#virtual-reality
1 messages Β· Page 18 of 1
the documented commands don't work
-_-
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.
Yeah, its pretty easy to edit engine code to define your own mirror mode
yeah, if I had more time I'd just fix up the engine code
However if you want to do it as a plugin, unfortunately epic wont accept my pr to make it easy for us to do
Instead they pushed 4.14 and hope to do a refactor that will allow it better
The refactor is better long term though
Its pretty easy to have a mirror mode simply output a rt and then attach a camera to that rt
Well, relatively in terms of engine edits
{
// 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);
}```
If you adjust that for your engine, then you might get away with the fullscreen stuff
idk
Yup, plug shit into there and you're good
Most people edit uv offsets to show a clean rect from the left eye
But doing that doesn't show full left eye fov, just a sub rect
that's probably what I'd do, if I had more than four hours to do it xD
Works well enough I guess
Longest thing about that is the engine compile time
:D
There is the info form the earlier posted thread
If you wanted to sacrifice performance, you can not render the occlusion mesh
That will get rid of the black sides
But lead to more rendering
to be fair, that might not actually affect performance anyway
Aye, don't know how well occlusion mesh works
But it is recommended in openvr/steamvr somewhere
probably recommended with engines that have better occlusion culling, hehe
I'm not sure that idea works in UE4, but I haven't dug into it particularly deeply
Aye
that the engine change approach?
yes
awesome, cheers
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);
I guess I know what I'm doing tomorrow morning xD
Someone posted a picture on the forum of how to see what it's actually doing
It's taking the green area
yeah, I saw that
I knew it was a good idea to download 4.13 as source xD
hehe
this is all of course assuming that the VR version of the game even works now it's been ported to 4.13
it hasn't been tested
if I get asked to do something like this at super short notice again, I'm just going to outright refuse
it's getting annoying
Yeah, :P would be better for your stresslevel
Guys I found that changing the orientation before teleportation which included in 4.13 template is a bit confusing and disorienting ... isn't it ?!
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.
@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.
If you want to avoid that just remove the rotation
that way the pawn will always be 0,0,0 rotation, and only the headset rotates
and then the physical world will remain relative to the virtual world
Ah cool! good to know
then if you add teleporting, the bounds will just move around
After whatever trace I just set the actor location
Thanks for that! btw look at those backward blueprint connectors .... eewww they suck :))
jagged
haha I know, it was far worse in the past
Yeah, rotating the player during the port is weird i think
god damn it
Scroll down, Cedric
Just once
walks away
The latest Tweets from Homebound (@HomeboundGame). Official Twitter of the game Homebound. Sweden
Homebound Closed Beta Registration is still open! Go here to sign up: https://t.co/9Hnbna6jkZ #beta #gamedev #indiegame
is that in VR?
yep
I subbed π
quixel is op
Lighting in that looks nice, curious how they achieved that
and got it to run nice in vr
My current game seems to rely on r.screenpercentage to maintain 90fps
adjusting the value till its stable
it's a space station, visible distance is very limited
that is true
hi o/
Guys any1 here knows of an Studio that can optimize a VR experience for Steam ?!
You mean a game dev studio? This is something we can do
perfect will direct you ..
I could also be of assistance depends on what you want to optimize
you
well, why on Earth would I talk to myself?! π
I am
@hard lagoon have you tried deploying 4.13 build to Gear VR with ES 3.1 instead of ES2 ?
Sorry I'm a Vive owner
That said I'm having build troubles myself atm, Ue4 isn't cooking for some reason π¦
π¦
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.
they have the forward renderer in 4.13 but i can't see any option to enable msaa
is that for sure coming as a feature?
what platform ?
Is MSAA not supported for VR in UE right now? @fleet veldt
@worn magnet Not for desktop/sm5 (that I can find)
Im about to start developting for a Vive. so bleh that sucks.
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 :\
right now the plan is to have a first usable version of the forward shading path in 4.14 including MSAA
but plans can change π
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)
and every time i tried r.screenpercentage 160 the renderer crashed π
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?
2 possibilities:
add a commandline switch -vr to the executable shortcut
or in your first level on the Event "BeginPlay" add a "Console command" node with "stereo on"
Oh! Really? I was expecting a checkbox somewhere in the project settings... but if that works... that's fine for me. π Thanks, @real needle
no checkbox for that anywhere, searched for that myself quite some time π
Weird... quite a hacky way of enabling VR in the final build.
Breaking into VR development doesnβt need to break the bank. If you have a newer Android phone and a good gaming computer, itβs possible to prototype, test, and share your VR projects with the world using third-party software like RiftCatβs VRidge. In this post, weβll take a look at what youβll need to get started β¦
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.
Getting into VR is a damn costly proposition. First, youβve got to get a headset. The HTC Vive costs an eye-watering $799, and the Oculus isnβt much better at $599. Then youβve got to get a computer with a meaty-enough graphics card and oodles or RAM, just to power the headset you just bought. Then, β¦
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 βhigher-performance tabletsβ, which can cost anywhere from $300 to $500.
π¬
For any new VR system I'd really like side by side comparison to existing systems
Same @mighty carbon
If Oculus backs it up, it would be cool. Otherwise I don't think it'll get anywhere
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 1440Γ1440 per eye resolution being blasted at a rate of up to 70 frames per second.
Just noticed that dumb design of the touchpad on the side π¦ I guess they didn't learn from Samsung eh
someone should have made one for Gear VR already
I hope they will announce it at OC3
ok
hopefully both events will be exciting and offering something for the remainder of 2016
Same @mighty carbon
Anyone going to OC3? We have a list going?
Not me :(
that qualcom headset makes no sense to me
you're effectively buying a mobile phone headset, that doesn't work as a mobile phone
can you sell gearvr games on android marketplaces, or just on oculus store?
nm, seems its the store or sideload only.
It makes perfect sense
Samsung is working on a new generation of mobile VR headset that doesn't require smartphone either
motorsep that VR headset will use the daydream API's btw
anybody else get their OC3 invite today?
@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"
@pearl tangle if Google makes curated store as they said, and headset will work as smooth as Gear VR, I am all for it
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
I still hate trying to actually find stuff in the Oculus store though, wish they would improve that a bit
Well, Steam is no longer curated storefront
At least not as it used to be in 2008-2010
if apple had bumped the 7+ to 2560x1440 I would probably have coughed up for one
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
looks like I'm back to waiting for google phone release, see if its worth the extra cost over an axon7
for VR id say yes
isn't axon 7 already out?
sort of
its always out of stock
but its only $399, new google phones will need to justify extra cost
nah, axon7 has claimed to first daydream certified phone since it was announced
that's why its so interesting at the price
google have never said anything against it so I assume its true
it's not googles place to do anything about it
daydream isn't out yet so they aren't doing much with it
meets all the apparent requirements, 2560x1440, sd820, all the sensors
there is no info about IMUs inside of it
I think Daydream would better off with IMUs in the HMD, like Gear VR
Oculus said robots calibrate their Gear VR's IMUs and it's not a simple and cheap process
Google said phones have to have calibrated high frequency IMUs
Daydream headset would be like more expensive Cardboard
with no electronics inside
its expected to cost same as gearvr, must have something
pffft, not paying $80 for a plastic cardboard
@pearl tangle I did - planning on going.
will this thing be streamed?
so us peasants wont be able to see it?
nah, I bet it will be available on Facebook
gah
Hello folks. Does anyone have a dimensionally accurate 3D model of the Oculus CV1 Remote?
All good, found this: http://www.turbosquid.com/3d-models/3d-oculus-remote-model/1029587
Oculus Remote 3D Model available on Turbo Squid, the world's leading provider of digital 3D models for visualization, films, television, and games.
@hollow aurora there's totally a check box in the default page of project settings for "always start in vr"
Ohhh! THAT'S what I was hoping for! I don't know how didn't I saw that before! Thanks, @silk lodge!
@real needle, that is good news for you too! π
@silk lodge, just wait and see! π
@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.
why not all of them1?!?
I've got my own starting template for unreal + vive stuff. I've used it a ton.
hah the Epic MegaJam gamejam thing is on at the same time as OC3
That doesn't suprise me!
Hey @shrewd gust π
Hey @fresh laurel
Well, f*ck me
For those who don't get why, the lower, horizontal light isn't there
So it looses track
/flip
?
I'm LTTP on the conversation, but you definitely shouldn't be seeing the horizontal and vertical sweep at the same time.
Well, reddit says otherwise
the other lighthouse shows both
and this one here looses track when i look at it
so i assume that i indeed should see both
as soon as i block the view of working lighthouse to my controller, it's not found anymore
other way round works
hmmm
yea because technically the steps for lighthouse are 1) sync flash 2) one axis sweep 3) perpendicular sweep
log also says that axis faild on one lighthouse
ya thats bad π
we've yet to have any fail, even from the DK1, but all of our touchpads are getting wonky
Fri Sep 09 2016 17:42:46.079 - lighthouse: Base F021E615 axis 0 appears to have failed
Guess I need to send it in
.>
it must still be under warranty?
It's 1 week old :D
Are Vive+Controller+HMD linked to each other hardcoded or can i use a different lighthouse
add as many as you can afford cant you
is that an answer to my question? :D
I bet you can use different Lighthouse as they sell those separately now
yes
reviews say you add as many lighthouses as you like to an area
so they must just sync
Ok, then I use one of my second vive until I get a replcaement for this one
I am pretty sure you would have to somehow sync up new station with the rest of the hardware.
That's not a problem as long as it works
we swap lighthouses and controllers between headsets all the time
we also share 2 base stations for 5 headsets in our room
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
Fair enough, I only want to switch out the broken one until I get a new one from HTC
Already kinda pissed for having to deal with sending it in etc
One freaking week old -_-
yeah that does suck
I wonder if Rift any more reliable than Vive
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
motorsep: how so? I suppose there are no moving parts in the camera vs a basestation
we probably have 10 vives and never had a base station die on us
Reading reddit, this happens way too often
have lost a few cables (replaceable) and one link box (shitty power supply solder)
Remember only the people with problems jump on the forums to complain usually
I'm not comparing good vs bad threads
I'm just counting the amount of reported broken lighthouse trackers
@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.
btw, is there any good reason UE4 is more focused on Vive than on Rift ?
Epic bet their dollars on the Vive
I probably would too
Oculus seems hell bent on creating a closed platform and the only people that will benefit is Oculus
at the moment, rumour has it there are twice as many Vives out there as there are Rifts
Steam isn't the same thing
this is the Android vs iOS argument, or OSX vs Windows
it was a closed platform until it reached critical mass (and GabeN made his fortune)
I got on Steam in the 2008 - 2010 time frame
it wasn't easy, but wasn't too hard.. Was just a long period of waiting
after 2012 it all went to sh#t with greenlight and floodgate being opened
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
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
and where is the rumor coming from? steam stats? bogus data...
rumours are rumous. Steam data would suggest that there are twice as many Vives, but Vive is their platform and Oculus has their own
Steam isn't the same though, you can sell games without Steam
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.
you cannot sell Oculus games without Oculus
And that's good
hence the comparison to iOS / Android etc
Look at gear VR - no piracy
there are loads of Gear VR game torrents, seriously
you can load games that were not made for Oculus store, but the ones that on Oculus Store can not be loaded
have you tried it ?
people did and said it's not possible
unless people on reddit always lie
of course it's possible
where is hard evidence it is?
a video or something
there are bunch of torrents that do nothing
dead weight
why would said torrents exist if they did nothing?
just like it's not possible to use torrented PS4 / XB1 games without modding consoles
hardware modding
Saturation is evil nowadays and walled garden is meant to reduce that
there's such a thing as curation, and that's fine
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)
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
(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)
consoles are DRMed, as closed as they can be and yet the most profitable market. PSVR will be the one leading VR gaming industry.
Steam was a walled garden - no indie game would make it there until few years ago (relatively few - about 10 years now or so)
Replaced lighthouse diretly works
and I got my tracking working perfectly again
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
I tried out a gearvr, some space game where a giant ship appears around you
but after about 1 min it all steamed up
@neon egret Live chat is quite fun! I always have some good times with them π
@wintry escarp well, it's inevitable π 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
I don't know if Rift/Vive lenses get steamed
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
can anyone please tell me how i can calculate that stuff so i know whats the issue?
90fps on what
90fps will need about 12ms total wont it
11.11 ms actually
but as said, i have no idea how that is calculated
profilegpu tells me i am at around 8ms with rendering
i dont know what my ACTUAL frame time is
drawcalls?
i know that i dont reach 90fps for some reason and the reprojection in SteamVR kicks me down to 45 fps
welp discord didn't autoscroll to the last message
this is correct
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
so reprojection can do its thing (like duplicating every frame to virtually reach 90fps)
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
yeah, thats the fun part; just a sec
and this is why I'm looking at mobile vr, who can afford all the stuff needed for desktop
INTERESTING
yep
so 2x
welcome to my world
hahhahaha
thats why i would love to know what is processed when and how
crazy. thats frustrating
i mean, i am not cpu bound, or the draw time would be higher
(didnt mean to assume anything. hehe)
i am not really gpu bound, or the rendering would be higher
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 π
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
k, around 450 draw calls
stat unitgraph while running? probably just hte same
i am probably missing something really simple
stat rhi
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?
then fuck it
but.. i would try running an external FPS counter over top
11.7ms
hehe
really, just 0.6ms off (at least at average)
disabled frame smoothing btw? not sure how it applies in VR
doesnt apply there, since its fixed on either 45 or 90 fps
ok, now i am at 9.3 for the top value and still 45 fps
π
did you use the gpu profiler?
look a few msgs up π
oh sorry lol
i mean like the actual gpu profiler. How many messages up are you talking?
yea ok good you are
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
did your engine scalibility settings get changed. Or your framerate cap
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 π
thanks guys for suffering with me π
yea thanks for sharing what was wrong. I get my vive in 2-3 days im really excited
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? π
(yeah, just kidding)
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
thats awesome; they are having a bit many polys π
one thing to think of in advance: Forget about parallax occlusion mats in vr
adding vertex painting. and removed paralax off of alot of things that just didnt need it.
ok good to know
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%
@real needle I've encountered some weird fps issues with level streaming in 4.12 ... don't know if you're using it
hey alllesss, nice to see you again π
no level streaming, i have small levels only
hehe nice to see you man π
I know it's also weird but try re-opening the project !
I'm just pointing weird issues I had lately
@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 π
@dusky moon yeah, disabling reprojection already fixed my issue π
yea this update will fix alot of issues and also add better visual fidelity
Great , I know how it feels when you get frustrated by something like that specially on a Friday!
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?
Same, 1 week left for a festival exhibition
Are you developing it by yourself?
yeah, i myself and some marketplace assets π
It should be ready by the middle of next week
If not sooner. (hopefully) monday or tuesday
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 π
are you using our stuff in your vr game?
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 π
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.
that would be awesome
i know i am using things in my game that are everything but suited for VR
but that makes building the game more fun π
i.e. i also use the Fantasy dungeon
took a LONG time to get it to run with nice performance
yea i bet lots of paralax going on with that pack
yep π
we also have a new pack that we think would be really neat for VR
comes out on the marketplace next week. We are behind and still havent gotten to make LODs for it though.
ohh ok π¦
sry π
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
π
yea we are a bit burnt out on medieval as well.
π
I would buy videos like this. It is amazing to walk around and watch the events unfold.
cool
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.
hm, I look forward to dedicated gun controllers coming out, I think we'll see them in "VR Centers" soon enough for sure
hm, do you have any very very large meshes or brushes?
big landscapes
its a landscape actor
do you know how to turn on the lightmap density view?
its not for vr, we are using dynamic
ah, if you are all dynamic lighting
Baking this level would take like 24 hours
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
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
@real needle what did u do to get something like fantasy dungeon running with nice performance?
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.
uhh yeah there was a setting to disable that steamVR starts when UE4 is running
But I need to be able to test it and I dont want to restart the engine.
Also, what do you guys think?
what do you mean by shake the HMD? figuratively or camera-shake?
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
I have, and I find it helps a lot.
that setting should be in the steamVR settings
do our heads actually shake when there is explosion? I don't know, haven't been near one
start steamVR whenever an VR application launches or something
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.
your body shakes because the shockwave travels through you, but you wouldn't notice it
and anyway, sometimes those cliches work very well for storytelling
the ground may shake but would our "vision" shake?
@neat cape But VR preview is greyed out even if I start Steam VR
fake can be better than real sometimes π
It should shake. It is only for a split second, but it does.
you ever notice how ridiculous foley for movies is? lol
I was mostly talking about physical impact like recoil and such for weapons.
oh for sure
definitely when shooting that makes sense
still need to experience it in VR to fully understand how it could be implemented
I think recoil without actual physical recoil will be disorienting
need to try that later
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.
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".
You RENDER twice.
ok good because i was confused about how you would compile something twice for each eye.. like why it owuld make a difference heh
Also, you have to consider things like out of bounds and locked orientations. Many game mechanics and game solutions does not work for VR.
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
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.
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
No, there are great UE sources
Information over developing for virtual reality platforms.
anyone using r.setres or r.streaming.poolsize ?
thats what I heard..
Samsung phones still run cardboard don't they, not locked to gearvr
my imagination and experience of locked down crap makes me think they might block all other options
@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?!
I tried a space game demo
It's utter crap compare to Gear VR
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
Gunjack
anyone ever have a map file that doesnt load
only corrupt maps
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
My team mate can open them
plugin issue?
no plug ins
the maps load up to around 55% then stop
ah
and yea
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
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
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
exactly how i feel. there is no way to tell if its frozen
@worn magnet did you check your directional light BTW, regarding the shadow cache?
I just noticed you can tweak things there as well maybe
I will take a look at it. Right now im trying to figure out why i cant load these maps
does the slightly bigger edge7 give a better image than the plain galaxy7 in vr?
one is half inch bigger and bigger battery
Bigger battery is always good :)
annoyingly Samsung seem to have forgotten they were offering a free gearvr before the note7 recall
now only usa/india get it
what version of visial studio do i need for ue4
2015
@wintry escarp they didn't forget. It's their right not to give it away for free
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
Carmack said there is no difference between round edges and standard edges for Gear VR, @pearl tangle
I tend to believe Carmak
Carmack*
have you tried both of them on the s6,s6 edge, s7 and s7 edge?
Tried S6 and S6 Edge - literally didn't seen any difference
some swear by larger FOV
but to me it felt identical
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
I was talking about IE2, not 2016
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
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
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
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
they take a cut
whether it's Oculus or Google
obviously if your game is free, there is no cut to take π
game/app/movie/etc.
@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...
@real needle is it for Gear VR ?
unfortunately, no
Hello again! Has anyone here gotten to try oculus touch with ue4?
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
@heavy marsh Yes
@heavy marsh yea
Was it difficult? Or does ue4s abstraction make it simple?
the latter π
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
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?
You should be able to look at the cine rail right?
@heavy marsh yeah, it works fine with steamvr. but you will have some occulusion problems if you to 360 vr with touch
@heavy marsh that would seem to be the case, thanks for pointing me in the right direction
lol
I don't even get to use UE anymore because the studio uses unity but I still know enough to help X)
why Unity ?
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
like VS is a lot better with C# than it is with the UE4 codebase and C++
@real needle got a list of suggestions or tips? βΊ
I've used VAX and yes it does make it better but C# VS is still faster
also no header files ;D
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
Oh that's off, it's slicing it like, many times during one slice
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
Ahhh
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 π
Probably true haha. Did they set up a demo for slicing somewhere?
It was suppose to stay with the hand
They have the gif from the release notes
Ahh gotcha
yeah, everything I've learned is from experiements and @zinc violet helping out
Question is when is VR Salami Slicer 9000 coming out
Aye
Stuff like that is easy
I wanted to be able to slice "indefinitely" with one slice
I don't think I could do VR dev you know
Why?
I got so pissed off with Mobile, constantly being held back by the hardware
Moving to a standard Steam Game now is a breath of fresh air haha
Limitations do hurt a lot
Aye
Yeah got a Steam version in the works now
Nice
Other games too (personal ones ofc)
Add aliens to it?
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..
That's always a good thing
does the red beam come standard for Widget Interaction Component ?
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)
@frosty prawn Is Android platform profitable ? (non-VR)
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
well, I mean, assuming the game isn't ported to Android and made for touch interface to begin with π
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
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
It's pretty dead here anyway :)
True haha
So why not target high end mobile?
Aren't there enough people using top of the line devices?
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
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
But VR is sooo magical :)
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
Go mobile VR :)
I'd rather die
Why?
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
I come from Quake modding, so mobile VR is more like making Quake 3
It's shit and bugs out
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
@granite jacinth well, I'd rather not use any beam at all. Just a cursor/crosshair on the widget
Hmmm
TBH, a beam of some sort would make more sense
Then some floating crosshair that just happens to overlap a menu
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
I don't have a weapon or anything like that. So beam coming from the face doesn't make sense:)
FINGER LASERS
I want 1 laser per finger!
You can
And supposedly, you can have 10 interactions
just have to change the index
for each finger
But umm...
Β―_(γ)_/Β―
Ya that's one of my stick it points with VR template and add if that.
I guess it's for typing
Wolverine character hitting 3 buttons at once with one strike ;)
But it's an alright starting point I suppose
My first attempt is to create the interaction component on play and set it based on hand
But I'm screwing that up somehow. Not sure it's attaching or creating right
π
Yeah, it took me a little bit to get it correctly on there
Since they are duplicating the same hand
And that's the problem
Since you will want to put WIC on the hand actor
So, simple fix...
duplicate the hand actor
and use one for left, the other for right
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
Especially as a template
Ah cool. Will try that
Tho think I should be able to create the component at runtime but my newbness probably getting that attempt wrong.
First off, that makes no sense
No? Ha
Second off, it's bugged beyond recognition, because that was the first thing I tried
You should already know where it is going to be
Fair enough
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
so disappointed with the Samsung galaxy s6 performance
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
https://vimeo.com/176061787 << this one ?
The Jack Daniels VR Experience, a collaboration between Mill+ and FCB/RED, is a fully immersive 360-degree virtual reality experience that artfully displays theβ¦
looks like 360 deg. video
probably hi-def and thus not suitable for Gear VR
this one looks like it was made for GEar VR http://www.thespiritsbusiness.com/2016/07/jack-daniels-unveils-vr-distillery-tour/
Jack Daniel's has launched an immersive 360-degree virtual reality experience that takes fans on a tour of its distillery in celebration of its 150th anniversary
if it plays choppy - update your OS and Oculus software
lol, it plays choppy on my PC o.O
in 1440p
no I tried johnny walker vr
and my PC is definitely more powerful than S6
Google-sensei doesn't even return any useful results for "johnny walker vr"
I realise s7 is much higher res, which was the point of testing, but I expected the s6 hardware to leave an ipod standing
s6, not s7
got download link?
Anyone else's PC get super slow after ending a PIE VR session? (VR Preview)
@wintry escarp Gear VR can't play anything from Play Store
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
never tried
4.13 without VR is choppy and freezy for me
I can imagine with VR it's even worse
@wintry escarp so, you used S6 with Cardboard ?
yes
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.)
but I expected it to be better than my ipod
it was totally fubared, move your head and it jerked into position
Duh, sensors are in Gear VR
So I wouldn't be surprised and IMUs inside the phone are worse than on iPhone
youre saying the Samsung phones have sensors a magnitude worse than my ipod?
Could easily be
ooooookkkkkkk, Samsung cancelled
Why put top notch sensors inside when you'd only ever use it with Gear VR for VR
Nah, cancel yourself :p
No idea
Compass doesn't need superior sensors
Plus, you'd need compass in the wilderness
So might need the one without batteries ;)
pffft Samsung, no time for good sensors but they have time to add exploding batteries
iphone8...with magical exploding battery
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
and I recall they said they did it for iOS
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
but its done for cardboard, which is android tech
the author should know why it was jerky
you got gearvr?
That's the problem with hardware fragmentation
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
On iOS it's not a problem
As hardware is good enough across the board
So if that Johnny Walker app runs on iPod, it will run on any iPhone too
you got gearvr?
Yeh
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
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
I know you lose the good extras, but it does work as a simple viewer?
weird you have to hack it
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
Why on earth do you want to use S6 with Gear VR as Cardboard?!
Just get yourself actual cardboard
It's dirt cheap
well my cousins etc all have s6 for some reason. no-one has a gearvr
but theyd get a $10 cardboard
Well, if you get S6 and Cardboard, then it works out of the box
why would iwant to test on a cardboard if I had a nice comfortable gearvr
I was just about to ask, why would you use cardboard if you have an S6/7
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
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?
that's what I expected, unless gearvr software is detected it would just be a dumb VR viewer
So, if you can open other apps while having the GearVR connected
i should work with CardBoard stuff
But i have none here
Working on something for Gear VR: https://www.youtube.com/watch?v=WO7pWYUxko0
as i stopped bying Samsung phones
was it you that did johnny walker?
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
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)
Probably nothing anymore. Had the S1 and friends had the S2 and S3 and i didn't like it. Currently having a One+ X
yeah, I had S3 and S5 and while S5 was okay'ish, it was all plastic
S6 is awesome. S7 is even better.
I had an iphone4, then a lumia920
I actually had Nokia C2 which isn't even a smartphone, but rather dumbphone..
I got S6 only because of Gear VR
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?
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
that space game was really cool when the ships appeared around you
didn't actually play the game
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
GearVR is too passive to be good for games
In my opinion
The Vive on the other side is tons of fun
well, what's cool on Vive? π
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
apparently you can sell gearvr apps on the normal googleplay store
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
hmm can something mobile track similar to the vive?
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
OTOY figured out how to velcro Vive's controller to Gear VR and have positional tracking... Still needs PC and Lighthouse stations