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Well it depends of the support it will get from other manufacturer, the actual OUDK is from Sept 2013 and is a separate release form UDK Feb 2014 (If I am right)
So this divergence was not helping.
Also and most importantly if you use UDK you'll still be under the older and more expensive license deal which was 99USD + 25% after 50.000 USD
If you make more than 50.000 that is ^_^
On my side of things, I am still going to release a demo on UDK, but after that i will switch (and hope for the best !)
Also and most importantly if you use UDK you'll still be under the older and more expensive license deal which was 99USD + 25% after 50.000 USD
If you make more than 50.000 that is ^_^
Um no, older UDK users also have option to use same license scheme as Unreal 4, Epic has made it clear on their site.
I am using UDK for my game and actually came here today (first time) hoping a way to see if Oculus will work for UDK. Turns out that there is a separate UDK build to make it work but it's 2013-09 release while UDK I am using is 2014-02 release.
Oh well. I have no interest in Unreal 4 and since new license scheme is now available, a lot of UDK users who can't pay monthly for updates will stick to UDK anyway. It is strange that Oculus abandoned UDK so fast, maybe they made deal with Epic for Unreal 4, who knows?
I am keeping promising this, but this is true: we are pretty close to make a new UDK. We are going to release it, believe it or not. ETA is slipping, true (in benefits of UE4), but nevertheless we are working on it.
Weeks. I need at least a week to finalize it, plus time required for Epic guys to build it and potentially QA it (however, I am trying to convince them that we will do it ourselves + UDK community: I'd rather post the Release Candidate asap than wait until Epic QA it; especially considering that Epic won't QA stereo rendering / Oculus support).
I am keeping promising this, but this is true: we are pretty close to make a new UDK. We are going to release it, believe it or not. ETA is slipping, true (in benefits of UE4), but nevertheless we are working on it.
Yes I noticed that in other thread after I posted here.
It's great that you guys are supporting UDK. Will keep an eye out for the release.
I am keeping promising this, but this is true: we are pretty close to make a new UDK. We are going to release it, believe it or not. ETA is slipping, true (in benefits of UE4), but nevertheless we are working on it.
will this new UDK be free like UDK3 free version? or will cost money also like UE4?
I am keeping promising this, but this is true: we are pretty close to make a new UDK. We are going to release it, believe it or not. ETA is slipping, true (in benefits of UE4), but nevertheless we are working on it.
will this new UDK be free like UDK3 free version? or will cost money also like UE4?
It's a custom version of UDK3 so it will follow the eula of UDK3.
I am keeping promising this, but this is true: we are pretty close to make a new UDK. We are going to release it, believe it or not. ETA is slipping, true (in benefits of UE4), but nevertheless we are working on it.
will this new UDK be free like UDK3 free version? or will cost money also like UE4?
It's a custom version of UDK3 so it will follow the eula of UDK3.
I can't get my oculus to work with udk 08-2014 out of the box, does it not support it anymore ? The tutroials online say I have to hit TAB then type "stereo on" but this does not work (the "intelesense" or autocomplete does not show "stereo" but in the youtube videos and tutorials it does).
I dont care about being cutting edge, I would like to go the free route (as my unity pro membership expired).
Yeah, I am sorry guys. Catastrophically have no time to work on UDK / UE3, all our efforts are concentrated on supporting UE4. With the $19/mo subscription fee, UE4 is almost as affordable as UDK (plus, full source code!). Seems like most of the developers are switching to UE4 and there is little to no sense to continue supporting UDK / UE3. I am still not saying it is absolutely definite that OUDK is dead, but its priority is pretty low at the moment.
Yeah, I am sorry guys. Catastrophically have no time to work on UDK / UE3, all our efforts are concentrated on supporting UE4. With the $19/mo subscription fee, UE4 is almost as affordable as UDK (plus, full source code!). Seems like most of the developers are switching to UE4 and there is little to no sense to continue supporting UDK / UE3. I am still not saying it is absolutely definite that OUDK is dead, but its priority is pretty low at the moment.
For some of us, and myself included. I have a finished game, and published. Made FOR VR. A years hard hard work, because of the way my game has been developed (mostly map based with custom kismet etc, It would take me around a year to port my game into U4. I have spent a year making a game for your hardware, I can understand the time delay on DK2 support, but my main concern is when we get to the consumer version next year will we have the SKD for that?
As a dev with a VR made game published 2 months ago, I really hope i have not wasted my time, efforts and dreams of making Ghostship for your hardware. So the big and serious question is are we likely to be in the same boat for the consumer SDK?
there are a few developers which really need that ue3/udk update.these guys believed in oculus since the beginning(like the kickstarter backers).please dont let them fall now.
there are a few developers which really need that ue3/udk update.these guys believed in oculus since the beginning(like the kickstarter backers).please dont let them fall now.
I agree with MPaC, please don't stop ue3/udk update now. We're having problems on last ue3 integration actually
Comments
So this divergence was not helping.
Also and most importantly if you use UDK you'll still be under the older and more expensive license deal which was 99USD + 25% after 50.000 USD
If you make more than 50.000 that is ^_^
On my side of things, I am still going to release a demo on UDK, but after that i will switch (and hope for the best !)
http://www.SynthesisUniverse.com
it's out there, on the Oculus Share :
https://share.oculus.com/app/synthesis-universe--maze--intro-experience
Rule#21: Be polite, be professional, but have a plan to kill everyone you meet.
Options are:
1) Develop in Unity and pay for Pro.
2) Develop in the old UDK from Sept 2013 and hope for the best? If I do develop with the old UDK can I share demos etc.. for free?
Advice much appreciated!
And yes, it does.
https://wiki.unrealengine.com/Oculus_Rift
Rule#21: Be polite, be professional, but have a plan to kill everyone you meet.
Um no, older UDK users also have option to use same license scheme as Unreal 4, Epic has made it clear on their site.
I am using UDK for my game and actually came here today (first time) hoping a way to see if Oculus will work for UDK. Turns out that there is a separate UDK build to make it work but it's 2013-09 release while UDK I am using is 2014-02 release.
Oh well. I have no interest in Unreal 4 and since new license scheme is now available, a lot of UDK users who can't pay monthly for updates will stick to UDK anyway. It is strange that Oculus abandoned UDK so fast, maybe they made deal with Epic for Unreal 4, who knows?
cdf ghosthsip : http://www.cdfghostship.com
Yes I noticed that in other thread after I posted here.
It's great that you guys are supporting UDK. Will keep an eye out for the release.
Thanks.
Possibly also Q.U.B.E. and Ether One, although they don't seem to have their Kits yet: http://steamcommunity.com/app/239430/discussions/0/37470848324577563/ http://steamcommunity.com/app/265950/discussions/0/540737262265698025/#p5
I dont care about being cutting edge, I would like to go the free route (as my unity pro membership expired).
For some of us, and myself included. I have a finished game, and published. Made FOR VR. A years hard hard work, because of the way my game has been developed (mostly map based with custom kismet etc, It would take me around a year to port my game into U4. I have spent a year making a game for your hardware, I can understand the time delay on DK2 support, but my main concern is when we get to the consumer version next year will we have the SKD for that?
As a dev with a VR made game published 2 months ago, I really hope i have not wasted my time, efforts and dreams of making Ghostship for your hardware. So the big and serious question is are we likely to be in the same boat for the consumer SDK?
cdf ghosthsip : http://www.cdfghostship.com
I agree with MPaC, please don't stop ue3/udk update now. We're having problems on last ue3 integration actually