HTC Vive in Extended Mode ?

I was wondering if Unreal could render to the Vive in extended mode (when the Vive is considered a second monitor).
Since my PC isn’t “VR-ready”, it seems direct mode won’t work on it (I tried everything but it’s stuck in extended mode no matter what).
Because of that, Unreal is unable to display anything in the headset in either the editor preview or the final build. It displays a normal render of the level (without stereoscopy and undistorted), and as soon as UE gains focus the SteamVR compositor loses its fullscreen status, causing the Vive screen to become red.

I’m testing this with the default VR template shipped with UE4. I’m using a recent version of the NVidia drivers (375.70), on Windows 8.1 64. My GPU is a GTX 760m. Granted, it’s not ideal for VR, especially since it’s a laptop one, but it handles most games just fine. I even managed to get the Unity editor to work in extended mode, but unfortunately Unity is rather limited for what I would like to do.

If you guys have any suggestions to make it work, or can confirm it’s simply not doable with Unreal ATM, I’d be grateful :smiley: