Oculus Rift in Unreal Engine 4 Not Converging

Hi,

Using a calibrated setup with DK1 I can converge fine in all outside demos however in UE4 the stereo seems a bit off. Is anyone else experiencing that? Do I need to manually set my profile or will it pick up the default one set with the official Oculus calibration tool?

Thanks!

From what I could tell (at least in the beta) you need to manually set the IPD, virtual head dimensions etc.
I’ll confirm this once I get public build.

In Ground Branch, I correct for the differences (aside from IPD) in a custom camera. I keep meaning to do it properly :slight_smile:

the 3d does seem a tad shallow to me. However i did test that is working by going up close to an object and could tell it was in 3d maybe some tweaking or options for Oculus Rift in the future would be helpful.

Please let me know what you find. Maybe its a .ini setting or they’re holding off on the 0.3 SDK to give us the proper integration?

It’s not that it isn’t 3D, it is, but it doesn’t converge properly for me. It just feels quite wrong and sickening in ways that other demos don’t.

Wiki has been updated and now includes a list of config settings.
This includes overriding the IPD.
See Wiki: Oculus Rift#Configuration.

Yes you guys are correct. I hope this gets fixed. This is covered in forum post here. A user posted screenshots…

It makes me wonder if people were experiencing this while being demo’d crystal cove and UE4 demos.