnable thread RHIThread

First test Ace Combat 7

I am probably not the only person that has launched AC7 or was waiting specifically for AC7

There are some issues that might actually be fixable in the current settings but I couldn't figure it out.

I launched the game, and pressed inject with OpenXR.
The injection did happen but, some menus are far too wide and I couldn't read what was written as the menu texts sat at the very edge.
In game huds for lock target were shown, but no other hud was shown like the weapon counter, tracker, etc.
Might they be sitting far off?
Also could not change the view to cockpit view no matter what.
Any ideas?

integrate UEVR into my game

I am an indie game developer and I am currently working on a horror game. Since I have no experience in VR development, it would be my dream to give players the choice of VR MODE.

So: I'm thinking about integrating UEVR into the game and packaging it together. Can I do this with the appropriate credit?

If that's possible, I'm curious if there's anything I can set up in the Unreal project (such as automatic startup) to give players a more seamless VR experience.

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