Unreal Engine 4
Unreal Engine 4 was released this week, under a subscription model. For $19/month + 5% royalties, you get full access to the engine, including the full C++ code, which is hosted on a private GitHub. https://www.unrealengine.com Paying the initial $19 gets you everything right away, and you can cancel at any time. You'll still have access to the entire engine at that point, you will just not receive future updates, and will not be able to use the online Marketplace. Perhaps the coolest part about this, is that theoretically anybody can contribute to future development of the engine. Because the source is open on GitHub to anybody with a subscription, Epic will integrate anything that someone adds to it, assuming it's up to the code standard of the engine. From the FAQ: [quote][b]How do I submit Unreal Engine 4 changes back to Epic?[/b] GitHub is our channel through which the community can fork and modify Epic's code alongside our own engineering team. Source code changes you check in at GitHub will be viewed by the community, and if the vetting process goes well, we'll incorporate your code into UE4. This means you'll help lots of people![/quote] I've payed the subscription fee, and downloaded the engine. I built out one of the demos, but I could not get 3D Vision to trigger. I could not really find any information about 3D Vision support, so I created a thread on the development forums at unreal: https://forums.unrealengine.com/showthread.php?501-Nvidia-3D-Vision-Support I just posted there last night, and am still waiting for a reply. If anybody else has or plans to subscribe there, I thought they may want to help make some noise on that thread, to help get it noticed. Theoretically, it seems like if the engine does not currently have 3D Vision support, then just about anybody can add it in, either as a plugin, or built directly into the code. Assuming this version of the engine will be as popular as the last, and it seems like it will be, I think this is all very good news for us 3d Vision users. What are other people's thoughts on this?
Unreal Engine 4 was released this week, under a subscription model. For $19/month + 5% royalties, you get full access to the engine, including the full C++ code, which is hosted on a private GitHub.

https://www.unrealengine.com

Paying the initial $19 gets you everything right away, and you can cancel at any time. You'll still have access to the entire engine at that point, you will just not receive future updates, and will not be able to use the online Marketplace.

Perhaps the coolest part about this, is that theoretically anybody can contribute to future development of the engine. Because the source is open on GitHub to anybody with a subscription, Epic will integrate anything that someone adds to it, assuming it's up to the code standard of the engine.

From the FAQ:

How do I submit Unreal Engine 4 changes back to Epic?

GitHub is our channel through which the community can fork and modify Epic's code alongside our own engineering team. Source code changes you check in at GitHub will be viewed by the community, and if the vetting process goes well, we'll incorporate your code into UE4. This means you'll help lots of people!


I've payed the subscription fee, and downloaded the engine. I built out one of the demos, but I could not get 3D Vision to trigger. I could not really find any information about 3D Vision support, so I created a thread on the development forums at unreal: https://forums.unrealengine.com/showthread.php?501-Nvidia-3D-Vision-Support

I just posted there last night, and am still waiting for a reply. If anybody else has or plans to subscribe there, I thought they may want to help make some noise on that thread, to help get it noticed.

Theoretically, it seems like if the engine does not currently have 3D Vision support, then just about anybody can add it in, either as a plugin, or built directly into the code. Assuming this version of the engine will be as popular as the last, and it seems like it will be, I think this is all very good news for us 3d Vision users.

What are other people's thoughts on this?

i7 4770k, Asus Maximus VI Hero, Corsair Vengeance 16GB, Asus Strix 970, Asus VG236H, Win 8

#1
Posted 03/22/2014 05:43 PM   
It might be ini related. like blahblahengine.ini Change AllowNvidiaStereo3d=False to AllowNvidiaStereo3d=True I dunno, I am still confused by the whole UE4 situation. "Supposedly" the first UE4 game[Day Light] has 3D support. Real3D [no idea] and it will be in consoles/pc according to developer.
It might be ini related. like blahblahengine.ini
Change
AllowNvidiaStereo3d=False
to
AllowNvidiaStereo3d=True

I dunno, I am still confused by the whole UE4 situation. "Supposedly" the first UE4 game[Day Light] has 3D support. Real3D [no idea] and it will be in consoles/pc according to developer.

Co-founder of helixmod.blog.com

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#2
Posted 03/22/2014 07:12 PM   
I'm mucking around with the last UDK version, getting 3D to work is as hard as turning it on in the nvidia control panel.
I'm mucking around with the last UDK version, getting 3D to work is as hard as turning it on in the nvidia control panel.

#3
Posted 03/23/2014 04:53 AM   
UDK is different then UE4 though. Not sure if your saying UDK has full 3d vision support though, but it def. doesn't. Looks better then UE3 though. Still has some effects that broken/ shadows are more off as you increase convergence/ lensflares.
UDK is different then UE4 though.

Not sure if your saying UDK has full 3d vision support though, but it def. doesn't. Looks better then UE3 though. Still has some effects that broken/ shadows are more off as you increase convergence/ lensflares.

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#4
Posted 03/23/2014 06:09 AM   
[quote="woz2601"]What are other people's thoughts on this?[/quote]Sounds pretty awesome to me!
woz2601 said:What are other people's thoughts on this?
Sounds pretty awesome to me!

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#5
Posted 03/23/2014 07:16 AM   
If we can add in 3d support to Unreal Engine 4, that would be incredible. Does anyone here have that kind of skillset?
If we can add in 3d support to Unreal Engine 4, that would be incredible. Does anyone here have that kind of skillset?

#6
Posted 03/23/2014 07:52 AM   
I remember messing with UDK a few months ago and I was surprised to see that even the viewport in the editor was triggering 3D vision (in DirectX viewport mode). As for the effects once running the standalone exe, there were still minor issues with lighting and such but not unbearable. With the new Unreal Engine 4 editor, I can't seem to get 3D vision to trigger in the editor or the built exe program. I saw a video of someone testing the new engine with occulus support and he had to open the console and type a command like stereovision=on (or something to that effect, I don't remember the specifics right now) but when I enter that console command nothing happens. Probably need to specify the stereo vision type somewhere in the editor but I can't find the option. This is all very exciting and new and yes, it does seem like if someone had the right coding skills, we could actually add proper 3D vision support (maybe even automatic fixes for stereo un-projection) into the engine code itself. I'd like to try and build out one of the demo projects that show all the particle effects and such and post it up for people to test with and see if someone can a) figure out how to trigger 3D vision on the standalone exe and b) figure out which effects don't render correctly if any and see if there are any current fixes that can be applied (maybe using 3dmigoto to force nvapi..)
I remember messing with UDK a few months ago and I was surprised to see that even the viewport in the editor was triggering 3D vision (in DirectX viewport mode). As for the effects once running the standalone exe, there were still minor issues with lighting and such but not unbearable. With the new Unreal Engine 4 editor, I can't seem to get 3D vision to trigger in the editor or the built exe program. I saw a video of someone testing the new engine with occulus support and he had to open the console and type a command like stereovision=on (or something to that effect, I don't remember the specifics right now) but when I enter that console command nothing happens. Probably need to specify the stereo vision type somewhere in the editor but I can't find the option.

This is all very exciting and new and yes, it does seem like if someone had the right coding skills, we could actually add proper 3D vision support (maybe even automatic fixes for stereo un-projection) into the engine code itself. I'd like to try and build out one of the demo projects that show all the particle effects and such and post it up for people to test with and see if someone can a) figure out how to trigger 3D vision on the standalone exe and b) figure out which effects don't render correctly if any and see if there are any current fixes that can be applied (maybe using 3dmigoto to force nvapi..)

#7
Posted 03/25/2014 05:04 PM   
Does UE4 still have an SBS 3D mode like UDK did? Obviously it has to have one for the Rift, so it would be absurd if they got rid of the standard one they had. It would of course be fantastic if someone could code 3Dvision support in there themselves. Though I feel that this more than anything is something Nvidia should be working with Epic to address. I know we've come to not expect much from them, but if they'll pay to have a few games support 3Dvision each year why not simply pay for proper support in the engine that half of all major games are going to run on? It's probably not that simple, but it still ought to be a priority.
Does UE4 still have an SBS 3D mode like UDK did? Obviously it has to have one for the Rift, so it would be absurd if they got rid of the standard one they had.

It would of course be fantastic if someone could code 3Dvision support in there themselves. Though I feel that this more than anything is something Nvidia should be working with Epic to address. I know we've come to not expect much from them, but if they'll pay to have a few games support 3Dvision each year why not simply pay for proper support in the engine that half of all major games are going to run on? It's probably not that simple, but it still ought to be a priority.

#8
Posted 03/26/2014 02:12 AM   
I'm not exactly sure what did it, but I got 3D Vision to trigger. I dropped in 3DMigoto next to one of the demo builds, and 3D kicked in. Then I removed the 3DMigoto files, and ran the demo again, and 3D still triggered. However, I built out 2 demos, one of which starts in Cinematic Mode, meaning the Camera is being animated. That demo will still not trigger in 3D, even with 3DMigoto. This all makes me think that maybe I was doing something wrong at first, and that 3DMigoto is not what actually fixed it. So the good news is, 3D Vision gets triggered. The bad news is, a lot of things are broken, at least in this demo. I took some screenshots, but 3DVisionLive is not letting me upload them right now, I'll try again tomorrow. I uploaded the 2 demos that I built out to Dropbox, if anybody's interested in trying them out: Content Examples: https://dl.dropbox.com/s/qqrs47picauis6k/ContentExamples.rar Reflections: https://dl.dropbox.com/s/odckiec3qj0mz7d/Reflections.rar Executables are in <DemoName>/Binaries/Win64. Content Examples is the demo that triggers 3D Vision. It's a collection of different levels, that show off different features (Note: for some reason, not every level made it into the build). The default level that I set to start shows off different particle effects. To open a different level, press ~ to open the console, and enter the command "open <LevelName>" (without quotes), where <LevelName> is the name of the level you want. As soon as you start typing the word open, you'll see the different levels you can choose. Entering in "exit" in the console will close the application. If you have an Oculus Rift connected, you can enter "stereo on/off" to turn on/off Oculus mode. Reflections is the Cinematic Demo, that I could not get to trigger in 3D Vision, even after the cinematic is over and control of the camera is returned to the user. So it seems that 3d Vision Automatic does not work very well with some of the rendering techniques the engine is using. But I've been looking through the source code, and I've found some interesting things. It looks like the engine has generic stereoscopic rendering support- but at the moment, the only implementation of it is the Oculus Plugin. Now I could very well be completely wrong on this, but I think that it should be possible to write a 3D Vision Plugin, that does something similar to what the Oculus Plugin does as far as rendering out the second camera, and that could possibly have less issues than 3D Vision Automatic is having. As I said, I've been digging heavily through the source code, trying to figure out how this would be done. I've also started taking a look at NVAPI, to try and figure out how to hook it in there. Again, I'm not sure that what I want to do is possible, and even if it is, if I'd be able to do it, but I'm giving it a try.
I'm not exactly sure what did it, but I got 3D Vision to trigger. I dropped in 3DMigoto next to one of the demo builds, and 3D kicked in. Then I removed the 3DMigoto files, and ran the demo again, and 3D still triggered. However, I built out 2 demos, one of which starts in Cinematic Mode, meaning the Camera is being animated. That demo will still not trigger in 3D, even with 3DMigoto. This all makes me think that maybe I was doing something wrong at first, and that 3DMigoto is not what actually fixed it.

So the good news is, 3D Vision gets triggered. The bad news is, a lot of things are broken, at least in this demo. I took some screenshots, but 3DVisionLive is not letting me upload them right now, I'll try again tomorrow.

I uploaded the 2 demos that I built out to Dropbox, if anybody's interested in trying them out:

Content Examples: https://dl.dropbox.com/s/qqrs47picauis6k/ContentExamples.rar
Reflections: https://dl.dropbox.com/s/odckiec3qj0mz7d/Reflections.rar

Executables are in <DemoName>/Binaries/Win64.

Content Examples is the demo that triggers 3D Vision. It's a collection of different levels, that show off different features (Note: for some reason, not every level made it into the build). The default level that I set to start shows off different particle effects. To open a different level, press ~ to open the console, and enter the command "open <LevelName>" (without quotes), where <LevelName> is the name of the level you want. As soon as you start typing the word open, you'll see the different levels you can choose. Entering in "exit" in the console will close the application. If you have an Oculus Rift connected, you can enter "stereo on/off" to turn on/off Oculus mode.

Reflections is the Cinematic Demo, that I could not get to trigger in 3D Vision, even after the cinematic is over and control of the camera is returned to the user.

So it seems that 3d Vision Automatic does not work very well with some of the rendering techniques the engine is using. But I've been looking through the source code, and I've found some interesting things. It looks like the engine has generic stereoscopic rendering support- but at the moment, the only implementation of it is the Oculus Plugin.

Now I could very well be completely wrong on this, but I think that it should be possible to write a 3D Vision Plugin, that does something similar to what the Oculus Plugin does as far as rendering out the second camera, and that could possibly have less issues than 3D Vision Automatic is having. As I said, I've been digging heavily through the source code, trying to figure out how this would be done. I've also started taking a look at NVAPI, to try and figure out how to hook it in there.

Again, I'm not sure that what I want to do is possible, and even if it is, if I'd be able to do it, but I'm giving it a try.

i7 4770k, Asus Maximus VI Hero, Corsair Vengeance 16GB, Asus Strix 970, Asus VG236H, Win 8

#9
Posted 03/27/2014 08:06 AM   
is there any update on how UE4 behave in nvidia3d? Judging from the UE topic that never got any replies it might not be good... I just saw paragon gameplay and man I would love to play this in 3d :D https://www.epicgames.com/paragon/ I guess we should expect quite a bit of games coming out using this engine in the future.
is there any update on how UE4 behave in nvidia3d? Judging from the UE topic that never got any replies it might not be good...

I just saw paragon gameplay and man I would love to play this in 3d :D https://www.epicgames.com/paragon/


I guess we should expect quite a bit of games coming out using this engine in the future.

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#10
Posted 12/06/2015 06:10 AM   
Streetfighter 5 uses Unreal 4, and in the beta I got 3d vision to engage just fine. One of the stages it even looked playable. Rest of the game was a mess though =(
Streetfighter 5 uses Unreal 4, and in the beta I got 3d vision to engage just fine. One of the stages it even looked playable.

Rest of the game was a mess though =(

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#11
Posted 12/06/2015 06:32 AM   
When I try to launch UT4, 3d kicks in but there is zero depth and im not even sure if anything is rendering at all. When i use that -emulatestereo as a command line to launch UT4 im getting the below :/ http://photos.3dvisionlive.com/tehace/image/5663d70fe7e5643f1000021a/ edit: Ive just tried some content examples like reflections etc and while they dont have that white thing over left eye they all seem to be rendering just side-by-side like one image next to another which is kind of useless for me. Am I missing something here or just my 'hardware' does not support it?
When I try to launch UT4, 3d kicks in but there is zero depth and im not even sure if anything is rendering at all.

When i use that -emulatestereo as a command line to launch UT4 im getting the below :/
http://photos.3dvisionlive.com/tehace/image/5663d70fe7e5643f1000021a/

edit: Ive just tried some content examples like reflections etc and while they dont have that white thing over left eye they all seem to be rendering just side-by-side like one image next to another which is kind of useless for me. Am I missing something here or just my 'hardware' does not support it?

Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE

#12
Posted 12/06/2015 06:37 AM   
Has anyone bought Kholat and tried on 3d vision ? From trailers seems a good experience, better if 3d is playable.
Has anyone bought Kholat and tried on 3d vision ?

From trailers seems a good experience, better if 3d is playable.

i5 4670K 4.4 Ghz H2O, G.skill 16GB @2.4 Ghz C10, 2xGTX970 G1 SLI, AOC G2460PG, G-sync+3D Vision 2, Win 7x64(ssd), Games on RAID-0

#13
Posted 12/06/2015 12:56 PM   
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