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Any luck with 4k 360 video playback with the new 4.13 preview?

In previous versions frame rate would drop well below what is necessary for VR.

Product Version: UE 4.13 Preview
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asked Aug 07 '16 at 10:45 PM in VR

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heroslime
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avatar image gmpreussner STAFF Aug 08 '16 at 08:48 AM

This question is too broad. 4K playback is expensive, and the performance depends on the platform and hardware you're using. Please be more specific. I suggest you try it out in 4.13, and if you're having trouble, please post your specs, thanks!

avatar image heroslime Aug 08 '16 at 09:16 AM

You're right. This was way too broad. I am working on a VR project targeted at the Oculus Rift and HTC Vive.

Playback is perfect in the editor window. Audio syncs up correctly, and I am getting a steady 120 FPS.

When I launch the VR preview, the texture is solid black, and there is no audio. I think what is happening is whenever I start the VR preview, the media texture stops playing. I built the project and ran it, which had the same result.

Also, If I exit out of the media player window in the editor, the video will stop playing in the editor window as well.

I hope this was clear enough.

Thank you!

Specs:

Intel Core I7-5930K 32 GB RAM EVGA GTX 980 Ti

avatar image gmpreussner STAFF Aug 08 '16 at 07:55 PM

How are you starting the playback?

If you're triggering it from a Blueprint, i.e. in BeginPlay, make sure that you call Play() from the MediaOpened event, because it may take a bit for the movie to load. You can't open the movie and then play it right away.

avatar image gmpreussner STAFF Aug 08 '16 at 07:56 PM

Or to make things easier, you can check the PlayOnOpen check box in the MediaPlayer. then you can just call OpenSource or OpenUrl or whatever from BeginPlay.

avatar image heroslime Aug 09 '16 at 03:15 AM

I have been working on this all day to no avail. The texture is black when I start the VR preview. Tried both methods. I may be doing something wrong. Could you post a screenshot of your graph?

Thank you!

avatar image chuck.chae Aug 09 '16 at 03:18 AM

what is the video codec are you using? I have tested with WMV and switched to PYRO due to low quality...

avatar image chuck.chae Aug 08 '16 at 08:59 AM

Hi, I'm looking into the same issue.

Currently running i7 PCs with 1080 GPU I haven't tried the test with 4.13 preview version yet.

but, looking forward to playback 4K 60P video materials from UNREAL engine. Anyone with experience, please share...

thank you!

avatar image DunkenKBliths Aug 09 '16 at 05:36 AM

Really hope 4.13 is now up to the challenge...so Hoping for a similar result...

Need it on the Oculus Rift with a 980Ti all running on a PC of course (Oculus ready spec)

The process being a two sided 'media' material mapped onto a sphere - with the camera in the centre of the sphere looking out... this works fine on previous version of the engine on a very low quality video...

Been filming 360 at 4k / 30fps (mp4 @ 20mbs) and want to use Unreal to create the navigation between the films...

Cheers guys keep up the good work...

avatar image DunkenKBliths Aug 09 '16 at 06:12 AM

OK ....downloaded 4.13 preview and got it half working...and its looking pretty good...(quality and speed of playback)

Nice... I still see a weird stitch on the sphere I'm using...but so far...the best playback on a PC to date !!!!

avatar image chuck.chae Aug 09 '16 at 06:18 AM

what was the video codec were you using? that is super nice to hear!

avatar image DunkenKBliths Aug 09 '16 at 06:31 AM

mp4 (H.264/MPEG-4 AVC) ... Will try the spere subdivision to see if I can get rid of some artifacts

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avatar image heroslime Aug 09 '16 at 06:26 AM

At first I thought there was a problem with stitching, but in my case it was actually just the density of the spheres mesh. Try subdividing the sphere, its worth a shot.

avatar image CHADALAK1 Feb 14 '17 at 12:24 AM

Would like to check up on this with the 360 video work. Any new news on optimization 4k 360 video playback???

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