Week 9: Post 1

I have had a frustrating start to my week. To start off, I attempted to work Sunday but I couldn't get the headset to work correctly and the frames per second were awful, so Monday I attempted again. Whenever I loaded my environment into UE the frames per second, which determines whether or not it will lag, were 40. This isn't bad considering that my environment is very large. But after I ran it in the headset the fps dropped dramatically. I couldn't figure out the issue for a few hours but I finally resolved it. Apparently the VR setup for Unreal Engine has a bug that makes the fps awful. So I had to put my project into a first person setup; and my environment ran great. I didn't have any lag and everything looked exactly the same. I was quite upset that it was the reason why nothing would run correctly. You would think that Unreal would have resolved that issue considering that it affect the VE greatly. But I'm glad that I finally figured it out. 

Today, I attempted to getting all of my controllers set up for the active environment. I watched so many Youtube tutorials and attempted so many things. I'm not sure whether its because I put my environment in a first person setup, or I just don't know how controllers work with Unreal but I couldn't get anything to work correctly. The only thing that partially worked was a touchpad, but even then it was only going one way, when I need it to go in all directions. I've had a headache trying to figure it out all day today. I'm hoping that a previous student can send me some of their stuff for movement so I can possibly figure it out. 

Another question that I am afraid to try to answer is, how am I supposed to do a 360 video in a virtual reality environment if no one else knows how to do it? The issue isn't the 360 video itself but it's getting the camera to move along the environment while allowing the user to look around. I'm really not sure if this has been done before with Unreal engine so I think this may be a tricky issue for me. Or it may be a simple fix and I can just move the camera with x,y, and z coordinates throughout the environment. I guess this will be resolved after I get the controllers working for the active movement. 

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