Unreal Engine 4 & 3D Vision
This Demo just showed up and doesn`t look good in 3D. UE4 suppose to be 3D ready but it looks very bad at the moment. Ddowloading this Demo and see yourself because my screenshots are taken with low separation and adjusted convergence for each one of them separately. http://www.guru3d.com/files_details/unreal_engine_4_elemental_tech_demo_download.html Download link is below article.
This Demo just showed up and doesn`t look good in 3D. UE4 suppose to be 3D ready but it looks very bad at the moment. Ddowloading this Demo and see yourself because my screenshots are taken with low separation and adjusted convergence for each one of them separately.

http://www.guru3d.com/files_details/unreal_engine_4_elemental_tech_demo_download.html
Download link is below article.
Thanks for the news. Honestly, this doesn't look too bad, compared to some of the other disasters we've seen lately. Probably not "playable", but hopefully it's not too hard to fix.
Thanks for the news. Honestly, this doesn't look too bad, compared to some of the other disasters we've seen lately. Probably not "playable", but hopefully it's not too hard to fix.

#2
Posted 04/28/2014 04:35 PM   
Same for me here, as it is with other three ue4 demos (cave, mobile, realistic_rendering). 3dvision all messed up. Shadows seem ok but some objects, effects, lighting, post processing are not properly rendered in s3d. Should work with oculus though. There are corresponding settings in Engine.ini.
Same for me here, as it is with other three ue4 demos (cave, mobile, realistic_rendering).
3dvision all messed up. Shadows seem ok but some objects, effects, lighting, post processing are not properly rendered in s3d.
Should work with oculus though. There are corresponding settings in Engine.ini.

#3
Posted 04/28/2014 04:46 PM   
Seems fairly unoptimized. Can't tell what resolution it was running, but it seemed really low? Didn't seem like it was engaged in 1080p. Not by a long shot. The other problem was the constant juxtaposition of scenes. I could never get convergence even remotely dialed in (except for the crack in the ice scene... which looked moderately decent. All things considered.)
Seems fairly unoptimized. Can't tell what resolution it was running, but it seemed really low? Didn't seem like it was engaged in 1080p. Not by a long shot. The other problem was the constant juxtaposition of scenes. I could never get convergence even remotely dialed in (except for the crack in the ice scene... which looked moderately decent. All things considered.)

#4
Posted 04/29/2014 11:52 AM   
How would it run with occulus if not with 3dvision? shadows and 2d objects/post processing should have the same problems I guess?
How would it run with occulus if not with 3dvision? shadows and 2d objects/post processing should have the same problems I guess?

ASUS X99-A, i7-5960X, GTX980, 16GB DDR4 2666MHz Corsair, Plextor M.2 SSD 512GB, 3D Vision 2

#5
Posted 04/30/2014 01:31 PM   
Well, they do support Oculus but not 3d vision (yet). Btw shadows are ok in 3d.
Well, they do support Oculus but not 3d vision (yet).
Btw shadows are ok in 3d.

#6
Posted 04/30/2014 04:07 PM   
Oculus and 3d vision work differently. Support for one does not mean support for the other can be assumed.
Oculus and 3d vision work differently. Support for one does not mean support for the other can be assumed.

#7
Posted 04/30/2014 04:25 PM   
I've been playing around with UE4 since it came out. I started a thread about it then: https://forums.geforce.com/default/topic/713091/unreal-engine-4/ Basically, the engine has built in support for stereoscopic rendering- however, at the moment, there is no 3D Vision implementation, and so we are left with 3D Vision Automatic, which as people have seen, renders many things incorrectly. Currently, the only implementations of the stereo renderer are the Oculus plugin, and a "FakeStereoRenderingDevice", built for testing purposes, which basically renders everything in Side-By-Side mode, similar to what the Oculus would look like without the distortion. You can trigger the FakeStereoRenderingDevice in any demo by creating a shortcut and adding the commandline argument -emulatestereo to the target. I've recorded the Reflections Demo like this, and you can view it with 3D Vision Video Player: https://dl.dropbox.com/s/gouv8j1d68m4uii/ReflectionsDemoStereoscopic.rar The Elemental Demo was a little more taxing on my 560ti and was too slow to record a video like that, by I took some screenshots from it: http://photos.3dvisionlive.com/woz2601/album/5361570bcb85771b52000000/ Both demos render with very little stereo issues. The lens flares seem to render properly, but are extremely distracting and out of place. There also occasionally seems to be some lighting issues, but for the most part, everything seems to render properly. One thing to note is that using the -emulatestereo argument renders in side-by-side, but doesn't change the resolution, so when rendering at 1280x720, it's actually only rendering 640x720 per eye, like the Oculus does. You can get around this by doubling the resolution width, ie. in this case, setting it to 2560x720. The resolution can be changed in <ProjectName>/Saved/Config/WindowsNoEditor/GameUserSettings.ini. It may not fit on your monitor while playing, but any screenshots or movies recorded will be at the proper resolution/aspect ratio for each eye.
I've been playing around with UE4 since it came out. I started a thread about it then: https://forums.geforce.com/default/topic/713091/unreal-engine-4/

Basically, the engine has built in support for stereoscopic rendering- however, at the moment, there is no 3D Vision implementation, and so we are left with 3D Vision Automatic, which as people have seen, renders many things incorrectly. Currently, the only implementations of the stereo renderer are the Oculus plugin, and a "FakeStereoRenderingDevice", built for testing purposes, which basically renders everything in Side-By-Side mode, similar to what the Oculus would look like without the distortion.

You can trigger the FakeStereoRenderingDevice in any demo by creating a shortcut and adding the commandline argument -emulatestereo to the target.

I've recorded the Reflections Demo like this, and you can view it with 3D Vision Video Player:
https://dl.dropbox.com/s/gouv8j1d68m4uii/ReflectionsDemoStereoscopic.rar

The Elemental Demo was a little more taxing on my 560ti and was too slow to record a video like that, by I took some screenshots from it: http://photos.3dvisionlive.com/woz2601/album/5361570bcb85771b52000000/

Both demos render with very little stereo issues. The lens flares seem to render properly, but are extremely distracting and out of place. There also occasionally seems to be some lighting issues, but for the most part, everything seems to render properly.

One thing to note is that using the -emulatestereo argument renders in side-by-side, but doesn't change the resolution, so when rendering at 1280x720, it's actually only rendering 640x720 per eye, like the Oculus does. You can get around this by doubling the resolution width, ie. in this case, setting it to 2560x720. The resolution can be changed in <ProjectName>/Saved/Config/WindowsNoEditor/GameUserSettings.ini. It may not fit on your monitor while playing, but any screenshots or movies recorded will be at the proper resolution/aspect ratio for each eye.

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

#8
Posted 04/30/2014 08:41 PM   
Wow woz, that works over my asus vg27h/hdmi/sbs! Zero issues in s3d with the demos, however stereo view is flipped and I get very high fov/ separation/convergence. Seems to be the Oculus settings. Do you have any idea about adjusting this? Also with the reflection demo I can't get fullscreen. It looks like the implementation for 3d vision could be simple, which is good news.
Wow woz, that works over my asus vg27h/hdmi/sbs!
Zero issues in s3d with the demos, however stereo view is flipped and I get very high fov/ separation/convergence. Seems to be the Oculus settings. Do you have any idea about adjusting this?
Also with the reflection demo I can't get fullscreen.

It looks like the implementation for 3d vision could be simple, which is good news.

#9
Posted 05/01/2014 08:37 AM   
That's awesome that it works on a SBS monitor. Unfortunately, there doesn't seem to be a way to flip the image, or change depth and convergence. Those things are hardcoded in the source, as this is just a test implementation and isn't really meant for use. However, it does show that stereoscopic rendering is definitely possible in UE4, we just need an built-in implementation for 3D Vision, instead of relying on 3D Vision Automatic. I created a thread about it in the Unreal forums, but unfortunately no one responded. In fact, I haven't heard Epic mention anything about 3D Vision support at all yet, but I plan on looking into it further when I get a chance.
That's awesome that it works on a SBS monitor. Unfortunately, there doesn't seem to be a way to flip the image, or change depth and convergence. Those things are hardcoded in the source, as this is just a test implementation and isn't really meant for use.

However, it does show that stereoscopic rendering is definitely possible in UE4, we just need an built-in implementation for 3D Vision, instead of relying on 3D Vision Automatic. I created a thread about it in the Unreal forums, but unfortunately no one responded. In fact, I haven't heard Epic mention anything about 3D Vision support at all yet, but I plan on looking into it further when I get a chance.

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

#10
Posted 05/03/2014 10:44 PM   
The Kite demo is available to test yourself. It is only the environment and not some kind of benchmark as I thought. You can run or fly around on that open area. 3D is obviously a mess but graphic is beautiful - something like Ethan Carter`s. I`ve post it so someone can check if it works with any debugger. "Alt" gets it on Fullscreen, "Tab" drop you on the ground and "< >" change time of the day. Download link: https://s3.amazonaws.com/unrealengine/marketplace_samples/KiteDemo_Runtime.zip?utm_source=launcher&utm_medium=ue&utm_campaign=uelearn
The Kite demo is available to test yourself. It is only the environment and not some kind of benchmark as I thought.
You can run or fly around on that open area. 3D is obviously a mess but graphic is beautiful - something like Ethan Carter`s.
I`ve post it so someone can check if it works with any debugger.
"Alt" gets it on Fullscreen, "Tab" drop you on the ground and "< >" change time of the day.
Download link:
https://s3.amazonaws.com/unrealengine/marketplace_samples/KiteDemo_Runtime.zip?utm_source=launcher&utm_medium=ue&utm_campaign=uelearn
Scroll To Top