Download GE Neuro + UE4 360 Stereo Render Plugin Details

By on August 31, 2015

Ride The Mind Of A Musician

TLDR: Download @
Note: 0.6.01 Runtime Required!

We’re excited to publicly release our latest VR Experience: GE Neuro – a musical journey through the human brain.

Working with GE, we created an experience that draws you into the musical mind of Ladytron member and DJ, Reuben Wu. With a jolt of magical tech you shrink to nano scale and enter Ruben’s brain like a Tie-Fighter entering the Death Star. Reubens musically powered imagination is the warm up world which leads you into a beautiful visualization of his amygdala surrounded by neurological responses to thoughts, ideas, fears and memories.

Reuben composed an original score for the experience and stands before you in VR as a full CG digital double. You even get to peer into his actual brain via a volumetric MRI scan he was gracious enough to endure!

A little back story.
Arriving at the final idea for Neuro was quite the journey. Katrina Craigwell at GE gave us unlimited freedom to explore which direction to head so we started with a blank canvas and the most mysterious and complex organ known to man. To kick off our internal exploration GE set up several meetings with prominent Neuro Scientists, allowing us face to face discussions about the current neuro landscape as well as bounce around initial ideas with the experts. During this incubation stage we also took a field trip to Redbull’s headquarters in Los Angeles who have integrated neuro technologies into their athlete training programs. This experience was quite an eye opener and fueled one of our initial ideas of entering the mind of an athlete, to see through their eyes and journey into their brain during training all the way through to a big competition.

After several weeks of immersing ourselves into this infinitely complex world of the brain we found ourselves surrounded by ideas. It seemed the combination of VR with a subject as fascinating as the brain caused a creative chain reaction. We wanted to explore it all but we were gripped by the question, how do we tell one amazing immersive story about the brain with so many equally compelling minds to explore…athletes, creative/logical thinkers, a person in love, the mind of a person with alzheimer’s and on and on. We finally landed on the notion that this should be a VR series and this pilot episode would be more of an introduction to the brain, a compelling, beautiful journey through the mind of a musician, playing on the both the imagination as well as tangible science. We we’re hoping to strike the right balance of education and entertainment that would inspire the viewer to seek more.

Crossing the 90 fps chasm
While in the midst of this, Roy Taylor (@amd_roy) approached us about creating a VR experience to showcase the power of the new R9 Fury X cards. We thought, well, what better way than to take this graphically demanding musical journey and showcase it on the Crescent Bay in full HD glory with a wide area of tracking. But there was only one problem: our experience was barely hitting 75 fps. Luckily, with the AMD provided UE4 integration of LiquidVR and the new R9 Fury X cards, we were able to hit low latency 90 fps on the 1440p Crescent Bay displays…while keeping the quality settings on high! The experience went on to debut at AMD’s keynote at E3 this year and more details to follow on where else you can see it. We’ll let the AMD guys break the news here. Special thanks to Timothy Lottes, Mitch Singer, Nick Whiting, & Nick Donaldson for the performance optimization help.


UE4 Stereo 360 Movie Export Plugin Integrated Into UE4

For the developers out there, we finally released our stereo 360 plugin! It’s integrated into the main branch of unreal (courtesy of Nick Whiting!). We’ll be working on cleaning up the code a little and providing some documentation but for those that are anxious to dive in, here’s the specific commit:

Future Plans: Launch Content

We’re now back to working on original content! We’ve been prototyping and brainstorming some awesome ideas for the last two months in Paris on some cool stuff. Our goal is to have some new content that coincides with the major launch of the headsets next year. It’s too early to start talking about it but I can say that we’re pretty stoked! And yes, we are targeting both the Vive and the Oculus! Stay tuned for details.

Ikrima & Cory

P.S. Who’s coming to Oculus Connect?

  1. Reply

    Peter Newell

    August 31, 2015

    I’ll be at Oculus Connect looking to learn more about the trails you guys are blazing, thanks for the awesome work!

  2. Reply

    Douglas Blumeyer

    August 31, 2015

    Do I need to be invited to join the Github team to use the 360 video export?

    • Reply


      September 1, 2015

      Nope, you just need to be able to access Epic’s github repo

  3. Reply

    Tanner Person

    August 31, 2015

    I’ll be at OC2. I’m in awe of how well crafted your VR experiences are. I have a feeling you will have a strong presence in the VR industry in the years to come. Thanks for everything you’ve done so far, and I look forward to experiencing what you make in the future! As a developer, thank you for always being such an inspiration.

  4. Reply

    Jake Martin

    September 4, 2015

    Great demo guys! I’m working with a small team on an oculus project. Can you tell me how big was your team for this project?

  5. Reply


    September 17, 2015

    Hi! Great demo, very well made and pretty comfortable throughout!

    I have a question re: UE4 Stereo 360. I have the working build and am able to capture using the command “SP.PanoramicScreenshot”, however using the default settings the output is wrong and I am warned of:
    “The number of horizontal steps (%d) needs to be a factor of the atlas width (%d)” and “The number of vertical steps (%d) needs to be a factor of the atlas height (%d)”.

    Would it be possible to share the setting you use in-house to capture? I’ve tried a large number variations using the exposed cmd’s to no avail.


    ps – excellent work, very nicely written code, highly recommended.

    • Reply


      September 18, 2015

      Hey Larry,
      You can ignore that warning; it’s a false positive. The math changed but the error code wasn’t updated. Will fix soon in another pull request.

      The default settings should be good to use

  6. Reply


    September 21, 2015

    i have tried to get your plugin to work on a freshly compiled version of the Unreal Engine (both from master and promoted branch). But, when activating the plugin and restart the editor it crashes.
    Are you running it on a specific version of the engine ? Master and Promoted branches are in 4.11 right now.

    Best regards, i cant wait to get a hand on your work.
    Thank you.

  7. Reply


    October 14, 2015

    Hey, unfortunately the download link does not work.

  8. Reply


    February 4, 2016

    Hey the link doesnt seem to work. or maybe im using github wrong

  9. Reply

    Aldo Manetti

    February 11, 2016

    i think the link of the plugin is broken…
    there´s another way to download it???

    many thanks!!

  10. Reply


    February 29, 2016

    I’m trying to make your plugin work but am completely failing :-(.
    Is there any news on the documentation for it?
    It would be so cool to be able to use UE4 for rendering in omnistereo.

  11. Reply

    Kim Baumann Larsen

    July 5, 2016

    Love Neuro! My favorite app to demo for people on the old DK2. Very sad to see it go with all the rest of the apps on Oculus Share. Any chance we will see it resurface somewhere and get it working with the Oculus Rift CV1?

    • Reply


      July 26, 2016

      Yup, news coming soon!


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