The Early Access version of Unreal Engine 5 includes a new OpenXR compatible virtual reality model with support for Oculus Quest 1 and 2, Rift S, Valve Index, HTC Vive, and Windows Mixed Reality.
OpenXR is a widely supported standard for VR development and Unreal Engine 5’s latest VRTemplate using the framework means that some of the largest and most experienced VR developers are likely to start experimenting with it today.
“We built the new VRTemplate using the OpenXR framework, the multi-company standard for the development of virtual reality. The model is designed to be a starting point for all your virtual reality projects. It includes encapsulated logic for teleportation locomotion and common entry actions, such as grabbing and attaching objects to your hand, ”Epic’s release notes for the model explain.
The release notes explain that the Unreal Engine OpenXR plug-in supports “extension plugins, so you can add functionality to OpenXR that is not currently in the engine.” Epic also strongly recommends developers to “create your VR project using the VRTemplate in UE5, as the project’s settings and plugins are already configured for the best VR experience.” In particular, Lumen is enabled by default in UE5, but is currently not supported on XR platforms. Therefore, if you create a VR project without the VRTemplate, you need to turn off Lumen.
Lumen is Unreal’s real-time global lighting technology. While UE5 “broadly supports the same platforms as UE4”, neither Lumen nor the new “virtualized micropolygon geometry system” Nanite yet supports virtual reality. Nanite is intended to “remove poly count and draw call constraints” to eliminate “tedious work like creating details on normal maps and manually creating LODs”. It would be a huge time saver for VR developers supporting a wide range of hardware from the standalone Quest to high-powered PC VR systems, but for now the technology is only supported on newer consoles. generation and Windows. An Epic representative told us that the company “continues to develop tools and workflows that allow you to simplify the high-poly geometry imported for Nanite for use on other platforms.”