#virtual-reality

1 messages Β· Page 18 of 1

barren rose
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I totally remember mode not working on vive and just using hmd mirror 2

neon egret
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Fair enough

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Then without the mode

barren rose
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It totally works if you nail the command

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Whatever it is

hard light
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the documented commands don't work

barren rose
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Yeah, they dont

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Mirror command is slightly diff than docu for vive

hard light
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-_-

neon egret
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hmd mirror 0 is bad

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Mirror 2 creates both eyes

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Mirror 1 the weird vertical view

graceful junco
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Well, if the gmd mirror mode works for vive, that would be awesome. I tried it a few days ago, though. I'll give it another go.

barren rose
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Yeah, its pretty easy to edit engine code to define your own mirror mode

neon egret
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That's the hmd mirror 2

hard light
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yeah, if I had more time I'd just fix up the engine code

barren rose
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However if you want to do it as a plugin, unfortunately epic wont accept my pr to make it easy for us to do

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Instead they pushed 4.14 and hope to do a refactor that will allow it better

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The refactor is better long term though

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Its pretty easy to have a mirror mode simply output a rt and then attach a camera to that rt

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Well, relatively in terms of engine edits

neon egret
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        {
            // need to clear when rendering only one eye since the borders won't be touched by the DrawRect below
            RHICmdList.Clear(true, FLinearColor::Black, false, 0, false, 0, FIntRect());

            RendererModule->DrawRectangle(
                RHICmdList,
                ViewportWidth / 4, 0,
                ViewportWidth / 2, ViewportHeight,
                0.1f, 0.2f,
                0.3f, 0.6f,
                FIntPoint(ViewportWidth, ViewportHeight),
                FIntPoint(1, 1),
                *VertexShader,
                EDRF_Default);
        }```
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If you adjust that for your engine, then you might get away with the fullscreen stuff

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idk

barren rose
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Yup, plug shit into there and you're good

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Most people edit uv offsets to show a clean rect from the left eye

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But doing that doesn't show full left eye fov, just a sub rect

hard light
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that's probably what I'd do, if I had more than four hours to do it xD

barren rose
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Works well enough I guess

neon egret
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Longest thing about that is the engine compile time

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:D

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There is the info form the earlier posted thread

barren rose
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If you wanted to sacrifice performance, you can not render the occlusion mesh

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That will get rid of the black sides

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But lead to more rendering

hard light
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to be fair, that might not actually affect performance anyway

barren rose
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Aye, don't know how well occlusion mesh works

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But it is recommended in openvr/steamvr somewhere

hard light
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probably recommended with engines that have better occlusion culling, hehe

barren rose
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I believe principle is it allows depth checks to fail

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So gpu skips those pixels

hard light
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I'm not sure that idea works in UE4, but I haven't dug into it particularly deeply

barren rose
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Aye

neon egret
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Took me a few minutes

hard light
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that the engine change approach?

neon egret
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yes

hard light
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awesome, cheers

neon egret
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These are the new values:

RendererModule->DrawRectangle(
                RHICmdList,
                0, 0,
                ViewportWidth, ViewportHeight,
                0.0f, 0.3f,
                0.4f, 0.4f,
                FIntPoint(ViewportWidth, ViewportHeight),
                FIntPoint(1, 1),
                *VertexShader,
                EDRF_Default);
hard light
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I guess I know what I'm doing tomorrow morning xD

neon egret
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Someone posted a picture on the forum of how to see what it's actually doing

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It's taking the green area

hard light
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yeah, I saw that

neon egret
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I knew it was a good idea to download 4.13 as source xD

hard light
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hehe

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this is all of course assuming that the VR version of the game even works now it's been ported to 4.13

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it hasn't been tested

neon egret
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Have fun finding that out

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fingers crossed

hard light
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if I get asked to do something like this at super short notice again, I'm just going to outright refuse

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it's getting annoying

neon egret
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Yeah, :P would be better for your stresslevel

dusky moon
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Guys I found that changing the orientation before teleportation which included in 4.13 template is a bit confusing and disorienting ... isn't it ?!

hard lagoon
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Just a bit, we found out that the rotation isn't necessary set quite the way you would think it is. I believe from what I discovered it takes the rotation of the headset and then depending on the direction you are looking it sets you that way. My current method doesn't bother with that and just moves the pawn to a location and relies on the player to look towards the direction they want to go. Only benefit of rotating the pawn is that it allows you to reset the virtutal forward direction to a specific direction in the physical world.

dusky moon
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@hard lagoon yep It might become useful in some experiences ... but for me it's a source of confusion and would prefer to avoid it.

hard lagoon
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If you want to avoid that just remove the rotation

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that way the pawn will always be 0,0,0 rotation, and only the headset rotates

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and then the physical world will remain relative to the virtual world

dusky moon
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Ah cool! good to know

hard lagoon
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then if you add teleporting, the bounds will just move around

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After whatever trace I just set the actor location

dusky moon
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Thanks for that! btw look at those backward blueprint connectors .... eewww they suck :))

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jagged

hard lagoon
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haha I know, it was far worse in the past

neon egret
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Yeah, rotating the player during the port is weird i think

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god damn it

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Scroll down, Cedric

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Just once

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walks away

wraith sky
neon egret
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is that in VR?

wraith sky
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yep

neon egret
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Ah yeah

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Scott

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I remember

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My PC will melt

hard lagoon
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I subbed πŸ˜ƒ

wraith sky
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quixel is op

hard lagoon
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Lighting in that looks nice, curious how they achieved that

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and got it to run nice in vr

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My current game seems to rely on r.screenpercentage to maintain 90fps

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adjusting the value till its stable

wraith sky
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it's a space station, visible distance is very limited

hard lagoon
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that is true

mighty carbon
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hi o/

dusky moon
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Guys any1 here knows of an Studio that can optimize a VR experience for Steam ?!

hard light
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You mean a game dev studio? This is something we can do

dusky moon
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perfect will direct you ..

hard lagoon
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I could also be of assistance depends on what you want to optimize

mighty carbon
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Any Gear VR devs where ?

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err, here

wintry escarp
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you

mighty carbon
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well, why on Earth would I talk to myself?! πŸ˜ƒ

hard lagoon
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I am

mighty carbon
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@hard lagoon have you tried deploying 4.13 build to Gear VR with ES 3.1 instead of ES2 ?

hard lagoon
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Sorry I'm a Vive owner

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That said I'm having build troubles myself atm, Ue4 isn't cooking for some reason 😦

mighty carbon
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😦

fleet veldt
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has it been officially discussed that Epic is going to support MSAA or some kind of better anti-aliasing for VR? temporal AA as it stands is just too blurry for VR.

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they have the forward renderer in 4.13 but i can't see any option to enable msaa

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is that for sure coming as a feature?

mighty carbon
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what platform ?

worn magnet
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Is MSAA not supported for VR in UE right now? @fleet veldt

fleet veldt
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@worn magnet Not for desktop/sm5 (that I can find)

mighty carbon
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In Gear VR MSAA works in hardware

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but not on the desktop

worn magnet
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Im about to start developting for a Vive. so bleh that sucks.

mighty carbon
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They are working on it πŸ˜ƒ

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maybe in 4.15 ?

fleet veldt
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Oculus has a forward renderer fork of UE4 with forward rendering and MSAA. It works pretty well but it doesn't support spot lights currently :\

real needle
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right now the plan is to have a first usable version of the forward shading path in 4.14 including MSAA

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but plans can change πŸ˜ƒ

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with the oculus branch of the engine i had nothing but issues. most effects wont work anymore; if you got more than one dynamic light, dynamic shadows are no longer working (ANY dynamic shadows)

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and every time i tried r.screenpercentage 160 the renderer crashed πŸ˜„

hollow aurora
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Hi folks! First time packaging a Vive game for windows in Unreal 4.13 here.
The games does everything right in the "VR Preview" of the editor, but after I pack the exe it starts in non-vr mode.
How can I set it up to always start in VR?

real needle
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2 possibilities:

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add a commandline switch -vr to the executable shortcut

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or in your first level on the Event "BeginPlay" add a "Console command" node with "stereo on"

hollow aurora
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Oh! Really? I was expecting a checkbox somewhere in the project settings... but if that works... that's fine for me. πŸ˜‰ Thanks, @real needle

real needle
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no checkbox for that anywhere, searched for that myself quite some time πŸ˜‰

hollow aurora
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Weird... quite a hacky way of enabling VR in the final build.

fresh laurel
#
Leap Motion Blog

Breaking into VR development doesn’t need to break the bank. If you have a newer Android phone and a good gaming computer, it’s possible to prototype, test, and share your VR projects with the world using third-party software like RiftCat’s VRidge. In this post, we’ll take a look at what you’ll need to get started …

graceful junco
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I started developing my VR project only with a leap motion controller, keyboard and mouse, before I got my Vive. It's good enough to test and build basic game mechanic elements, but it's not reliable enough for serious testing. At least not in my case.

fresh laurel
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Getting into VR is a damn costly proposition. First, you’ve got to get a headset. The HTC Vive costs an eye-watering $799, and the Oculus isn’t much better at $599. Then you’ve got to get a computer with a meaty-enough graphics card and oodles or RAM, just to power the headset you just bought. Then, …

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The VR820 will be available at the end of the year, with commercial devices due to follow shortly after in 2017. Qualcomm notes that the cost will be similar to β€œhigher-performance tablets”, which can cost anywhere from $300 to $500.

weak bronze
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😬

mighty carbon
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For any new VR system I'd really like side by side comparison to existing systems

fresh laurel
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Same @mighty carbon

mighty carbon
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If Oculus backs it up, it would be cool. Otherwise I don't think it'll get anywhere

fresh laurel
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The design for this standalone headset includes integrated eye tracking with two cameras, dual front-facing cameras for inside-out positional tracking and four microphones. The system powers 1440Γ—1440 per eye resolution being blasted at a rate of up to 70 frames per second.

mighty carbon
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Just noticed that dumb design of the touchpad on the side 😦 I guess they didn't learn from Samsung eh

fresh laurel
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hehe

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Watch as some one makes open source Motion controller for it πŸ˜ƒ

mighty carbon
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someone should have made one for Gear VR already

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I hope they will announce it at OC3

fresh laurel
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Same

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When is that btw?

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October 5th - 7th, 2016

mighty carbon
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something like that

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And Google will reveal Daydream before that

fresh laurel
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ok

mighty carbon
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hopefully both events will be exciting and offering something for the remainder of 2016

fresh laurel
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Same @mighty carbon

abstract gale
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Anyone going to OC3? We have a list going?

mighty carbon
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Not me :(

wintry escarp
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that qualcom headset makes no sense to me

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you're effectively buying a mobile phone headset, that doesn't work as a mobile phone

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can you sell gearvr games on android marketplaces, or just on oculus store?

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nm, seems its the store or sideload only.

mighty carbon
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It makes perfect sense

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Samsung is working on a new generation of mobile VR headset that doesn't require smartphone either

pearl tangle
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motorsep that VR headset will use the daydream API's btw

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anybody else get their OC3 invite today?

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@wintry escarp for Gear VR it only works with Oculus store. Even if you manage to download 1 illegally or install on your device when you build it all that will happen is a popup saying "please insert to your Gear VR"

mighty carbon
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@pearl tangle if Google makes curated store as they said, and headset will work as smooth as Gear VR, I am all for it

pearl tangle
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they will have a sub section of the play store that can be browsable in VR. pretty much exactly the same as steam and Oculus store works

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I still hate trying to actually find stuff in the Oculus store though, wish they would improve that a bit

mighty carbon
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Well, Steam is no longer curated storefront

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At least not as it used to be in 2008-2010

wintry escarp
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if apple had bumped the 7+ to 2560x1440 I would probably have coughed up for one

pearl tangle
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yeah there is definitely a lot of crap up on there now. but it certainly helps developers to be able to get content out there

wintry escarp
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looks like I'm back to waiting for google phone release, see if its worth the extra cost over an axon7

pearl tangle
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for VR id say yes

wintry escarp
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both will daydream

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=do

pearl tangle
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isn't axon 7 already out?

wintry escarp
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sort of

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its always out of stock

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but its only $399, new google phones will need to justify extra cost

pearl tangle
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it wont be running daydream then

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sailfish will be the first phone out with it

wintry escarp
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nah, axon7 has claimed to first daydream certified phone since it was announced

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that's why its so interesting at the price

pearl tangle
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yeah apparently is a big claim

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no controller or anything with it or headset

wintry escarp
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google have never said anything against it so I assume its true

pearl tangle
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it's not googles place to do anything about it

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daydream isn't out yet so they aren't doing much with it

wintry escarp
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meets all the apparent requirements, 2560x1440, sd820, all the sensors

mighty carbon
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there is no info about IMUs inside of it

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I think Daydream would better off with IMUs in the HMD, like Gear VR

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Oculus said robots calibrate their Gear VR's IMUs and it's not a simple and cheap process

wintry escarp
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isn't that what this inside out thing is?

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that would be on the hmd

mighty carbon
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Google said phones have to have calibrated high frequency IMUs

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Daydream headset would be like more expensive Cardboard

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with no electronics inside

wintry escarp
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its expected to cost same as gearvr, must have something

mighty carbon
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dunno

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we'll see in October

wintry escarp
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pffft, not paying $80 for a plastic cardboard

abstract gale
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@pearl tangle I did - planning on going.

wintry escarp
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will this thing be streamed?

mighty carbon
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it will be .... in Gear VR

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πŸ˜„

wintry escarp
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so us peasants wont be able to see it?

mighty carbon
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nah, I bet it will be available on Facebook

fresh laurel
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gah

marble trail
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Hello folks. Does anyone have a dimensionally accurate 3D model of the Oculus CV1 Remote?

silk lodge
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@hollow aurora there's totally a check box in the default page of project settings for "always start in vr"

hollow aurora
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Ohhh! THAT'S what I was hoping for! I don't know how didn't I saw that before! Thanks, @silk lodge!

silk lodge
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@hollow aurora yw! now make me some games!

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it's new in 4.13

hollow aurora
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@real needle, that is good news for you too! πŸ˜ƒ

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@silk lodge, just wait and see! πŸ˜‰

tidal lotus
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@silk lodge If you want something fancier Rock Creek and the Walrus and the Carpenter are nearby. If you want something less fancy, people say that the Pacific Inn Pub has the best fish & chips in the city.

silk lodge
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why not all of them1?!?

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I've got my own starting template for unreal + vive stuff. I've used it a ton.

pearl tangle
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hah the Epic MegaJam gamejam thing is on at the same time as OC3

shrewd gust
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That doesn't suprise me!

fresh laurel
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Hey @shrewd gust πŸ˜ƒ

shrewd gust
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Hey @fresh laurel

neon egret
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Well, f*ck me

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For those who don't get why, the lower, horizontal light isn't there

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So it looses track

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/flip

spring pond
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?

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I'm LTTP on the conversation, but you definitely shouldn't be seeing the horizontal and vertical sweep at the same time.

neon egret
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Well, reddit says otherwise

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the other lighthouse shows both

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and this one here looses track when i look at it

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so i assume that i indeed should see both

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as soon as i block the view of working lighthouse to my controller, it's not found anymore

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other way round works

spring pond
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hmmm

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yea because technically the steps for lighthouse are 1) sync flash 2) one axis sweep 3) perpendicular sweep

neon egret
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log also says that axis faild on one lighthouse

spring pond
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ya thats bad πŸ˜„

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we've yet to have any fail, even from the DK1, but all of our touchpads are getting wonky

neon egret
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Fri Sep 09 2016 17:42:46.079 - lighthouse: Base F021E615 axis 0 appears to have failed

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Guess I need to send it in

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.>

spring pond
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it must still be under warranty?

neon egret
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It's 1 week old :D

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Are Vive+Controller+HMD linked to each other hardcoded or can i use a different lighthouse

wintry escarp
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add as many as you can afford cant you

neon egret
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is that an answer to my question? :D

mighty carbon
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I bet you can use different Lighthouse as they sell those separately now

wintry escarp
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yes

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reviews say you add as many lighthouses as you like to an area

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so they must just sync

neon egret
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Ok, then I use one of my second vive until I get a replcaement for this one

mighty carbon
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I am pretty sure you would have to somehow sync up new station with the rest of the hardware.

neon egret
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That's not a problem as long as it works

mighty carbon
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I'd ask HTC - last time I asked them on Twitter they responded pretty quickly

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aye

spring pond
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we swap lighthouses and controllers between headsets all the time

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we also share 2 base stations for 5 headsets in our room

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The only thing you can't do is have a single HMD see lasers from more than 2 base stations or everything goes to hell

neon egret
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Fair enough, I only want to switch out the broken one until I get a new one from HTC

spring pond
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yah thats no problem

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when we go on the road we bring 4 of them with us

neon egret
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Already kinda pissed for having to deal with sending it in etc

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One freaking week old -_-

spring pond
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yeah that does suck

mighty carbon
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I wonder if Rift any more reliable than Vive

spring pond
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i hate when electronics come busted. I had to run my TV twice last year before i got a working one and it was really frustrating and totally ruined my confidence in the product

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motorsep: how so? I suppose there are no moving parts in the camera vs a basestation

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we probably have 10 vives and never had a base station die on us

neon egret
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Reading reddit, this happens way too often

spring pond
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have lost a few cables (replaceable) and one link box (shitty power supply solder)

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Remember only the people with problems jump on the forums to complain usually

neon egret
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I'm not comparing good vs bad threads

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I'm just counting the amount of reported broken lighthouse trackers

mighty carbon
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@spring pond I was wondering. Wasn't saying Rift more reliable than Vive. Build quality and QA procedures vary from company to company. So it may be that one is more reliable than another.

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btw, is there any good reason UE4 is more focused on Vive than on Rift ?

hard light
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Epic bet their dollars on the Vive

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I probably would too

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Oculus seems hell bent on creating a closed platform and the only people that will benefit is Oculus

mighty carbon
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eeh, closed is good

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looks what happened to Steam

hard light
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at the moment, rumour has it there are twice as many Vives out there as there are Rifts

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Steam isn't the same thing

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this is the Android vs iOS argument, or OSX vs Windows

mighty carbon
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it was a closed platform until it reached critical mass (and GabeN made his fortune)

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I got on Steam in the 2008 - 2010 time frame

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it wasn't easy, but wasn't too hard.. Was just a long period of waiting

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after 2012 it all went to sh#t with greenlight and floodgate being opened

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it was pretty easy to make money with indies games back in 2008 - 2011. Now it's a nightmare for indies due to horrible saturation and abysmal promotional opportunities

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so as much as it might appear that walled garden is a bad thing, it's actually a good thing once you get on the platform

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and where is the rumor coming from? steam stats? bogus data...

hard light
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rumours are rumous. Steam data would suggest that there are twice as many Vives, but Vive is their platform and Oculus has their own

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Steam isn't the same though, you can sell games without Steam

mighty carbon
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I believe that sales slowed down for both because it's too pricey, but that Vive sold more than Rift by much - I don't think so.

hard light
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you cannot sell Oculus games without Oculus

mighty carbon
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And that's good

hard light
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hence the comparison to iOS / Android etc

mighty carbon
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Look at gear VR - no piracy

hard light
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Gear VR has piracy

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lots of it.

mighty carbon
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no, it doesn't

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you can not load a game without Oculus Store

hard light
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there are loads of Gear VR game torrents, seriously

mighty carbon
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you can load games that were not made for Oculus store, but the ones that on Oculus Store can not be loaded

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have you tried it ?

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people did and said it's not possible

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unless people on reddit always lie

hard light
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of course it's possible

mighty carbon
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where is hard evidence it is?

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a video or something

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there are bunch of torrents that do nothing

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dead weight

hard light
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why would said torrents exist if they did nothing?

mighty carbon
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just like it's not possible to use torrented PS4 / XB1 games without modding consoles

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hardware modding

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Saturation is evil nowadays and walled garden is meant to reduce that

hard light
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there's such a thing as curation, and that's fine

mighty carbon
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I don't have any politicized views, so I don't care whether I play games on steam, on Origin, with DRM or without (as long as DRM as least intrusive as on steam or even origin)

hard light
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anyway, you can argue the toss with me all you like, it's friday and I'm off to get a beer and watch the playoffs :p

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(but Steam wasn't a walled garden, it was a curated storefront, and IMHO, that's a very key difference - you can still find and download a game outside of that, but in the case of Oculus, you cannot, this for me is the fundamental difference - introduction of dependency)

mighty carbon
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consoles are DRMed, as closed as they can be and yet the most profitable market. PSVR will be the one leading VR gaming industry.

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Steam was a walled garden - no indie game would make it there until few years ago (relatively few - about 10 years now or so)

neon egret
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Replaced lighthouse diretly works

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and I got my tracking working perfectly again

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But friday past 6pm, customer support chat is off, so i will deal with the RMA when i'm back in Germany in 2 weeks

wintry escarp
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I tried out a gearvr, some space game where a giant ship appears around you

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but after about 1 min it all steamed up

dusky moon
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@neon egret Live chat is quite fun! I always have some good times with them πŸ˜„

mighty carbon
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@wintry escarp well, it's inevitable πŸ˜ƒ Rules I came up with for myself: 1. Don't use VR after drinking hot tea or coffee; 2. Don't use Gear VR after shower or after coming back from ungodly hot outdoors; 3. Use Gear VR in cool room or with fan blowing at your face/Gear VR

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I don't know if Rift/Vive lenses get steamed

wintry escarp
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weather today was very humid and rain all day

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won't have helped

real needle
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ok. i am seemingly to dumb to understand it. i have stat unit with Draw: 6.2ms, Game with 2.3ms, the rendering in profilegpu with 8,4ms. but still i am unable to reach 90fps

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can anyone please tell me how i can calculate that stuff so i know whats the issue?

wintry escarp
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90fps on what

real needle
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vive/rift

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(since this is the vr channel)

wintry escarp
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90fps will need about 12ms total wont it

real needle
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11.11 ms actually

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but as said, i have no idea how that is calculated

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profilegpu tells me i am at around 8ms with rendering

wintry escarp
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I mainly know 60fps is 16.6

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ms

primal sky
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post all your stat unit #s

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and stat FPS

real needle
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Frame: 22.3

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Game: 2.34

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Draw: 3.9

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GPU: 22.3

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FPS: 45

primal sky
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so you frame time is 22.3

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and you neeed 11.11ms

real needle
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i dont know what my ACTUAL frame time is

primal sky
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you need to get your gpu down by about 50%

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to get 90fps

neat cape
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drawcalls?

real needle
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i know that i dont reach 90fps for some reason and the reprojection in SteamVR kicks me down to 45 fps

primal sky
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nope. gpu time period

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based on your GPU time.. 45fps is correct

neat cape
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welp discord didn't autoscroll to the last message

primal sky
#

this is correct

real needle
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uhm, irontaxi, you do know that you will get 22.3ms/45fps ALWAYS if you dont reach 90fps with steamvr? even if it would actually be 89fps, you are automatically scaled down to 45

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so reprojection can do its thing (like duplicating every frame to virtually reach 90fps)

primal sky
#

Ok. did you output the GPU then? to see where the frame time is.

#

roger.

#

i was somewhat aware

#

but your stats look FINE to me

#

haha

real needle
#

yeah, thats the fun part; just a sec

primal sky
#

hahaha

#

it sounds fun.

wintry escarp
#

and this is why I'm looking at mobile vr, who can afford all the stuff needed for desktop

real needle
primal sky
#

INTERESTING

real needle
#

yep

primal sky
#

so 2x

real needle
#

welcome to my world

primal sky
#

hahhahaha

real needle
#

thats why i would love to know what is processed when and how

primal sky
#

crazy. thats frustrating

real needle
#

i mean, i am not cpu bound, or the draw time would be higher

primal sky
#

(didnt mean to assume anything. hehe)

real needle
#

i am not really gpu bound, or the rendering would be higher

primal sky
#

yeah for sure

#

CPU seems unlikely.

real needle
#

game time is close to nonexistant

#

and i would like to monitor my drawcalls but i am having a hard time seeing the output from stat scenerendering in my headset πŸ˜‰

primal sky
#

but GPU is defo the most time

#

so no real way to speed it up!

#

ie cpu should be done in theory waiting for the GPU

#

becuase my inctinct says their is an idle process happening

#

which is crazy.

#

or the visualizer simply isnt properly capturing the actual

real needle
#

k, around 450 draw calls

primal sky
#

stat unitgraph while running? probably just hte same

real needle
#

i am probably missing something really simple

primal sky
#

stat rhi

real needle
#

well, i can see the numbers but not the labels for them (too far outside the headset)

#

but, is the first result the actual frame time?

primal sky
#

ahh

#

as far as the editor is concerned yes

real needle
#

then fuck it

primal sky
#

but.. i would try running an external FPS counter over top

real needle
#

11.7ms

primal sky
#

hehe

real needle
#

really, just 0.6ms off (at least at average)

primal sky
#

disabled frame smoothing btw? not sure how it applies in VR

real needle
#

doesnt apply there, since its fixed on either 45 or 90 fps

primal sky
#

yeah roger.

#

whacky.. i feel for yeah

real needle
#

ok, now i am at 9.3 for the top value and still 45 fps

primal sky
#

πŸ˜‰

worn magnet
#

did you use the gpu profiler?

real needle
#

look a few msgs up πŸ˜ƒ

worn magnet
#

oh sorry lol

#

i mean like the actual gpu profiler. How many messages up are you talking?

worn magnet
#

yea ok good you are

primal sky
#

thats what i said too

#

totally fine

worn magnet
#

yea it doesnt look like there are any stand out issues

#

If you have multiple monitors make sure you turn them off when testing

#

also play it in stand alone

real needle
#

wtf

#

i did a test

#

clicked on new level, hit play

#

45 fps

#

.....

worn magnet
#

did your engine scalibility settings get changed. Or your framerate cap

real needle
#

i changed it manually for fun to medium now

#

no change in fps, just in profilegpu

#

AH

#

and there we go with 90 fps in my real level

#

seems like there is a bug

#

when reprojection is activated and something that noone knows happens, reprojection will always kick in

#

while it SHOULD ONLY kick in when below 90fps

#

good to know πŸ˜ƒ

#

thanks guys for suffering with me πŸ˜‰

worn magnet
#

yea thanks for sharing what was wrong. I get my vive in 2-3 days im really excited

real needle
#

haha, i am developing on it for a few months now

#

but that issue was new

#

btw, as you are getting a few: can i expect a VR optimized castle fortress? πŸ˜‰

#

(yeah, just kidding)

worn magnet
#

we are working on making it way more optimized right now.

#

But may do an update specifically for VR in the future

#

We are basically remaking all of the meshes

real needle
#

thats awesome; they are having a bit many polys πŸ˜‰

worn magnet
#

they where way to HP before.

#

yea agreed

real needle
#

one thing to think of in advance: Forget about parallax occlusion mats in vr

worn magnet
#

adding vertex painting. and removed paralax off of alot of things that just didnt need it.

#

ok good to know

real needle
#

i mean, i have it in my first (indoor) level for the 3 wallparts directly behind the player

#

having all walls with pom would send my fps down by 30%

dusky moon
#

@real needle I've encountered some weird fps issues with level streaming in 4.12 ... don't know if you're using it

real needle
#

hey alllesss, nice to see you again πŸ˜ƒ

#

no level streaming, i have small levels only

dusky moon
#

hehe nice to see you man πŸ˜ƒ

#

I know it's also weird but try re-opening the project !

#

I'm just pointing weird issues I had lately

real needle
#

@worn magnet vertex painting is really nice for some dirt or variation on your castle walls. Thats (at least from my POV) the most critical point about your assets, because the old/current version looks a bit too uniform for the walls

#

though, thats subjective of course πŸ˜ƒ

#

@dusky moon yeah, disabling reprojection already fixed my issue πŸ˜ƒ

worn magnet
#

yea this update will fix alot of issues and also add better visual fidelity

dusky moon
#

Great , I know how it feels when you get frustrated by something like that specially on a Friday!

real needle
#

yeah,i am a bit stressed right now. 2 weeks left until i demo the game on a conference

#

@worn magnet any idea when your package will be ready?

dusky moon
#

Same, 1 week left for a festival exhibition

worn magnet
#

Are you developing it by yourself?

real needle
#

yeah, i myself and some marketplace assets πŸ˜ƒ

worn magnet
#

It should be ready by the middle of next week

#

If not sooner. (hopefully) monday or tuesday

real needle
#

any way to get it as soon as its ready? usually it takes some time until they put the update on the marketplace and one of the issues i currently have is performance with some of your models πŸ˜‰

worn magnet
#

are you using our stuff in your vr game?

real needle
#

i made a church with your pack, which is to be defended by the player. and the draw calls go up do 14ms as soon as its in view πŸ˜‰

worn magnet
#

Yea we can get it to you somehow early

#

probably make some kind of promo code that will give it to you for free on our gumroad store.

real needle
#

that would be awesome

worn magnet
#

that sound ok?

#

cool

real needle
#

i know i am using things in my game that are everything but suited for VR

#

but that makes building the game more fun πŸ˜‰

#

i.e. i also use the Fantasy dungeon

#

took a LONG time to get it to run with nice performance

worn magnet
#

yea i bet lots of paralax going on with that pack

real needle
#

yep πŸ˜„

worn magnet
#

we also have a new pack that we think would be really neat for VR

real needle
#

which one?

#

you got my attention πŸ˜ƒ

worn magnet
#

comes out on the marketplace next week. We are behind and still havent gotten to make LODs for it though.

real needle
#

unfortunately most value is indoor with this pack

#

while i need mainly outdoor

worn magnet
#

ohh ok 😦

real needle
#

sry πŸ˜ƒ

#

but honestly, i am at a point where i cannot see anymore medieval stuff. I am working for months on the current level and i really have enough of that. next challenge will be a forest in VR

#

πŸ˜›

worn magnet
#

yea we are a bit burnt out on medieval as well.

real needle
#

πŸ˜ƒ

lapis glen
#

I would buy videos like this. It is amazing to walk around and watch the events unfold.

limber rose
#

cool

lapis glen
#

I would also buy a game where the shooting actually feels good. Where you aim using BOTH hands for larger weapons like shotguns.

#

So many just aim along the axis of the controller. That is so bad.

limber rose
#

hm, I look forward to dedicated gun controllers coming out, I think we'll see them in "VR Centers" soon enough for sure

worn magnet
#

anyone have any idea what in the world shadowdepth means in this

limber rose
#

hm, do you have any very very large meshes or brushes?

worn magnet
#

big landscapes

limber rose
#

hm, is it setup as a landscape actor?

#

or is it a mesh being used as your landscape?

worn magnet
#

its a landscape actor

limber rose
#

ah, should not be that then

#

custom skybox in use?

worn magnet
#

we also have alot of large rocks.

#

and no

limber rose
#

do you know how to turn on the lightmap density view?

worn magnet
#

its not for vr, we are using dynamic

limber rose
#

ah, if you are all dynamic lighting

worn magnet
#

Baking this level would take like 24 hours

limber rose
#

I am not sure what might have an atlas for that then

#

also

#

you could go to statistics

#

and see which assets are largest

#

it might show itself there

worn magnet
#

This problem didnt happen until 4.13

#

could it becasue of that new shadow caching?

limber rose
#

oOoO

#

I am not using 4.13 yet

#

but that would make a lot of sense

#

if you select the landscape

#

does it have a checkbox for disabling any shadow-related-features?

#

maybe there is a couple of things you can turn off

abstract gale
#

@real needle what did u do to get something like fantasy dungeon running with nice performance?

lapis glen
#

Maybe you guiys know this. Is there a way to turn the vive HMD off while I am developing so it doesnt stand and renders the same image all the time?

#

Like a pause button? I am pulling the power from the multibox now, but it is not optimal.

neat cape
#

uhh yeah there was a setting to disable that steamVR starts when UE4 is running

lapis glen
#

But I need to be able to test it and I dont want to restart the engine.

limber rose
#

where is that setting?

#

I have been just pulling power as well

lapis glen
#

Also, what do you guys think?

limber rose
#

what do you mean by shake the HMD? figuratively or camera-shake?

lapis glen
#

camera shake

#

but very little

limber rose
#

ah I just saw in comments

#

yeah, honestly I haven't experimented with that

#

I'll be willing to try it, next project I am going to work on will have destruction

#

so when explosions happen I will see if it works well

lapis glen
#

I have, and I find it helps a lot.

limber rose
#

cool

#

that is good to hear

#

I wouldn't of tried otherwise

neat cape
#

that setting should be in the steamVR settings

south summit
#

do our heads actually shake when there is explosion? I don't know, haven't been near one

neat cape
#

start steamVR whenever an VR application launches or something

limber rose
#

well, the ground can

#

depending on the scale and if you are in a structure

lapis glen
#

We are all noobs at making VR experiences so I think we should try to share ideas and results more. That way we can learn and improve faster to provide the best experiences we can have.

neat cape
#

your body shakes because the shockwave travels through you, but you wouldn't notice it

limber rose
#

and anyway, sometimes those cliches work very well for storytelling

south summit
#

the ground may shake but would our "vision" shake?

lapis glen
#

@neat cape But VR preview is greyed out even if I start Steam VR

limber rose
#

fake can be better than real sometimes πŸ˜ƒ

lapis glen
#

It should shake. It is only for a split second, but it does.

limber rose
#

you ever notice how ridiculous foley for movies is? lol

lapis glen
#

I was mostly talking about physical impact like recoil and such for weapons.

limber rose
#

oh for sure

#

definitely when shooting that makes sense

#

still need to experience it in VR to fully understand how it could be implemented

south summit
#

I think recoil without actual physical recoil will be disorienting

#

need to try that later

lapis glen
#

I find that I trick my mind quite a bit by giving the minute shake. I am talking 10 to 30 frames.

#

Please try it and tell us how it goes. Maybe I am just weird.

stoic skiff
#

so is there a difference when making a game for VR and one not for VR? I watched all the VR videos uploaded by UE on their YT channel and they didnt say there was anythign different except "you compile twice, once for each eye".

lapis glen
#

You RENDER twice.

stoic skiff
#

ok good because i was confused about how you would compile something twice for each eye.. like why it owuld make a difference heh

lapis glen
#

Also, you have to consider things like out of bounds and locked orientations. Many game mechanics and game solutions does not work for VR.

stoic skiff
#

the whole VR thing is very unknown to me... and i watched all UE's videos about VR.. they mostly talked about everything but how its programmed...

#

UE needs a VR game how-to video.. they got everything else

lapis glen
#

There are guides on getting started. It is very easy. The technical aspects are hidden from you so it is almost as if you were making a normal game.

stoic skiff
#

Id lvoe to study the differences

#

like i would like to know what games could be easily played in VR(that werent made for VR) and which ones cant.

#

Yeah I guess Ill have to search outside UE's sources...

#

would love to get into VR

lapis glen
#

No, there are great UE sources

abstract gale
#

anyone using r.setres or r.streaming.poolsize ?

wintry escarp
#

nop

#

was the note7 completely removed from sale?

abstract gale
#

thats what I heard..

wintry escarp
#

Samsung phones still run cardboard don't they, not locked to gearvr

mighty carbon
#

use your imagination πŸ˜ƒ

#

(to visualize what can and what can't be played in VR)

wintry escarp
#

my imagination and experience of locked down crap makes me think they might block all other options

mighty carbon
#

@wintry escarp yeah, they'll run Cardboard app with Cardboard box

#

eeh, but if you have Samsung phone and Gear VR, why on Earth do you want to run Cardboard?!

wintry escarp
#

I tried a space game demo

mighty carbon
#

It's utter crap compare to Gear VR

wintry escarp
#

cant remember its name, you start above a planet and ships appear from behind you

#

one of them sort of brings you inside it, that was a good 3d effect

mighty carbon
#

Gunjack

wintry escarp
#

gunjack?

#

yes that must be it

#

didn't play game, it all steamed up

worn magnet
#

anyone ever have a map file that doesnt load

wintry escarp
#

only corrupt maps

limber rose
#

yeah, it sucks

#

luckily version control has kept it from being an issue in a long time

#

but yeah, I had a nasty foilage bug for a while, kept corrupting my projects

worn magnet
#

My team mate can open them

limber rose
#

plugin issue?

worn magnet
#

no plug ins

limber rose
#

something not compiling for you but for him?

#

you both using same exact version?

worn magnet
#

the maps load up to around 55% then stop

limber rose
#

ah

worn magnet
#

and yea

limber rose
#

sometimes they hang while building shaders etc

#

I had a project that would get stuck at a certain point for about 10 min every time it opened

#

and I think one of the VR demos from Epic hangs on 98% on my machine for about 15 min before opening

worn magnet
#

im talking about a map

#

.umap

limber rose
#

yes, I understand

#

same thing, you load a default map when opening a project is all

#

I'm just saying try leaving it open for a while

#

and you might be surprised to find it works

worn magnet
#

it makes the editor unresponsive

#

can even un minimize it

#

cant*

limber rose
#

I've had the same issue

#

sometimes it just takes time, I wish it showed a small window demonstrating everything it is loading, maybe that can be turned on with a parameter

worn magnet
#

exactly how i feel. there is no way to tell if its frozen

limber rose
#

@worn magnet did you check your directional light BTW, regarding the shadow cache?

#

I just noticed you can tweak things there as well maybe

worn magnet
#

I will take a look at it. Right now im trying to figure out why i cant load these maps

wintry escarp
#

does the slightly bigger edge7 give a better image than the plain galaxy7 in vr?

mighty carbon
#

no

#

they are identical phones

#

except for the edge

wintry escarp
#

one is half inch bigger and bigger battery

mighty carbon
#

Bigger battery is always good :)

wintry escarp
#

annoyingly Samsung seem to have forgotten they were offering a free gearvr before the note7 recall

#

now only usa/india get it

worn magnet
#

what version of visial studio do i need for ue4

mighty carbon
#

2015

#

@wintry escarp they didn't forget. It's their right not to give it away for free

pearl tangle
#

no the edge is a bigger screen so you dont quite get as much cut off on the edges of your vision

#

but the rounded edges don't benefit VR thats for sure. you wont really notice it since you aren't looking right at the edge

mighty carbon
#

Carmack said there is no difference between round edges and standard edges for Gear VR, @pearl tangle

#

I tend to believe Carmak

#

Carmack*

pearl tangle
#

have you tried both of them on the s6,s6 edge, s7 and s7 edge?

mighty carbon
#

Tried S6 and S6 Edge - literally didn't seen any difference

#

some swear by larger FOV

#

but to me it felt identical

pearl tangle
#

the larger FOV on the near gear vr is a big benefit and the lenses are better

#

i can see the edges on my s6 edge compared to my s7

mighty carbon
#

I was talking about IE2, not 2016

pearl tangle
#

well there is the 4 different 1s. the original for note 5, then the s6, than s7 than note 7. the s6 1 is the best actual quality headset because they wanted to cut costs for the s7 wide release 1 to get them out to more people. the FOV on the new note 7 is a lot better than the others, i prefer the track pad on the s7 1 though

#

i just got a delivery of 500 new cardboard headsets yesterday too, they aren't too bad. I should have a pair of the 150 degree wearability sky's at home in my mailbox too, keen to test them out for comparison but im guessing screen door on them will be horrible

wintry escarp
#

whats a near gearvr, theres different types?

#

I have a cardboard 2, it kinda works but the ipod keeps falling out, just cant close it tight enought

#

needs rubber strips at edges to hold device in

pearl tangle
#

ipods are too small for the cardboard 1s, the cardboard v2 has a rubber band on it that stops the device sliding out. simple but works fairly well

#

all the plastic crap google cardboards are terrible because you can't configure the distortion or anything on them like you can with the proper cardboard 1s. 99% of them dont have a button either

wintry escarp
#

do you need to pay to put games on the gearvr store, or do they just take a cut?

#

cardboard2 I have, the one that touches the screen when clicked....doesn't use the magnet

mighty carbon
#

they take a cut

#

whether it's Oculus or Google

#

obviously if your game is free, there is no cut to take πŸ˜‰

#

game/app/movie/etc.

real needle
#

@abstract gale i did many things to make it performant. As i tried the old level again today i noticed, that seemingly i lost some of the tunings, since i am now lagging from time to time again...yay...

mighty carbon
#

@real needle is it for Gear VR ?

real needle
#

unfortunately, no

heavy marsh
#

Hello again! Has anyone here gotten to try oculus touch with ue4?

wintry escarp
#

nop

#

who made the johnny walker vr thing?

#

I tried in on a galaxys6 and it was very very jumpy

#

much worse than the ipod

#

I thought the s6 was supposed to be a fast phone

spring pond
#

@heavy marsh Yes

real needle
#

@heavy marsh yea

heavy marsh
#

Was it difficult? Or does ue4s abstraction make it simple?

real needle
#

the latter πŸ˜ƒ

#

the only real difficult thing is the different angles and poses of the controllers

#

i.e. if you got hand meshes, you need to have seperate positions and rotations for vive and oculus

heavy marsh
#

Ah

#

Did you try it with stream VR?

woeful eagle
#

Is there by chance a tutorial that someone could point me to that introduces attatching players and actors to splins and moving them along them in order to have an "on rails" system that the player is experiencing almost like a rollercoaster?

heavy marsh
#

You should be able to look at the cine rail right?

real needle
#

@heavy marsh yeah, it works fine with steamvr. but you will have some occulusion problems if you to 360 vr with touch

woeful eagle
#

@heavy marsh that would seem to be the case, thanks for pointing me in the right direction

heavy marsh
#

lol

#

I don't even get to use UE anymore because the studio uses unity but I still know enough to help X)

mighty carbon
#

why Unity ?

heavy marsh
#

I'd say they use it mainly because they know it better than unreal, though their explaination was that unity is faster to develop with. I'd say there are two reasons why unity could be faster than UE, A) every fourm post that asks "how do I do X" gets a reply of "I don't know but BUY MY ASSET PLS" and B) C#

#

C# is a lot nicer to write in and debug and deal with IMO, but most of the time I've spent in unity has been me fighting the editor rather than writing game code

mighty carbon
#

hmm

#

okay

#

πŸ˜ƒ

heavy marsh
#

like VS is a lot better with C# than it is with the UE4 codebase and C++

abstract gale
#

@real needle got a list of suggestions or tips? ☺

frosty prawn
#

@bomb unless you have VAX

#

@Bomb even

#

oh.. nvm

heavy marsh
#

I've used VAX and yes it does make it better but C# VS is still faster

#

also no header files ;D

frosty prawn
#

I couldn't say in all honesty, I've not used it

#

Meh headers are useful for smaller/ less bloated binaries. Wrong #channel for a C# vs C++ thing though :p

granite jacinth
frosty prawn
#

Oh that's off, it's slicing it like, many times during one slice

granite jacinth
#

Was/might be my game jam entry this weekend, there's more to it than just that, but I was just demoing

#

Aye

#

Because it's on hit

frosty prawn
#

Ahhh

granite jacinth
#

The problem arises due to me wanting to hit things BEHIND it

#

In its current state, not possible without performance issues

#

Put a simple do-once, good to go

#

it'll only slice once per hit, which is what I believe is/was intended anyway

#

I wanted to do multiple slices though

#

We'll see what Alex and Ian come up with on Tuesday

#

even though it won't be in VR sadly

#

But, I don't think the "knife"/"laser" whatever was meant to fly like I did πŸ˜ƒ

frosty prawn
#

Probably true haha. Did they set up a demo for slicing somewhere?

granite jacinth
#

It was suppose to stay with the hand

frosty prawn
#

Quite fancy taking a look at it

#

For.... reasons

granite jacinth
#

They have the gif from the release notes

frosty prawn
#

Ahh gotcha

granite jacinth
#

yeah, everything I've learned is from experiements and @zinc violet helping out

frosty prawn
#

Question is when is VR Salami Slicer 9000 coming out

granite jacinth
#

Aye

#

Stuff like that is easy

#

I wanted to be able to slice "indefinitely" with one slice

frosty prawn
#

I don't think I could do VR dev you know

granite jacinth
#

Why?

frosty prawn
#

I got so pissed off with Mobile, constantly being held back by the hardware

granite jacinth
#

Ah, that's true

#

I agree with you on that.

frosty prawn
#

Moving to a standard Steam Game now is a breath of fresh air haha

granite jacinth
#

Limitations do hurt a lot

frosty prawn
#

Aye

granite jacinth
#

You doing your sat command on steam?

#

Or another game?

frosty prawn
#

Yeah got a Steam version in the works now

granite jacinth
#

Nice

frosty prawn
#

Other games too (personal ones ofc)

granite jacinth
#

Add aliens to it?

frosty prawn
#

tbh, we should have done Steam all along. Mobile was meant to be a fast turnaround but proved to be the total opposite

#

Learned a lot of lessons though, so there's that haha..

granite jacinth
#

That's always a good thing

mighty carbon
#

does the red beam come standard for Widget Interaction Component ?

spring wolf
#

that seems to be if debug is enabled

#

i'm about to attempt to make a simple beam for my app's use instead of using debug (which seems to render wonky in VR unless i'm wrong)

mighty carbon
#

@frosty prawn Is Android platform profitable ? (non-VR)

frosty prawn
#

In my experience... is it fuck

#

hahaha

#

We would have done so much better on steam, just made the wrong kind of game for phones tbh

mighty carbon
#

well, I mean, assuming the game isn't ported to Android and made for touch interface to begin with πŸ˜ƒ

#

we ported our Steam game to Android and it just didn't work because controls were done as dual stick (as on PC). Turns out most people who play on Android don't care for such control scheme.

#

as for Steam, it just feels like the place is soooo saturated that without heavy PR sales are going to be crappy

frosty prawn
#

Yeah we just dropped a buttload of cash on a marketing campaign for Sat Com on Android / iOS, so I'm hoping that translates into higher awareness and sales

#

What's stupid is, we had the super-high-quality assets from the previous project, so we actually had to do more work to hit mobile.

#

But hey I'm just the guy that makes the games what do I know... -.-

#

defo wrong channel :p

mighty carbon
#

It's pretty dead here anyway :)

frosty prawn
#

True haha

mighty carbon
#

So why not target high end mobile?

#

Aren't there enough people using top of the line devices?

frosty prawn
#

We did originally, but yeah just nobody has capable devices. Also because the range is so insanely massive (I think on Google Play there's like 15K different types), it's just impossible to pick which ones.

#

We tried limiting to large screen only for tablets, but a lot of tablets as it turns out are considerably worse than phones.

#

But the design of the game in general is just a bit meh for mobile, people like fast paced constant interaction. Ours is more of a waiting game most of the time

#

If I'm brutally honest, I don't actually think our game is that great haha, it's pretty lame as far as gameplay goes.

#

But, was easier to use it to get investment so.. ended up being the winner

mighty carbon
#

Well, as long as you can grab large enough niche

#

I am hoping going into VR early would allow better position when market is wider and stronger

#

Still want to port my old game (or rather make a spin-off) to UE4 using some of the original assets, for Steam and XB1

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But VR is sooo magical :)

frosty prawn
#

The issue I have with VR is I know there's a lot of people out there with considerably more money, talent and free time than me, so they'll always do better haha

mighty carbon
#

Go mobile VR :)

frosty prawn
#

I'd rather die

mighty carbon
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Why?

frosty prawn
#

Just mobile alone was horrendous

#

IDK if you caught the conversation above, but working on mobile really drained me. As someone who usually targets high-end PC / Console, the restrictions of mobile were just horrific

mighty carbon
#

Gear VR is cool

#

Yeah, I know what you mean

granite jacinth
#

I used a beam

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For my red beam

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Fuck that debug beam

mighty carbon
#

I come from Quake modding, so mobile VR is more like making Quake 3

granite jacinth
#

It's shit and bugs out

frosty prawn
#

I feel much more unleashed now we're going for Steam, can create things without worrying how much they'll drain battery or whether it'll look / perform okay on someones 5-year old galaxy note -1

mighty carbon
#

@granite jacinth well, I'd rather not use any beam at all. Just a cursor/crosshair on the widget

granite jacinth
#

Hmmm

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TBH, a beam of some sort would make more sense

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Then some floating crosshair that just happens to overlap a menu

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But, who knows, maybe it'll look good

#

To me, it doesn't make sense or (in my head) would look good

#

Laser pointer is simple

mighty carbon
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I don't have a weapon or anything like that. So beam coming from the face doesn't make sense:)

frosty prawn
#

FINGER LASERS

spring wolf
#

I want 1 laser per finger!

granite jacinth
#

You can

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And supposedly, you can have 10 interactions

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just have to change the index

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for each finger

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But umm...

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Β―_(ツ)_/Β―

spring wolf
#

Ya that's one of my stick it points with VR template and add if that.

granite jacinth
#

I guess it's for typing

spring wolf
#

Not sure how to set index

#

Dynamically

granite jacinth
#

Well, tbh, the VRtemplate they put out is lacking

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And a mess

mighty carbon
#

Wolverine character hitting 3 buttons at once with one strike ;)

granite jacinth
#

But it's an alright starting point I suppose

spring wolf
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My first attempt is to create the interaction component on play and set it based on hand

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But I'm screwing that up somehow. Not sure it's attaching or creating right

granite jacinth
#

πŸ˜ƒ

#

Yeah, it took me a little bit to get it correctly on there

#

Since they are duplicating the same hand

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And that's the problem

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Since you will want to put WIC on the hand actor

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So, simple fix...

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duplicate the hand actor

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and use one for left, the other for right

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ggwp

#

Fix all my problems. Like I said, I understand why they did the template the way they did it

#

It's just not the best way to do it

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Especially as a template

spring wolf
#

Ah cool. Will try that

granite jacinth
#

Aye, it'll work

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And use a beam instead of debug line

spring wolf
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Tho think I should be able to create the component at runtime but my newbness probably getting that attempt wrong.

granite jacinth
#

First off, that makes no sense

spring wolf
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No? Ha

granite jacinth
#

Second off, it's bugged beyond recognition, because that was the first thing I tried

spring wolf
#

Ha ok

#

Experimental!

granite jacinth
#

No

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It's just not meant to be created dynamically

spring wolf
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Well isn't all this under that label

#

Ah

granite jacinth
#

You should already know where it is going to be

spring wolf
#

Fair enough

granite jacinth
#

and when to be used

#

You can enable and disable it

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If you have reasons for it

spring wolf
#

Yeah I saw how to toggle it which I'll want. So I'll try what you suggest and just have 2 concrete hands instead of their duping

wintry escarp
#

so disappointed with the Samsung galaxy s6 performance

mighty carbon
#

eh

#

works fine for me

#

if someone makes a game/app that isn't optimized for mobile VR, then it's not the hardware issue

#

looks like 360 deg. video

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probably hi-def and thus not suitable for Gear VR

#

if it plays choppy - update your OS and Oculus software

#

lol, it plays choppy on my PC o.O

#

in 1440p

wintry escarp
#

no I tried johnny walker vr

mighty carbon
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and my PC is definitely more powerful than S6

wintry escarp
#

it was smooth but quite low res on my ipod

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it was super jerky on an s6

mighty carbon
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Google-sensei doesn't even return any useful results for "johnny walker vr"

wintry escarp
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I realise s7 is much higher res, which was the point of testing, but I expected the s6 hardware to leave an ipod standing

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s6, not s7

mighty carbon
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got download link?

wintry escarp
#

I just types johnny walker vr on playstore

#

typed

still marsh
#

Anyone else's PC get super slow after ending a PIE VR session? (VR Preview)

mighty carbon
#

@wintry escarp Gear VR can't play anything from Play Store

still marsh
#

It's like the VR headset is stuck on something. If I end Steam VR it stops being slow, or sometimes after a bit of time it just randomly stops being laggy

wintry escarp
#

never tried

mighty carbon
#

4.13 without VR is choppy and freezy for me

#

I can imagine with VR it's even worse

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@wintry escarp so, you used S6 with Cardboard ?

wintry escarp
#

yes

mighty carbon
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with Cardboard on S6 you'll never get any of the VR advantages as they only work when used with Gear VR (OS running bare bones, timewrap, etc.)

wintry escarp
#

but I expected it to be better than my ipod

#

it was totally fubared, move your head and it jerked into position

mighty carbon
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Duh, sensors are in Gear VR

#

So I wouldn't be surprised and IMUs inside the phone are worse than on iPhone

wintry escarp
#

youre saying the Samsung phones have sensors a magnitude worse than my ipod?

mighty carbon
#

Could easily be

wintry escarp
#

ooooookkkkkkk, Samsung cancelled

mighty carbon
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Why put top notch sensors inside when you'd only ever use it with Gear VR for VR

#

Nah, cancel yourself :p

wintry escarp
#

what if I was using the compass app

#

do they have a compass app?

mighty carbon
#

No idea

#

Compass doesn't need superior sensors

#

Plus, you'd need compass in the wilderness

#

So might need the one without batteries ;)

wintry escarp
#

pffft Samsung, no time for good sensors but they have time to add exploding batteries

mighty carbon
#

it's a feature of Note 7

#

Apple is as always behind the innovations

wintry escarp
#

iphone8...with magical exploding battery

mighty carbon
#

very well may be

#

tried it

#

definitely has nothing to do with S6 performance

#

Dreadhalls has more complex and better visuals and smooth as butter in Gear VR

#

someone didn't bother to test it with Android phones and optimize it better

wintry escarp
#

it was someone in here who wrote it

#

the johnny walker vr thing

mighty carbon
#

and I recall they said they did it for iOS

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either way, If you want to use Cardboard, then get something else and not Samsung S6

#

if you want to use S6, then get Gear VR and use proper mobile VR

wintry escarp
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but its done for cardboard, which is android tech

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the author should know why it was jerky

#

you got gearvr?

mighty carbon
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That's the problem with hardware fragmentation

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When you are making stuff for Gear VR (using S6 as target hardware) you know it will run on any Gear VR phone.

#

That's not the case with Cardboard as just like with any Android device for non-VR content, you really have to physically test your app and wide variety of hardware to make sure it works as expected

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On iOS it's not a problem

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As hardware is good enough across the board

#

So if that Johnny Walker app runs on iPod, it will run on any iPhone too

wintry escarp
#

you got gearvr?

mighty carbon
#

Yeh

wintry escarp
#

does it turn itself off if you try to use it as a cardboard viewer?

#

or is it just crippled down to a cardboard, no side controls

mighty carbon
#

You can't use it as Cardboard viewer out of the box

#

If you use app to disable Oculus software, it won't run any better than regular cardboard and won't let you take advantage of sensors and other goodies

wintry escarp
#

I know you lose the good extras, but it does work as a simple viewer?

mighty carbon
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If you use a hacky app to make it into cardboard, then yes

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I don't get you

wintry escarp
#

weird you have to hack it

mighty carbon
#

You have superior tech and you want to use it as inferior tech

#

All backward

wintry escarp
#

if I made a gearvr demo but wanted to make sure it also worked on cardboard, it would be easiest to test on the same nice headset I have

mighty carbon
#

Why on earth do you want to use S6 with Gear VR as Cardboard?!

#

Just get yourself actual cardboard

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It's dirt cheap

wintry escarp
#

well my cousins etc all have s6 for some reason. no-one has a gearvr

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but theyd get a $10 cardboard

mighty carbon
#

Well, if you get S6 and Cardboard, then it works out of the box

wintry escarp
#

why would iwant to test on a cardboard if I had a nice comfortable gearvr

neon egret
#

I was just about to ask, why would you use cardboard if you have an S6/7

mighty carbon
#

If your get S6 and Gear VR and want to run Cardboard app with Gear VR, then you need an app to disable Oculus software

neon egret
#

I tested the GearVR with the Eve Gunjack game and it was pretty cool :x

#

Isn't the GearVR, if not used with the GearVR app, just 2 lenses

#

similar to the cardboard?

#

Does plugin the phone into the GearVR always force the Phone to open the GearVR Oculus stuff?

wintry escarp
#

that's what I expected, unless gearvr software is detected it would just be a dumb VR viewer

neon egret
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So, if you can open other apps while having the GearVR connected

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i should work with CardBoard stuff

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But i have none here

neon egret
#

as i stopped bying Samsung phones

wintry escarp
#

was it you that did johnny walker?

mighty carbon
#

if your phone is inserted into Gear VR, Oculus software kicks in, disables everything that isn't needed and runs bare bones OS with Oculus VR software and Oculus Store

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so you can't run jack when you are using Gear VR

#

what Oculus software disabler app does is it disables all that goodness, and when you plug your phone into Gear VR, nothing happens

#

that's how you run Cardboard app(s) with Gear VR

#

@neon egret what's wrong with Samsung phones? (S6 and up that is)

neon egret
#

Probably nothing anymore. Had the S1 and friends had the S2 and S3 and i didn't like it. Currently having a One+ X

mighty carbon
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yeah, I had S3 and S5 and while S5 was okay'ish, it was all plastic

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S6 is awesome. S7 is even better.

wintry escarp
#

I had an iphone4, then a lumia920

mighty carbon
#

I actually had Nokia C2 which isn't even a smartphone, but rather dumbphone..

#

I got S6 only because of Gear VR

wintry escarp
#

will wait for the johnny walker author to come back, try and find out what was wrong with it

#

do you become the giant robot in that game?

mighty carbon
#

lol, no

#

it's just an experience for now, not actual game

#

I find myself fascinated with just being in fictional places, looking around and stuff

#

don't like any of the VR games on Gear VR

wintry escarp
#

that space game was really cool when the ships appeared around you

#

didn't actually play the game

mighty carbon
#

a survey showed that games are only on like 6th place on Gear VR.. People are more into experiences and videos than games.

#

conventional games translate poorly into VR... Personally I don't find myself being drawn into VR with games :/

#

Still prefer playing on 2D screen

#

and most VR stuff either outright weird or have conventional gameplay

#

but that's just me

neon egret
#

GearVR is too passive to be good for games

#

In my opinion

#

The Vive on the other side is tons of fun

mighty carbon
#

well, what's cool on Vive? πŸ˜ƒ

#

I wish they re-worked controllers and made them more comfortable and natural like Touch

#

although Vive controllers can be used with Manus VR and that is super awesome

wintry escarp
#

apparently you can sell gearvr apps on the normal googleplay store

mighty carbon
#

sure

#

although they have to be built and deployed for Google Cardboard

#

I hope they unveil motion controllers for Gear VR at Oculus Connect this year

spring wolf
#

hmm can something mobile track similar to the vive?

pearl tangle
#

inside out tracking methods are getting decent. Daydream devices with Tango running on them are more than capable of it

#

but thats more on the positional tracking rather than hand tracking. leap motion with it's Orion update has gotten better but it's still majorly flawed since it can't see very much so if your hands aren't in front of your face it doesn't know they exist

mighty carbon
#

OTOY figured out how to velcro Vive's controller to Gear VR and have positional tracking... Still needs PC and Lighthouse stations

pearl tangle
#

valve is running their first licensee Lighthouse training session in 2 weeks time

#

each person going gets 50 sensors and a kit to build their own things to track. really easy to bolt that onto a gear vr with about 12-15 of the sensors