Senza Peso VR: Open Sourced

By on May 13, 2015

TLDR: Download @
UE4.5 Project:

Hey guys,
We’ve been wanting to do this for awhile but we’re finally releasing the UE4 Senza Peso project!

We want to give back and by sharing the Senza Peso project, we hope others can learn and use some of our techniques to make even awesomer VR. We want to accelerate how quickly VR enters the mainstream and the fastest way to do that is by fostering and sharing the learnings we’re all discovering in these early days so more people can create stellar content.

We wanted to release it on the UE4 Marketplace for maximum exposure but it proved too complicated since each major revision of the engine broke the project. So instead of waiting until the video support stabilizes, we’re going to just release it out in the wild.

Some quick release notes:

  • Senza Peso was built in a mad dash and our first project using UE4 so keep that in mind if you’re learning UE4 (e.g. *don’t use it as a guide for best practices*)
  • This version of the project is built against UE4.5. YMMV for any other version
  • Music has been removed b/c of licensing rights
  • The UE4.5 version of Senza has a worse performance profile b/c of having to use the still unstable built-in movie playback support. The original version had a custom movie playback plugin that was pretty sweet.
  • All the code for the Stereo Billboards is packaged in there as well (probably the most useful part for a lot of people since we get that request quite a bit. Again, code is prototype/exploratory quality but has the relevant bits to extract out)

Hopefully this will inspire other people to create some amazing VR experiences and in turn, share their awesomesauce!

Cory & Ikrima

P.S. If you’re coming to SVVR Expo in May, let us know! Maybe we can round up people to go for some drinks

  1. Reply

    Thomas Papa

    May 14, 2015

    This is great guys! As a VR developer working in UE4 I’m really excited to dive in and have a backstage look at how you approached the creation of Senza Peso. <3

  2. Reply

    Dunken k Bliths

    May 14, 2015

    Me too…great thatnks for the share…

    I will have a play, does this include the techniques for the 360′ Video output ?


  3. Reply


    May 16, 2015

    wow, so mention how i cant get the game to work and my comment get deleted? lmao. Thanks guys.

  4. Reply


    May 21, 2015

    It looks awesome!
    I got a lot of problems when i’m trying to building for with 4.7.6.
    I really need to build it for 4.7.6, but i’m not used to build with VS. Any help will be very usuful for me!
    Thanks and really great jobs !

  5. Reply


    May 22, 2015

    Hi, first thank you for releasing this project, it’s amazing :), then Dunk already ask it, but there is no answer so, I’ll ask again, is there your 360° video output in the project, because I didn’t find it ?


  6. Reply


    August 31, 2015

    Just FYI, I tried out Senza Peso on my DK2, with SDK 0.7 and Windows 10, and although it mostly worked perfectly, and was wonderfully smooth.. I noticed that the 2D human actor scenes looked a bit odd, like the image was lining up slightly wrong between both eyes. I was seeing double, unless I focused on the wrong distance. :/

  7. Reply


    October 15, 2015


    I was trying to play around with the Senzo Peso source code myself but running into problems opening it. I’m using UE 4.9.2 and VS 2015 Community. It’s complaining that UE4Editor-SenzaPeso.dll is missing or built with a different engine version, but when I try to rebuild it, it fails.

    Any ideas?

  8. Reply


    November 4, 2015

    Hi guys,
    I’m trying to learn from this project, but I don’t understand how the camera movement works through the streaming levels. The camera movement position only has one starting keyframe, so I’m guessing it’s doing this somehow through the camera animation, but I don’t really understand how this works since I can’t seem to get a preview of where the camera is at in the scene. Care to elaborate on how this was done, and why the normal camera movement keyframes within matinees weren’t used?


    • Reply

      Cory Strassburger

      June 1, 2016

      Im sure you’re way over this by now, but, better late than never? ; )
      God bless you for trying to learn from the Senza project! It definitely has some good lessons on what not to do as you’ve already noticed! I created the camera path in Maya and exported it as a null object into Unreal. The only reason was because I knew little about matinee and when I looked at its curve editor I freaked out and decided to go the Maya route because I know how to finesse the camera path there. I’m still not a fan of animating cameras with Matinee but the new Sequencer is pretty killer.


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