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#lockdown Nick.Penwarden #rb Merge ========================== MAJOR FEATURES + CHANGES ========================== Change 3094167 on 2016/08/18 by Jeff.Fisher UEVR-97 Morpheus HMD tracking needs to wait until HMD is fully tracked. -Morpheus CALIBRATING/NOT_TRACKED tracking state hmd orientation update disabled and delegates added to present instructions to the user. This behavior is controlled by morpheus ini setting bDisableHMDOrientationUntilHMDHasBeenTracked, but defaulted to true to avoid subtly bad user experiences. #review-3094106 @chad.taylor #jira UEVR-97 Change 3104799 on 2016/08/29 by Jeff.Fisher UEVR-178 Morpheus HMD Black crescents -Switched reprojection frame time for 60/120 mode from 120hz to 60hz so we much better predict where the hmd will be pointing when the frame we are about to render is actually displayed, and are run off the edge of it less often and less severely. This makes the black crescent artifacts only just visible during very fast head turning. The kWrapModeMirror change, which will be submitted separately, makes the left and right crescents invisible to me. -Renamed the functions for setting the prediction info in the PS4Tracker. -Added render frame parameters to sony reprojection functions, these can help with debugging reprojection. -Added commented out sce call to get the reprojection debug data. Not allowed to submit an executable that calls it, but its nice to at least know where one can put it. May improve this later. -Wrapped PS4Tracker->Synchronize call in a check that the tracker handle is valid, because I managed to get it called when it wasn't (probably during hmd power off testing, but I don't remember now). It should be fine to not do it if the tracker is not functioning. #review-3104780 chad.taylor #jira UEVR-178 Change 3108423 on 2016/08/31 by Jeff.Fisher Morpheus Config Improvements. -UEVR-138 Morpheus HMD reprojection wrap mode config setting -Can now switch between wrap mode Mirror and ClampToBorder. Mirror is the default. -Made bDisableHMDOrientationUntilHMDHasBeenTracked editable in UE4Editor project settings. -Using generic project setting for bStartInVR, removed the morpheus specific one. #jira UEVR-138 #review-3106999 @nick.whiting Change 3111231 on 2016/09/01 by Jeff.Fisher Fixed bStartInVR ini setting. -Initial implementation worked via a generic EnableStereo call, which worked, but happened after the hmd setup dialog, which is not what I wanted. -Also fixed a tracking frame mismatch assert that hit when I powered the hmd off once, causing it to lose tracking. Its ok that it doesn't update in that circumstance. #review-3111211 @ryan.vance Change 3115196 on 2016/09/06 by Keli.Hlodversson #jira UEVR-128 Map move controller Select button to Invalid, as it is always handled by the system Change 3116425 on 2016/09/07 by Chad.Taylor PSVR: stereo layers implementation Change 3116593 on 2016/09/07 by Jeff.Fisher UEVR-126 Morpheus HMD connect dialog cancel reactions -VR only apps can't allow the player to cancel out of the hmd setup dialog, so lets just pop the dialog up again (sony were ok with a licencee doing this) if an ini setting says to do that. -VR/2D apps might want to switch to 2d if the player cancels out of the hmd setup dialog, so there is an ini setting for that. -A delegate only implementation is also provided for apps that want to do something else. This leaves the game rendering in VR mode, and fires the delegate. -Refactored to better separate successful HMD acquisition from stereo rendering. This was necessary to support the delegate only option on startup. If you start in vr mode with your hmd off and cancel the dialog stereo rendering now starts with default values for the hmd hardware stats (as read from my pvt) instead of crashing trying to use uninitialized data. When an hmd is connected its values will be read. -Refactored to ensure reprojection starts immediately when we call StartReprojection. #jira UEVR-126 #review-3116221 Change 3116754 on 2016/09/07 by Keli.Hlodversson bPixelDensityAdaptive is a bool and not a float property Change 3117692 on 2016/09/08 by Jeff.Fisher UEVR-135 Morpheus HMD recent feature error reporting UEVR-173 2DVR flexibility (UTexture) -Error log for sceHmdReprojectionSetOutputMinColor failure. -Made the parameter for 2dVR a UTexture* instead of a UTexture2D*, so it can be a rendertarget, etc. -Added error logs for missing texture, invalid texture, wrong texture format to 2DVR. #jira UEVR-135 #jira UEVR-173 #review-3116955 @keli.hloedversson Change 3117990 on 2016/09/08 by Jeff.Fisher UEVR-127 Morpheus HMD removal reaction -Added VRHeadsetPutOnHead and VRHeadsetRemovedFromHead delegates, and implemented them for Morpheus. #jira UEVR-127 #review-3117968 @keli.hlodversson Change 3120198 on 2016/09/09 by Jeff.Fisher MorpheusReprojector frame complete wait error log -Now log a warning if the sceKernalWaitEqueue returns an error. It not a problem if this happens rarely, but something is very broken if it starts happening continuously. Change 3121754 on 2016/09/12 by Keli.Hlodversson #jira UE-21878 - Also emit VR initialization analytics events in the editor. Change 3122311 on 2016/09/12 by Nick.Whiting Merging fix for Adreno devices rendering black from 4.13.1 Change 3123057 on 2016/09/13 by Keli.Hlodversson #jira UE-30097 Use the current value of r.ScreenPercentage on Occulus Rift if it's explicitly set. * If the SetBy part of the flags for the console var is SetBy_Constructor, then ignore the value. * If it's SetBy_Scalability, then ignore it if it equals 100 * Else, call SetScreenPercentage using the current value The obsolete HMD SCREENPERCENTAGE console command is still available and will override the setting until r.ScreenPercentage is modified the next time. Change 3123200 on 2016/09/13 by Chad.Taylor PS4 Stereo Layer double buffering. Since the overlays are reprojected at 120hz but rendered at 60hz we need to render to a separate buffer than the one being used by reprojection. Change 3125845 on 2016/09/14 by Keli.Hlodversson #jira UE-33996 Add hmd=<name> command line option to allow overriding which HMD module is used. Renamed GetModulePriorityKeyName to simply GetModuleKeyName, as this name is now also used to match against the command line options. Change 3127293 on 2016/09/15 by Jeff.Fisher UEVR-225 Morpheus HMD top and bottom black crescents -The hidden and visible area meshes for morpheus were too restrictive. Nudged them out a bit, no black crescents at the top and bottom of the screen. We are rendering a few more pixels now though. #review-3127145 @ryan.vance #jira UEVR-225 Change 3130635 on 2016/09/19 by Jeff.Fisher UEVR-226 Morpheus HMD mirrored fill wrong on outer edges -The setting was never being used, leaving the wrap mode at 0 aka kWrapModeWrap. -Refactored how the setting is applied so it works, and is less convoluted. #jira UEVR-226 #review-3129403 Change 3131615 on 2016/09/19 by Keli.Hlodversson #jira UE-29341. Update Chaperone bounds when SteamVR tells us they have changed Change 3136527 on 2016/09/22 by Keli.Hlodversson Don't depend on the current state of the VR subsystem when exiting PIE mode to decide whether the main window should be restored. Instead always restore it if it was minimized at the start. Change 3136652 on 2016/09/22 by Keli.Hlodversson Allow shutting down Steam VR subsystem without shutting down the Steam VR plugin completely in response to quitting from the SteamVR overlay. Enabling stereo rendering again will reinitialize SteamVR. This is useful when using PIE in VR mode as it allows entereing it again without restarting the editor. Also fixes crashes by first disabinge stereo rendering a short while before shutting down the VR subsystem. #jira UE-35940 Change 3138901 on 2016/09/23 by Ryan.Vance Merging 3138521 using OdinToDevVR to bring over temporary forward lighting ISR changes for 4.14 Change 3141614 on 2016/09/27 by Keli.Hlodversson Implement GetNumOfTrackingSensors and GetTrackingSensorProperties on SteamVR. #jira UE-32994 Change 3141948 on 2016/09/27 by Jeff.Fisher UEVR-242 Is AddControllerYawInput not allowed when morpheus is enabled? -Indeed it did not work. Looks like morpheus would not accumulate the yaw, so it would be reset every frame. I made the implementation of ApplyHmdRotation very similar to the one used for occulus (also similar to other platforms) to fix this. #jira UEVR-242 #review-3141933 keli.hlodversson Change 3143484 on 2016/09/28 by Nick.Whiting Integrating Oculus 1.8 SDK support, includes support for cylinder and cubemap stereo layers Change 3143517 on 2016/09/28 by Chad.Taylor Merging PS4Tracker fixes from Release-4.13 into Dev-VR Change 3143805 on 2016/09/28 by Keli.Hlodversson #jira UE-36478 Workaround to make world to meters scale apply correctly to Occulus controllers while running in PIE Change 3143943 on 2016/09/28 by Nick.Whiting Merging latest drop from OSVR Change 3144221 on 2016/09/28 by Keli.Hlodversson Implement GetTrackingSensorProperties on PS4 #jira UE-32994 Change 3144352 on 2016/09/28 by Ryan.Vance Initial implementation of mobile multi-view. This is non-functioning and requires a lot more work, but enough of the framework exists to make the 4.14 branch for an experimental release. Change 3144585 on 2016/09/29 by Jeff.Fisher UEVR-14 PSVR Support for 90Hz to 90Hz, and 120Hz to 120Hz -Enum setting added for the three frame sequences. -90Hz mode is trying to run camera updates at 90hz, but they can only run at 60 so every third one fails. This works, but its dubious. -Feature marked as experimental for now because of that 90hz tracking issue, and the lack of testing. -Defaulting to 60/120. #jira UEVR-14 #review-3143486 chad.taylor nick.whiting Change 3145263 on 2016/09/29 by Nick.Whiting Fix for constructor initialization order in StereoLayerComponent, which threw a warning on Clang Change 3145536 on 2016/09/29 by Nick.Whiting Fixes for project files to prevent mystery pop up from CAPI Change 3145663 on 2016/09/29 by Keli.Hlodversson PSVR: Make sure the camera orientation returned from GetTrackingSensorProperties points in the right direction. Change 3145670 on 2016/09/29 by Keli.Hlodversson For some reason the orientation of the Oculus tracking sensor is reported as pointing backwards. This flips it around to face front Change 3145687 on 2016/09/29 by Chad.Taylor VR splash screen support [CL 3146243 by Nick Whiting in Main branch]