Star Trek Voyager VR is The first Indie Oculus Rift Demo to Use Unreal Engine 4 (Download)

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Unreal Engine 4 shipped with out-of-the-box support for the Oculus Rift recently and the first demo supporting the VR Headset has just been released. Thomas Kadlec’s ‘Starship Bridge Demo’ puts you on the bridge of Star Trek’s Voyager.

Update 2: New link broken broken. Yet another Alternative download here.

To Boldy Split Virtual Infinitives

UE4Logo-EG-254x207Epic’s Unreal Engine 4 is out and in the wild and has caused quite a stir in the VR development community for a few of reasons. First is that it ships with much publicised out-of-the-box support for the Oculus Rift, second is its low cost of entry. For just $19 a month, you can download and compile games in this cutting-edge 3D game engine and should you wish to publish the end result publicly, Epic will ask you for 5% royalty fee on each title, pretty darned reasonable. Finally, and most importantly, UE4 is proving to be an incredibly intuitive and powerful development engine with its slick visual scripting interface and real-time gameworld editing allowing even those with zero coding expertise to pick it up and start creating amazing things in virtual reality.

And so, perhaps predictably, the first homebrew title to ship from the UE4 docks has a Star Trek theme, Star Trek: Voyager to be exact. Kadlec has just released a demo entitled “Starship Bridge Demo” which seeks to render Captain Janeway’s bridge (no innuendo please) in glorious Oculus Rifto-vision.

voyager-demo-3I’ve just tried it and it’s a great experience. What’s more is, although this is hardly an exercise in flexing UE4′s technical brawn, it’s fairly clear that creating something with a high level of visual fidelity is made much easier by the engine’s high-poly, high texture abilities. Starting in the turbolift seems to accurately capture a good sense of scale and right of the mark the sense of place felt great. Seems the long promised Oculus Rift support works extremely well indeed, at least judging from this cursory example.

voyager-demo-1Up to now, Unity 3D really dominated the Oculus Rift indie developer scene due to its low cost and its excellent first party Rift integration – indeed it’s been the engine of VR since the now infamous Tuscany demo shipped with the first UDK release from Oculus VR. But having myself now worked with UE4, I can see Unity has its work cut out competing with what seems to me to be a quantum leap in terms of accessibility for wannabe developers. It’s an incredibly encouraging sign that as many hurdles in the way of people wanting to contribute to the VR revolution is have been removed as is possible right now, and between Unity and UE4, bedroom coders never had fewer excuses to get on and just create.

Demo Author Shares His Thoughts on Developing For the Oculus Rift in Unreal Engine 4

Road to VR asked Thomas if he’d be kind enough to share his feeling and experience of Unreal Engine 4 thus far.

I’m a huge Oculus Rift fan, Star Trek fan and Unreal Engine 4 fan. So I just figured I’d mix those all together!

I’ve been a c# programmer since the language was in beta around 2001. So when I first learned about Unity 4 I thought it was amazing. I loved how reusable everything seemed to be. I thought nothing could be easier to use or more accessible for game development. However, after diving into Unreal Engine 4, it goes way beyond that for me. It’s like using software from the future.

I almost have the sensation of being a “movie director” when working with Unreal Engine 4. I can come up with an idea and in a matter of minutes you can come up with an implementation that looks really amazing.

For example, I was showing my progress to my girlfriend. At the time I had a static view of a planet on the main view screen. I was just going to leave it at that. She said something along the lines of, “I can’t wait to see it moving with the stars going by!” It was one of those moments of thinking, “crap she’s right I can’t just have a static view screen. This is going to take a lot of work and probably not going to look good.”

Yet seemingly in no time I created a particle system that emits stretched white particles in down the x-axis, placed a camera that renders to a texture facing the emitter and voila, put that texture in a material and the material on the view screen geometry. I got exactly the effect I wanted, one I feel mimics the look of the original TV series.

The material and blueprint system are the same way, it feels much more like you are describing what you want than writing a bunch of shader language code. The Oculus Rift implementation is solid, it looks great and and I really like the pricing model they have going.

Our thanks to Thomas for sharing his thoughts.

You can download the Starship Bridge Demo here. We’ll hopefully be following up on this article with a more in-depth look at UE4 and what what it brings to VR.

Comments

  1. Don Gateley says

    ” it’s fairly clear that creating something with a high level of visual fidelity is made much easier by the engine’s high-poly, high texture abilities. Starting in the turbolift seems to accurately capture a good sense of scale and right of the mark the sense of place felt great.”

    I doubt very much that it’s fairly clear given the resolution currently available for the Oculus Rift. I doubt it’s even discernible.

    • Paul James says

      I was speaking about UE4 more in general terms. But high poly meshes and good textures are important even when the effective resolution of the display is low. And I can’t wait to see what this all looks like in the DK2.

  2. Paulo Cunha says

    Really cool!! And all the panels…maaan…it must have been really hard work to do all those details.

    One thing: the method used to do the stars in the main screen could be done in Unity too. Exactly the same process… particle system and a camera rendering to a texture applied to that screen. Although I think it’s only possible in Unity Pro…so, if that was done for just $19 bucks a month…well, that’s awesome.

    But I think with Unity 5 we can expect many many amazing things too. Those engines are all competitors, and they’re all able to give people the tools…It just depends on the artist to do beautiful things… or not. :)

    • Paul James says

      I think you’re right Paulo. UE4 is ushering in a new wave of game development where you no longer need to write a single line of code to crank out triple A visuals.

      As someone who tried and failed to grasp game programming many times in countless languages, the idea that I can fire up UE4, drag some wires, hit a button and be in that newly created virtual world staggers me. But then, I was wowed by BBC Basic back in the 80s, this is all magic to me. :)

  3. eyeandeye says

    Wow, great stuff! I never got into Voyager (just haven’t taken the time) but I’m a big fan of Star Trek TNG and the Star Trek universe in general. I’d love to see a giant Star Trek conversion mod for Star Citizen eventually. To sit in Picard’s chair in VR, or heck even just to be a lowly redshirt, and go exploring would be the ultimate nerd fantasy for me. I hope Cloud Imperium’s mod tools will be as enabling as UE4 sounds to be. I’ve Cryengine is a beast though :/

    • eyeandeye says

      That last sentence meant to say “I’ve heard Cryengine is a beast though.” In my excitement I got ahead of myself.

      These kinds of projects really make me want to learn coding/modding/whatever so I can do it too instead of waiting on someone else to do it for me

  4. Curtrock says

    I’ve been vacillating between Unity & UDK for about a year now. But UE4, @ 19.95 + not having to learn code tipped the scales for me. It’s great that we have 2 really good choices in Unity & UE4 for people to choose from. Exciting times, these are…..

    • Curtrock says

      Captains Log…..addendum….Just downloaded the Voyager bridge demo….all we need now, is to stream Voyager episodes onto the main view screen, and watch them while seated in the captains chair = NERDGASM! Lol

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