The Solus Project

The Solus Project

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olr 28 Mar, 2016 @ 11:55am
VR Oculus runtime 1.3
Hi,
Question is in the title... Will TSP be compatible with 1.3 runtime on the next update next week, or is it just compatible now?

Thank you!
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Showing 1-15 of 35 comments
sjoerd  [developer] 28 Mar, 2016 @ 12:17pm 
We are not sure yet. We need to wait first for an update to the Unreal Engine from Epic in a few days and then we'd have just days to take that huge update and get it into TSP before launch. It might be too much risk for just days before Episode 3. So we will see how it goes.
If not now then later.
FGuillotine 29 Mar, 2016 @ 3:01am 
the game looks great in VR. Waiting for runtime 1.3 support.
olr 29 Mar, 2016 @ 4:19am 
Thanks for your answer, so I guess I will wait before upgrading.
ZuluPilot 29 Mar, 2016 @ 10:49am 
How's Vive support looking? Could be great with motion controllers.
sjoerd  [developer] 29 Mar, 2016 @ 11:10am 
Once we have the major engine update in, it is presumed to be equal to Oculus as far as headset goes.
Controller wise I am not sure. That part is quite unique to Vive and since we don't got one around it is hard to test. There might be built in UE4 support in which case it would more or less work automatically, but probably won't be perfect.
We are working on getting a Vive asap somehow.
Urisk 30 Mar, 2016 @ 4:10am 
Really looking forward to runtime 1.3 support, be it before or after Episode 3. :)
ZuluPilot 30 Mar, 2016 @ 8:35am 
Originally posted by sjoerd:
Once we have the major engine update in, it is presumed to be equal to Oculus as far as headset goes.
Controller wise I am not sure. That part is quite unique to Vive and since we don't got one around it is hard to test. There might be built in UE4 support in which case it would more or less work automatically, but probably won't be perfect.
We are working on getting a Vive asap somehow.
As long as you're giving it a shot, I'm happy, but I understand that it' not a trivial task. The gallery would probably be the closest example of how Vive support should look in a game with lots of exploration. But yeah, simple support for the headset would be welcome. That tornado is something to behold in VR. Can't wait for episode 3!
t3opc 31 Mar, 2016 @ 10:33am 
Apparently, not till the 4.11.1 hotfix "soon"

QUOTE "Oculus Rift 1.3.0 SDK is coming soon in Unreal Engine 4.11.1 hotfix. (Oculus Rift SDK 0.8.0 beta in Unreal Engine 4.11.0) "

https://www.unrealengine.com/blog/unreal-engine-4-11-released
Last edited by t3opc; 31 Mar, 2016 @ 10:33am
sjoerd  [developer] 31 Mar, 2016 @ 11:45am 
I am aware so that adds further delay.

VR is still so super new that things are more complicated to make them work stable and long term than normal PC game functionality.
Brancki 2 Apr, 2016 @ 5:42am 
Honestly dev, this game isnt really intended for VR and im alright with that but I funded your game as I wanted VIVE support(even if it was just standard UE4 integration), really we wont espect you to fully make this game 100% comfortable in VR but atleast make it work even if its bit finicky and the performance requirements are higher than usual.

If your game just has positional head movement to beable to see the items your holding and things like a on helmet UI or floating UI to beable to work the game. We dont need vive controllers support its where things get complicated. All we want is you give it a shot VR might be early but we people are eager to support games with VR in. considering most of us have high end computers to begin with the performance in VR should be least of your concern.

Dont miss out on a hungry market in early days ;) You'll get a nice oculus/vive sticker with your game store page and your in a whole new market.
sjoerd  [developer] 2 Apr, 2016 @ 5:49am 
Hi yeah that is the plan. We don't expect it to be a 100% rock solid VR experience because you kind of have to build those from the ground up, but we expect decent support for the more seasoned VR players, with as aim to be able to immerse yourself.

So here is the overview on where VR is at now:
1.) We need to update the engine + the VR SDks first. For this we need UE4.11.1. This is not yet out, ETA 1 or so week. We then need at least 1 week + 1 week of testing to go through this massive internal tech change.
2.) We just got Valve to ship us a Vive so we are going to be able to verify Vive functionality and improve that too. ETA 1-2 weeks before we have that.

So all in all we expect to have good VR support again for the release versions of the Vive and Rift towards the end of the month. DK2 still works fine right now, on SDK 0.8
ig83 6 Apr, 2016 @ 1:58pm 
Really enjoyed this on 0.8 super excited to see this on 1.3 consumer tech
kain 15 Apr, 2016 @ 2:41pm 
Any update? Unreal fix is out ect. :)
sjoerd  [developer] 16 Apr, 2016 @ 3:42am 
We are up and running in UE 4.11.1 since yesterday but we still have a.) an issue that we cannot compile a public build due to some missing files b.) I myself can't get my DK2 to run in it (only one I got at the moment - Vive still needs to be installed) c.) We have not played the game a lot yet and something somewhere may have died.

So once those 3 are covered, we hope today, we intend to put up a build on Steam that you can opt-in to to try. We will then improve it as we go along.

I do have to add that we got tons of work left on the last 2 episodes and that work takes priority over VR. So we expect to get VR in a working state again asap, but it will likely be the end of May or start of June before we can put more effort into improving VR support.
jona 16 Apr, 2016 @ 4:00am 
I have my DK2 running 1.3 and just booted the game to find VR working......

Then I hit New Game and it crashed :o(

Looking forward to getting this back up and running as this is currently the only game I have that has not yet been updated for 1.3. I'll keep an eye out for the update later today (fingers crossed!)
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Date Posted: 28 Mar, 2016 @ 11:55am
Posts: 35