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GearVR - Stereo video not rendering correctly

Hi there,

I am currently working on a GearVR game and need to play a 360° video in 3D (stereo, 2048x2048 whereas upper half is left, lower right eye). In the editor it's working fine with Oculus DK2 but on the Gear the movie texture is distorted (looks like texture is set to clamped and only 1px wide). I use the ScreenPosition in the main material to determine which eye should get which part of the video (left, right eye). The material is applied to a sphere with normals facing inwards.

Mono video playback works fine so far. So is it possible that ScreenPosition isn't working on mobile or isn't it working when MobileHDR is disabled (which is needed in order to get the build running on the Gear)? Is anyone here with a similar project and got it working?

The material I am using: alt text

Currently using UE4.11.0

Product Version: UE 4.11
material.png (216.2 kB)
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asked Apr 07 '16 at 01:42 PM in VR

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avatar image motorsep Apr 08 '16 at 02:33 PM

Interesting stuff! Would you care to post fixed material ?

avatar image imbakeks Apr 08 '16 at 02:41 PM

Sure. If you want to achieve something similar then consider having a look at my other thread -> https://answers.unrealengine.com/questions/401715/gearvr-black-triangles-and-artifacts-on-mesh.html

alt text

capture.png (176.7 kB)
avatar image liuwei May 07 '16 at 04:25 AM

Hi,imbakeks,i have a question about your video Material.Where to set the TopBottomSwitch and Stereo parameters?Do you set these parameters yourself or automatic by engine?

avatar image imbakeks May 09 '16 at 08:13 AM

Hi liuwei, currently I've simply created a material instance and setup the parameters there. But it's intended to work with blueprints/code so you can change it depending on the video format you put in there (top bottom, bottom top). The stereo parameter was mainly used for testing purposes.

avatar image liuwei May 10 '16 at 04:35 AM

Thank you very much.

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Figured out that multiplying the UVs with -1 was the issue. Seems that the UVs on mobile MUST be within 0..1 range or so.

Edit: You need to also have a TouchInterface setup in your ProjectSettings -> Input with transparent textures applied and opacity set to 1 for the controls. Otherwise the material won't work and shows the video in screen space for whatever reason.

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answered Apr 08 '16 at 10:37 AM

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avatar image Ago75 Apr 23 '16 at 01:19 PM

Great! I'm working on a similar project and found your post! I have a problem, when running on GearVR (S6) no MipMap or PixelBlending is applied to the Movie texture... video is very aliased, this is noticeable in paticular on those videos with high contrast and thin lines/details. Did you know how to get rid of this issue? Thank you for your help!

avatar image imbakeks Apr 28 '16 at 12:43 PM

Hi Ago75, sorry for the long delay answering your question. I actually had the same issue. Unfortunately I wasn't able to solve this in a reasonable time. Figuring out the other things already took too much time so the UE4 project was cancelled. However, if you are able to solve it somehow I would be interested in a solution as well.

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