#virtual-reality
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but it means running a multiplayer game and using a PC to handle all the steam vr stuff and the gear vr to just take in the view
or you can just buy Vive's Lighthouse and controllers ๐ They sell them separately now
not that it changes anything for the person in the experience, just means extra hardware to run it so not something consumers would do
I personally don't care for inside out tracking because I never use Gear VR outside of my house
so I'd be happy to have Vive-like tracking for Gear VR
manus VR has the touch sensor stuff in them which seem ok. Dexmo was doing another cheap version too but it was better due to full restricted movement
i've only tried cardboard with an iphone briefly (meh) and Vive (amazing)
@mighty carbon inside out tracking is no good outside anyway, tracking range on the hololense, tango and magic leap is about 3-4m
so why pursue it instead of settling for conventional tracking for now ?
because its purely on the device. You can pick it up and put it on wirelessly anywhere you want. much more consumer friendly than trying to get people to setup lighthouses or even worse to try set up 4 rift cameras
VicoVR
doesn't require PC at all
but like Kinect, it can't really track 360 deg.
I actually want to mess with VicoVR when they get their plugin for UE4 working
although I don't like their attitude: "SDK is there, you need it UE4 plugin - you make it happen. We focus on Unity for now"
yeah i have 1 of those on order at the moment, assume it operates fairly similar to kinect and tango but that's still an external piece of $500 equipment for a person to purchase. much better to have a single device that doesn't require anything extra. game developers can't develop for a 1% of 1% piece of hardware
well, software drives hardware sales
if there are worthy experiences, people would buy a 3rd party accessory for tracking
at this point though I believe hand tracking for Gear VR is more important
99.9% of people wont go and buy some random $500 piece of equipment on top of their $1000 equipment and software developers know that and don't bother. hence why the Kinect v2 is performing so well with its amazing software experiences..
Kinect has good apps? That's news to me ๐
yeah samsung disagrees. No point with hand tracking if you don't have positional tracking
because there was zero sarcasm there... microsoft abandoned the kinect entirely
I know that, but there were no good apps there
plus, while it's not odd to use hands in VR, it's odd to stand in front of TV and move to control whatever needs to be controlled
IMO
I still think being able to reach out and interact with things while seated is better than having positional tracking and use conventional gamepad or touchpad
it would be nice to have all of it at once in one package, even if it's not built into Gear VR
you can go out and buy the $1500 perception neuron and do full body and positional tracking without any problems
exactly what people think with purchasing any extra piece of hardware
VicoVR
oh man, just remembered seeing a video of someone setting up one of those suits for use in VR ๐ฎ
its pretty decent compared to high end mo cap gear
only takes a few minutes to get on. gives full wireless positional and full body tracking for gear vr
yeah looks sick
but nobody is ever going to make consumer facing experiences for it because nobody will buy it for that. I wont use it for events because it's too much of a hassle to get people into it. I have a big 1 on next weekend with a vive and even then I removed controllers from it to make it easier for people to get into it
its not the complexity of use. its the market penetration beacuse nobody bothers to make software for it
and also their level of accuracy is not very good either, it's about the same as a kinect v2. not really suitable for vr
99.99% of developers because the market share of the hardware is insanely low
catch 22
same reason that nobody is still making games for windows 95
investors put money into low risk ventures
market
and its actual active user base is only in the 10s of thousands
hah you really think 60+% of owners of the hardware purchased a single game?
you think there are 7 million gear vr's in use now?
yep that means that 70% of people that have gear vr got that game
so optimistically 70k could purchase something in-game (it has IAP)
im saying that 700 000 different people having and playing that game is complete rubbish
market for Gear VR is larger than Vive and Rift put together
potential market for it is yes
im telling you that active user numbers on it are abysmal. they got a million out in the wild because they were giving them away for free for 1 million of them
people picking them up and using them consistently (at least once a week) is only in the 10s of thousands.
where do you get these numbers?!
Samsung is my client. my company manages their CRM and marketing for them
so we are doing the advertising and targetting specific things along with looking at what actual people are doing with their products
ah, nice
so, how to tap into GearVR's market and make some money for a lone indie dev ? ๐
nobody really is. majority of their use is watching videos and for event demos and stuff. Some simple games might make a few bucks but its something thats quick and easy to pick up and zero learning curve so that they can show it off to their friends
odd
are people that lazy nowadays ?
or unaware?
or simply no killer app for Gear VR and that's why core users don't care ?
there is no killer app on any vr system yet. Vive still has the most interesting stuff to play because of the room scale, but its way more fun when you have a few friends around. and still 90% of the stuff you don't care to play again and again for hours
rift will be interesting once the touch comes out but you lose that full room scale fun because most people wont be running USB extenders and whatnot to 4 corners of their house
well, desktop VR is prohibitively expensive
I don't see it become wide spread any time soon. Not even PSVR
Gear VR on other hand is accessible
but I wonder if people in general just really don't care for VR
its still $1100 USD here in Singapore to get a note 7 and gear vr. quite a bit of money for something that 99% of people still dont care about
most people have never even heard of the vive or understand what proper VR is. most people are just exposed to 360 videos on cardboard or gear vr
$1000 cheaper than desktop + Vive
plus in USA you get phone on contract/credit
so you only pay for Gear VR and whatever initial payment you have to make for the phone
so startup costs are around $200
S6+GVR is now ~$500 total
essentially, the problem is how to get people interested, assuming there are going to be better apps/experiences for Gear VR than there are now
I wonder if Samsung is not that invested in Gear VR
what do you mean you need to deploy for cardboard? then it wouldn't work on gearvr
just saying, you could get one
I'll wait for S8
also its only ยฃ100 more and gets you HDR screen and pen
screen is the same as in S7
not according to samsung
HDR doesn't make much of a difference, i wouldn't use that as a selling point at the moment. The capability to display HDR colours is different to software utilizing it
the gear vr for the note 7 is better than the s7 thats for sure
Samsung Galaxy S7 Android smartphone. Announced 2016, February. Features 3G, 5.1โณ Super AMOLED capacitive touchscreen, 12 MP camera, Wi-Fi, GPS, Bluetooth.
Samsung Galaxy Note7 Android smartphone. Announced 2016, August. Features 3G, 5.7โณ Super AMOLED capacitive touchscreen, 12 MP camera, Wi-Fi, GPS, Bluetooth.
same screen
you said you had the exynos s6?
all s6 have Exynos
I wonder why s7 has exynos and sd820
no idea
there are some nasty bugs with sd820 drivers
apps crash on those in some instances
do you remember the nick of the guy that did the johnny walker vr thing?
neither Exynos nor sd820 are as fast and performant as iPhone 7 SoC
nope, sorry
wasn't it @pearl tangle ?
I asked earlier and he didn't own up
its more up to software than hardware with that really. all the processors are pretty similar on any of the high end mobile devices. each of the markets gets some variations too for some reason
@pearl tangle Are there any PR companies who help indies (and AAA) to get awareness of their apps raised among Samsung top phone (S6+) owners ?
if they managed to get access to the Samsung database sure, but I doubt any PR companies would get that apart from Cheil if they decided to do PR stuff. and nobody is going to be doing it for free either, PR isn't cheap
Is Cheil your company ?
nope Cheil is a majority Samsung owned agency that also owns 51% of my company
o/
Setting screenpercentage via an unbound post process volume breaks stereo rendering
Quite annoying since using a bp with a post process volume would be a great way to set some graphics in several maps
what platform ?
oh wow, that is good to know
revera
hmm that's odd
VR/VR Play buttons are disabled
well part of it might be steamvr decided to half-launch. something isn't running
I dont understand what steamvr is
can you explain it to me. Ive looked it up but there website makes no sense
http://store.steampowered.com/steamvr makes a whole lot of sense to me
it's this software... that crashes a lot ๐ญ
unreal + streamvr just all crashed on me lol
but it's the softare that drives the vive VR experience
SteamVR is the software that is used to drive the HTC Vive
you dont do screenpercentage
by the postprocess
you need to do a r.screenpercentage X command
you can do it on level load, or on your gamemode
postprocess has to be kept at 100, with literally everything disabled
btw, using 4.13 forward renderer works fairly well
good speed increase in most the cases
but its also a bit buggy
the best is to grab the Nvidia branch with multires
enabled multires increases performance by 40-50% easily
no change on perceived quality
@real needle you can just use r.screenpercentage and toggle it based on triggers
does yalls app crash if you enable VR... disable... then enable again?
using UHeadMountedDisplayFunctionLibrary::EnableHMD(bool);
my game does not like that at all
am I doing it wrong or is it a bug?
@abstract gale thats so highly dependant on your actual scene,its a bit difficult
but basically, get down your draw calls
dont use translucency (or rather, just a little bit)
oh dammit, i wouldnt have thought that a little bit of grass-foliage has that big of an impact onto fps...
the 4.13 forward render is hella early and far from optimized. Multires shading is pretty great, except blendables don't work with it ๐ฆ
also it doesn't help users on AMD cards
Looking forward to 4.14 tho. MSAA + fwd render is noice
dumb question: will the forward rendering also help a bit in terms of translucency?
it should a bit in that translucency is handled differently
it will make translucent materials have way better reflections/lighting, doesn't necessarily mean you can go crazy with tons of them. Overdraw is still overdraw
funny enough, the scame scene (with quite some trees, grass, etc) runs with 85 fps on 4.12 and with 70fps on 4.13 with forward shading enabled ๐
and 4.13 forward shading has no AA either
thats no problem, since i have AA disabled anyway. i am going for SS instead of AA (well, until MSAA comes with forward shading in 4.14 ๐ )
does anyone know if 4.14 fwd shading will support dynamic shadows?
well, thats one of the main reasons to actually do forward shading
not that much sense having support for fast dynamic lighting without dynamic shadows ๐
Just checking because its completely off in 4.13
I know its early but just wondering
yeah, noticed that too.
but yes, they didnt even write it into the release notes as experimental, so we shouldnt really even test it ๐
True. another thing, I really need to figure out how to improve landscape performance in VR
uhhhh
whats your problem exactly?
eats up performance like crazy
๐
working with an open world setting, already tried world composition tiled landscapes and turning up the distance lod factor
dynamic lighting?
in the profiler basepass takes up 5.5ms in a scene with nothing but our open world landscape
adding all of our assets don't take up that much, and the dynamic directional light we have only takes ~1.5ms
unfortunately my landscapes are pretty small, so not much from my side ๐ฆ
I'm not sure dynamic shadows will really be any faster in fwd renderer. It's more about allowing MSAA (crisp picture in VR) and allowing addition translucency quality settings
its basically that the forward renderer is much faster with dynamic lighting and shadows; The downside is that the number of dynamic lights is maxed at 4 (influencing any single point in the world at the same time) and that some effects dont work in forward rendering
remember ue3? dynamic lights were pretty fast, including dynamic shadows -> forward shading only
but isn't performance also tied to how many actors are receiving shadows then?
that again will go mostly into draw calls then
lets say it this way: with forward shading (lets use the oculus branch as comparision to deferred) i have a scene with a dynamic light and quite some enemy characters at 90 fps. the same scene with deferred is....well, it lets me puke
it isnt really that much faster
the forward renderer is about VR antialiasing
and less memory usage from the GBuffer
it is indeed a similar thing to oculus implementation
or to Doom implementation
renders the scene on a depth pass, then calculates lights into tiles, then renders the normal geometry again
it is actually slower if you have high polygon density
in one of my tests, i had a 4 million scene, PER EYE, and it was noticeably slower on the forward path
that was what I meant by the actors thingy
btw, 4.13 also has that thing where it caches shadowmaps
from static geometry
so shadow casting stationary lights are much muuuch cheaper
yeah it's now enabled by default I think
i think it is enabled by default, but havent tested
the real vr update is probably going to be 4.14 with the MSAA forward renderer + nvidia multires branch on it
it would actually leave unity in the dust, becouse unity Valve forward renderer only works with 8 lights i think
forward rendering is currently in 4.13 but still marked as experimental, I might have to look into that one day. I wonder if I can use both in a project, because I'm working on a hybrid project with non-vr + vr players
I just wonder if I can set a flag on startup to change the rendering type. maybe a -forwardrendering command or something
doesnt matter, really
the problem with the experimental forward renderer is that it can do oddd stuff
i heard of someone who said that his vegation didnt work on it
wow some of this VR helper stuff is actually quite the opposite of helpful
doesnt affect me, i might try to merge with the MSAA commits from master into 4.13 normal
and test it
or just go yolo and use master
gearVR doesnt have a motion controller by default
last time i saw gearVR doesnt have motion controllers at all
it uses a gamepad thing, no?
but the default projects put in motion controls into the cpp, making my fiddly setup all the more fiddly
I'm disabling a lot of stuff anyway for the VR type, vr player ist seeing the map on a table scaled down 1:10 or something, I can disable all the small props and vegetation that non-vr would see. But I imagine I could run into odd problems when debugging some stuff :P
Im gonna try enable to plugin to get it workin but I doubt it'll build still
in fact, im not trying github Master right now becouse every compiled engine its 50 gb....
my 480 ssd is full and its only from unreal engine stuffs + windows
Ive got like 84GB of UEs installed, thats just installs no compile versions ๐ฎ
someones got phat pipes
anyway, might do it on the slower drives. Maybe the not-even-4.14-yet branch wich has MSAA works well enough for VRMultigames
or even my more ambitious game
oh I like that word, something I think is abit lacking in the industry hehe
did any of you make the johnny walker vr app?
I think 4.13 is the worst release so far (I started with 4.9, so maybe there were earlier releases full of issues)
I think I worked out what I gotta do, Blank cpp project, BP FPS, copy that into the Blank cpp, remove motion controls and I should be good to go with GearVR I hope
not sure if I'll be able to use google motion controls in the future or not, I havent really designed for em anyways
Im going for what I call the recliner experience ๐
so has anyone had their game crash when enabling/disabling VR?
yes
ok so its not just me
especially annoying if steamVR crashes and it drags UE4 with it into the depths of hell
^ I hate that so much.
well at least I know Im not alone on that
its cuz Valve is too poor to fix it, they spent all their monies on the internationals ๐
poor gabe couldn't even afford proper shoes for the internationals either, he showed up on stage in flip flops :P
Nah, UE4 crashes because if its using SteamVR and SteamVR crashes then the SteamVR modules didn't shutdown correctly so UE4 just doens't know what to do.
you can always tell how well Valve is doing by how long gabes facial hair is
no hair = afford razors, long beard = outlook not so good lol
all vr seems to be half assed
I looked at gearvr forums, so many problems totally ignored by oculus
I actually had oculus running not steamVR, but probably does same thing with SteamVR
yeah, idk i feel like once theres more money being poured into it all those bugs will get fixed
i fancied the new iphone7 but ue4 wont run on osx, freezes as soon as i click play on the editor
I dont like how the oculus app completely just takes over the phone, I expected something alittle more modular especially on android, like I wasnt expecting a seperate store for no real reason
I guess they feel they need some control but it makes the experience abit crapped IMO
i think its just oculus locking it down as much as they can
yeah Mons, its kinda odd. But i think facebook wants to make money with their own crap I guess
not through android store
if they had a download manager thatd be a great start
you have to sell on oculus store or package the game as cardboard
they do I think, you can run the oculus App and view the store outside of vr
and the fact you cant rate the GearVR app is shady as because its not on Google Play
or do you mean something else
I mean download resuming and simple stuff like that, using the app isnt so bad but it seems to crap out downloading if my screen sleeps
ah
I gotta sit there with the 10min time out tapping it so I can get the larger files lol
I would have liked to see it support a variety of stores though, thats one of the best things about the android platform vs the more proprietary ones
@mighty carbon 4.13 is no where near the worst. I started with 4.2 and before 4.6 UE4 would constantly crash for no reason at all. For instance you could be fixing redirectors and UE4 would instantly crash. 4.6 was the first real stable version up until 4.9 and then its hit and miss from there depending on what you are doing. Anything VR is always iffy regardless of the engine verion just because of VR being so new.
I see
I started with the beta lol they are all buggy POS lol jk, later versions are markedly improved just the UX still leaves abit to be desired but Im fussy
fussy or lazy, one of the two ๐
can someone please help me with BP ?
does gearvr with ue4 need c++, or can it all be done in bp?
can be all BP
i noticed a dearth of answers to gearvr problems on the oculus forum
things like it puts everything on the phone, doesn't use sdcard
just when it comes to building mobile stuff, it's much easier not to have a code project if all you have is windows
if it's a code project it'll demand to be built using the right IDE
so for ios, you need a mac all of a sudden. if you go BP only then you can build and deploy on ios from windows.
I imagine the same is true for linux
my hackintosh used to work but elcapitan seems to heave broken it for ue4
it all runs fine until you click play, then ue4 locks up
I'm currently readin up on gearvr dev
@wicked oak @silk lodge I was looking for a better way to do it. And since AA is controlled by post process I was hoping that I could use the same way for screenpercentage
if samsung gave a definitive answer if s7 will run daydream id buy one tomorrow
@wintry escarp I've had nothing but troubles with my s7
Shitty battery life, microphone portion of 3.5mm jack dead
oooh really, whats wrong with it
I've had it for three weeks now
why didn't you return it
i fancied iphone7+ but i don't see howi can get iPhone if ue4 no longer works on my hackintosh
I'm allergic to apples. True story.
since you don't like your S7, try the self destruct feature out
damn it, every review said s7 was the best android, with benefit of gearvr on top
@wintry escarp there's always odd ones
@wintry escarp what are you trying to do? code project?
someone here did johnny walker vr, it ran very poorly on an s6
I'm not convinced by bp, id rather have the fall back of c++
has anyone had this issue with 4.13 https://forums.unrealengine.com/showthread.php?122631-Issues-with-instanced-static-meshes-on-4-13 ?
I have this contraption working in 4.11.2 where I manually place meshes on the level, tag them, then drop in BP actor and all tagged meshes get replaced with instanced static meshes:
https://www.youtube.com/watch?v=OawGCXnDBPE
Works as expected (except for that yellow print in the log).
I brought the same BP into 4.13 (and instead of hierarchical instanced static mesh I used instanced static mesh; same thing from BP point of view). Sure enough, I got a mess going:
you need quite recent macs to dev so i cant buy an old pos to do it
apple must sell a ton of macs the users don't want just so they can do ios dev
yeah, it's not too bad buying a mac mini but to have it be obselete and unworkable for dev after 2 years is killer
I went to do the same for ios development back in the day, found out I had to buy a brand new one. which explained why there were hundreds of old ones on the local craigslist for cheap
that alone is a compelling reason to use BP if you're doing mobile dev from windows
you also have the route of making game plugins to add the things you really need to be C++ and get someone else to build all the different libraries for you
and try not to update them too often
there's online services for building mac stuff
so my vive arrives this week
I am so freakin' excited
has anyone worked out how to use the front-facing cam in UE yet?
I want to do some greenscreen shit so badly
You still need Mac to deploy release build for OSX / iOS and to be able to publish in the AppStore, don't you ?
nah you dont
not for regular iOS apps
for cardboard 1s using their plugin you do because it has to compile the plugin for runtime
@pearl tangle As far as I know Apple won't certify your app for iOS or OSX if it wasn't authored on a Mac.
when it comes to UE packages, are they able to tell?
I'm having trouble with this Provision Profiles step. I've generated all the stuff, I'm a member of an apple developer team, got all that.
I created the .key and the .csr but now from my research it seems like I'm required to use some xcode thing on an actual apple device to make the provision profile?
Am I not apple to simple package to IOS without a device like I can with Android?
err, https://forums.unrealengine.com/showthread.php?120806-Do-I-need-an-apple-device-to-package-to-IOS
I'm having trouble with this Provision Profiles step. I've generated all the stuff, I'm a member of an apple developer team, got all that.
I created the .key and the .csr but now from my research it seems like I'm required to use some xcode thing on an actual apple device to make the provision profile?
Am I not apple to simple package to IOS without a device like I can with Android?
"Mac OS X license doesn't allow to use this operating system on the other hardware than Mac."
apparently they can tell, because if they couldn't, it won't be an issue
I don't mean packaging on a hackintosh, I meant a purely blueprint game packaged on windows
but I bet when you register as Apple dev, your hardware ID (whatever that might be) gets registered and your submitted apps checked against that ID
if I was releasing something to the apple store i'd probably go all the way and package it on a mac because it removes a lot of difficulty
yeah probably
on the other hand you could make all the certs on a mac and use them on windows
which was how we had to do it right at the beginning
still need a Mac
๐
that's one of the reasons I don't want to mess with anything Apple
how are iOS games packaged? I thought with their limitation on interpreted code that they must be pre-building instruction sets with xcode and packaging them with the editor
they made it where it seems that it's a console, an elite platform and it's not
packaging has nothing to do with BP
when I package release build for Android, I have to generate store key and crap
has nothing to do with my BP
packaging on iOS has a lot to do with blueprints versus code. If you're packaging on windows your iOS project needs to be blueprint only, or it won't work.
so I have to use Java SDK and all that mess and cmd tool, then specify those in the project's settings. Otherwise it won't build and Oculus submission tool won't pass the app.
well, if Android is that restrictive, I bet iOS even more restrictive
I think they're quite different processes
seems like an unsafe assumption to make. it is what it is
so you can build your BP-only project on Windows, but it will never pass Apple to get into AppStore
that's what I'm asking, is there any documentation that says that?
as opposed to code projects compiled on a hackintosh
is there anything about an iOS binary built on windows that says "hey I was built on windows" that apple can see?
as far as I know BP projects from mac and windows for iOS could look identical
Your Apple ID is the account you use for all Apple services.
if you can get your Apple ID using Windows machine, then you can most likely release iOS apps
unless you have to build using XCode, which means you'd have to build UE4 on your Mac to get whatever data they need off hardware into libs/binary
I am speculating here ๐
if it's a code project then yeah, you have to move to mac and build it with xcode
maybe you have to sign your app after it's already built and deployed using their cmd line tools
might do. can just borrow a mac to do that though
well, many people can't borrow macs
Describes the common workflows to develop, test, and distribute your app.
you can definitely build iOS apps on windows only machine as long as it's blueprint only
as soon as something is on there that needs compiling it needs xCode
can they get all the way through the store release process?
yep
perfect
I did it 2 weeks ago with 4.13 for the 1 I released
badass
but it would build fine until I enabled the google cardboard plugin, once I did that then it had to go on the mac instead
yeah, that's what I thought you said, and it's what I found this morning
I had it as a code project too and wouldn't work so I reverted to a blueprint only 1 then it worked (without plugin)
I'm trying to configure my plugin to be editor only to see if that will help
but I'm getting some other generic build failure, even targeting windows
wenz Mac Developer Cloud is the first Mac Cloud Platform as a Service. Our Platform allows you to host and run your Mac application in the cloud.
yeah if you don't need the plugins for runtime then it should be fine
that's one of the services I mentioned
I don't think you can get away with Windows only, unless you use Mac for iTunes Connect or that service I just linked
ah, ok
Zoltan pretty much did it
Zoltan made that service? o.O
you just have to configure all your provisioning profile stuff properly and it's got to go in the correct folder
no. I made an iOS app purely on a windows machine and got it to publish
without using that service?
https://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=1140707795&mt=8 this is the Google Cardboard 1 I did a few weeks ago. It built on windows and compiled fine when its a blueprint only project with no plugins
enable a runtime plugin and it needs xcode, have c++ and it needs xcode. without either of those things and it was fine
so, how did you get around iTunes Connect ?
you don't need to I don't think
you dont. it's a website
based on the official docs from Apple, that's how you get your app submitted
there are a couple of different ways you can upload your packages on there
so far I've created an apple developer account, created all my certs and built and deployed a developer test on windows
@pearl tangle Could you please provide a link to the online way of submitting apps ?
"9. Submit Version for Review"
no more details on that
I imagine it's a web form though
if you're not doing a code project and you've made an android game you should absolutely drop it on iOS as well, no reason not to if it runs on it
well, if Zoltan indeed submitted it via web browser, it shouldn't be hard for him to confirm or provide a link
otherwise, as Apples says, you have to use iTunes Connect. I don't see anything else in the official docs about other ways of submitting you apps
Itunes Connect app
that app is for OSX only
that page I linked does go through the xcode process
who knows if there's another way around it
Zoltan said he was able to though
I guess it's a web based tool now
I guess I can get iPhone and start making iOS apps too ๐
yeah itunes connect is a website im saying
finally an opportunity to get on Apple market
(without spending an arm and a leg on hardware)
you still need to use a mac if you are using google cardboard or soemthing though but just use a friends machine to compile and upload
nah, I mean regular mobile apps and PC games
there is no way to monetize with Cardboard, especially on iOS
or should I say no good way
err, OSX games, no PC games..
unreal is still not great for mobile. Although the full release of 4.13 added a mobile publishing wizard so maybe that has improved some of the problems with it.
Manually having to go through and remove unused engine assets and stuff to strip down the file size is rather annoying and tedious
@pearl tangle That's why Epic recommend you only import what you need. Like if you buy an materials pack from the marketplace then only import the few materials that you need rather than the entire project.
eeh, not true
nah that doesn't solve the engine files
Oh, well engine files are a different story.
the best way before publishing is to create a new project and then migrate the maps you use from the development 1, that way you only get the files actually used
zoltanJr: did you test that on android?
if you specify maps in the project, then only assets used on those maps (or levels rather) will be packaged
it runs amazingly bad on samsung s6
@mighty carbon specifying the maps doesn't stop it packing all your different materials and everything. it doesn't recognize whats used and unused
I used to get ~300Mb builds. When I specified levels, got ~100Mb build
@wintry escarp what version of android are you on?
when it comes to samsung there's only one question: is the device on fire? If not you're doing good.
not my phone, I tried it ona friends yesterday
looked nice but any movement was super jerky
yeah needs to be on higher than 5.2 and it runs ok
was more targetting s7 upwards. not really a mass market release on that 1 since our target is people buying Johnnie Walker blue label which is about $350 a bottle so was only going for s7 up and 6s up
runs fine on my ipod
really, that 1 is very surprising
I don't think that small difference in performance between S6 and S7 can solve horrible head tracking issues
why is it do heavy on hardware, its just a room
there are more complex games run butter smooth with Gear VR on S6
so
I blame IMUs inside the phone
graphics wise we pushed it as far as possible. also there are some bugs with the Cardboard API setup
i just updated my s6 to 6.0 and it runs, on 5.1 it crashes straight away.
it moves smooth when you look around?
realised the publishing profiles were set wrong for that device. the device scaling doesn't go properly with the cardboard plugin so you have to force it, pushed it too far for the s6, fps is sitting around 35-40 so yeah its too jumpy
need to tone down the anti aliasing but then the text goes to shit, need to configure individual device profiles rather than just forcing everything to high. not something I really care about for that app but definitely something to keep in mind if you are trying to do a mass market release
the actual rotational tracking of the headset with the new daydream/ cardboard API is surprisingly good and has minimal drift
wait, so these phones cant actually use their full res and stay fast and smooth?
not when you are trying to push graphics like that. s6 isn't powerful enough.
gear vr does automatic device scaling so it's anti aliasing comes out better
Daydream isn't even part of Android 7 yet
Google said they will release Daydream as an update after Android 7 is officially released
this all sounds messed up, s6 and s7 has the hardware to do great...but its disabled unless you plug it into a gear
but the Cardboard plugin doesn't do the screen size detection so you have to force the scaling to avoid the major aliasing issues. All I did was set it to it's max value to get the highest quality and it runs ok on s7 and better devices but to make it perform better on s6 and lower need to configure that scaling setting
nah it's nothing to do with the hardware, it's just software
daydream is available, you can already be developing with it
I am just saying what Google is saying
Unreal has the plugin configured so that it will run with daydream or fallback to cardboard
you need to setup your developer device for it and the image is only available for the nexus
will they lock daydream to android, or allow it to goto to ios like they did with cardboard
oh thats another thing you need to do if you are trying to publish to iOS. make sure the cardboard/daydream setting is configured to only be cardboard. not daydream with fallback to cardboard
so ios is good but not if youre intrested in vr
apple wants to do their own VR/AR stuff
I hope they get on with it. I have a need.
they have been buying out companies and hiring shitloads of people for the past 2-3 years
apple will prob be iphone8, getting an iPhone 7 could be a dead end
I just pre-ordered one, don't tell me that ๐
yeah id say they are saving majority of their innovation for the 10 year anniversary
it'd be nice to see some new stuff from them
I only get a new phone every 4 years
samsung should be doing 1 of the flexible phones next year sometime. not sure if it will be part of the S series though. Apple definitely needs to do something cool to regain some market share
Apple should be getting into AR I thought?
I'm assuming daydream matches gearvr or beats it
they'll do AR but either make it useful or simply market-block anyone else who might have done anything with it on iOS
Hopefully make it useful....
Makes me what Nintendo will do in the future. We still don't know much about their new console which makes me think Pokemon GO was somewhat of a test for including AR features said new console.
theres speculation the 7+ cameras would allow for reasonable AR
small market though
one of the cameras is wide angle the other is narrower I think
but I guess maybe they can have some overlap
maybe that makes it even easier to do depth detection
apple have software that pulls depth information from them
neat
I think nintendo is going to get a lot more into licensed stuff for different consoles and systems. there is a mario mobile game coming out but its just a shitty infinite runner like flappy bird style
the cameras on the iphone 7 aren't far enough apart to get much depth information very well. Tango is getting built into a few different android devices that should definitely help for that side. the depth and spatialization on the hololens is quite impressive
tango on pixel phones would be a surprise
more and more rumours theyre going to be very expensive for 'nexus' phones ๐ฆ
lenovo has 1 out now already i think
Yup, came out in August
what's Tango?
yeah it works pretty well but its not accurate enough for high quality 3D scanning yet, its more setup for the spatial awareness.
like i can walk around a massive building and do a 3D scan of it and end up back at the same spot and it's still crazily accurate with knowing where it is. same with hololens they work really well
im really impressed with that side of hololens so once the FOV is 4-6* higher they will be great
that's awesome. detailed positioning is a big step
gps or is it tracking its own position from the camera that well?
probably everything
wifi hotspots as well
and they'll be retaining the data so that the next phone in the area can benefit from it and enhance it too
it uses the cameras, gps, wifi
then you have area learning built into it so it remembers the space it's in as well. thats how hololens works so well. you scan your space once and it learns it and adapts so that your holograms are always in the right spot when you put it on
I assume it's just device power that stopped them from doing that before this
nah it's more demand for it. not too many people need that kind of augmented reality yet
true
but it does work well for inside out positional tracking for mobile VR so thats 1 of the things that will tie in well for daydream
oct4 they will announce there is no daydream, then say come on people...it was in the name
lmao
haha
Qualcommยฎ Snapdragonโข 652 processor and who knows what kind of screen on that Tango-enabled Lenovo for $500
add top SoC and HDR SuperAMOLED screen and no one will buy it
thats a lot more than that lenovo 1 still then
Video:
MIT Technology Reviewโs EmTech Digital conference - http://t.co/Ip16iZ1QkH
Soon - we can start designing the future.
I was hyped
hah yeah the leap motion plugin doesn't get much love for unreal either
๐ฆ
I was hoping Leap Motion guys can finally make it work with Gear VR via USB-C, but I guess they don't care to rush
has LM improved? I bought one and had a Bad Time using it
pokemon will be gone by the time I get a phone that plays it
it mostly already is by the sounds of it
it follows almost the same curve as a gym membership
@dry fjord Supposedly improved alot. Still no Android support though.
get the game, play it tons, it suddenly drops off logarithmically
that's crazy, why'd they not do an android version?
even if people have to tap a location to say they're there
there's no multiplayer right? so there's no point in stopping cheating
pokemon go is on android isn't it
it sure is
oh
we were talking about Leap Motion, sorry
yeah haha
so I have a vive coming, is it worth prying the LM bracket from my DK2 and sticking it on there?
and.. can we access the vive camera in UE yet?
nah, that's jus tthere so you can walk about your room saying "we are the borg, resistance is futile"
get Manus VR instead
you're a manus
The latest Tweets from Manus VR (@Manus_VR). The Manus: the worldโs first consumer VR glove. Eindhoven, The Netherlands
ooo
thing is, I really wanted to do the green screen project cars cockpit thing
where it's your arms and wheel in the game
why did they call it Manus...
will that glove work on mobile?
should we fear what the Japanese will do with it?
no, mobile is looked down upon
right now Vive-only
They probably wanted to have it as Manos VR, but someone did a typo
they don't look like english is their first language
I don't even know where Eindhoven is
so which part of the body is the Manus in Spanish?
Manus means dickhead in New Zealander
ha
hah they seem like a good idea but im still skeptical until i actualy get to use them. i lost like $1000 on the control VR kickstarter 1 which went nowhere and seemed pretty much the same deal
@dry fjord I have the LM on my Vive, it does work quite well, there are some rare problems because the vive basestations can interfere with the tracking of the Leap motion. But it's generally solid and working as intended for me.
gotcha
I'll give it a burl
if my vive ever arrives
has anyone imported a vive to NZ?
it's stuck in customs
also, I had to bitchfight with sixense to get my money for the STEM back
they wanted to keep a chunk of it
I thought if a kickstarter goes nowhere you get a refund.
received mine on day2 of european availability, no customs or anything.
I didn't kickstart
I pre-ordered after the kickstarter, full consumer protections
my country are dicks about importing stuff
the tax has been paid but HTC filled out the shipping info wrong
so now they want it paid again
oh yeah i am still waiting on the STEM and the virtuix omni as well
kickstarter dont do anything to protect people from scams. i have lost at least $3k on there
yup
yep
so, sometimes things don't pan out
but kickstarter should still do a tiny bit to attempt to enforce their policies
yeah thats fine
some others have just completely scammed it though, never attempted to even update people on progress of the project and literally just walked away with the money
I thought both of those projects actually got to production and released final products
STEM and Virtuix yes. but STEM is too late to market now for anybody to care. meant to start shipping october but been no update in a couple months so probably delayed again
who did brianna wu rip everyone off with?
virtuix has only been concerned with getting more investment money
was it KS or GFM?
yeah stem is sunk. they can't get past FCC issues while the vive is pretty much everything it claimed to be and more
yeah only benefit of stem currently is extra trackers, but steam has opened up lighthouse tracking now so you can track as much as you want
two years after I argued a refund the same guy emailed me and asked if I still wanted them to fulfil the preorder or if I wanted a refund. good thing I'm honest.
that was two months ago
I heard the dev kits don't last
$1500 for something to just play with?! I'd rather put that kind of money toward XB1 development ๐
the lighthouse opensourcing is really exciting too. those sensors are cheap as.
more or less guaranteed profitability
yeah its crazy they didn't just sell it internationally first and not in the US then they wouldn't have had to worry about FCC shit
same bodies overseas
i am over in chicago when their first session is on but i have to be working that week annoyingly. was really keen to get that kit from valve early but gotta wait a couple months now
yeh
nah much less stringent with things. also if they sold it as a developer kit then it wouldn't need to pass those conditions
Oculus still hasn't gotten approval in Russia
it's like $3k to take the introductory course that is required to buy any sensors
which is what it was meant to be before anyway, then they just abandoned the developer kits to give people final hardware instead
yep $3k and they give you the kit and 50 sensors
and a 2 day course
that's awesome
I'd KS someone to do that
implementing an existing tech in better ways
that's not as much of a dice roll
are there any other good low-budget mocap solutions out now?
$3k isn't budget. budget is me printing out qrcodes on my inkjet
perception neuron is decent enough for most things
I wonder if their plugin works with UE4 and BP or if it's raw mess
I am talking about XImmerse
a proper motion capture setup costs more like $30k minimum so $2k USD is pretty damn budget hah
I'd want to run mocap data through motionbuilder or maya or something first tbh
it's not budget until I can do it in a weekend on a dime!
or a couple of Kinect V2's does a fair job for super budget
yeah they cancelled the windows versions now and you just use the xbox 1s with a usb adapter
I think that would be part of the solution, yeah
now I just need someone to write the software
I think there is one for that already
software already exists for it
nn
ipi mocap studio 2 should do the trick
to be honest, with the way most animation layering works you could get away by recording the same animation two points at a time with two vive controllers
oh nice
depends what you are trying to do with it. For a full body animation or something you can't really use vives. although a full body vive suit would be helpful. Perception neuron are looking to make adapters for that
subscription based...
fair enough I guess. it'll get pirated otherwise
to be honest rotoscoping isn't that bad
you just need three cameras
maybe five
replace the technological magic with a bit of work
rotoscoping what?
motion from video
manually set all the major join positions as you go through the timeline and just make sure they line up with all of the images
oh right you just want to do it for video recording not actual motion capture
just green screen it
nah I want a workflow for mocap that costs nothing. but it occurs to me that it doesn't need to be all that accurate, just clean
so something that lays up say three or four recorded feeds with a skeleton and lets you adjust the joins in all three profiles as you advance the timeline would rock. C4d can probably do it.
This is not cheap, but it provides professional quality: http://phasespace.com/
PhaseSpace optical motion capture systems - First affordable, high resolution, real-time optical motion capture systems for Engineering, Entertainment and Motion Analysis applications.
that's nifty
Yeah. My friends are using it for positional tracking of mobile HMDs
My face when a regular client wants me to make a VR prototype for them, but with just the motion controllers, not the headset
What is this, a Wii?
using it with Realsense or TrackIR maybe?
less likely to punch yourself in the face without the headset ๐
the headset provides quite a bit of protection against that
maybe still want a mouthguard
I think lighthouse setups require shoe lights also
getting dangerously close to exercise there. next you'll want a eating-your-veges sim
lol AR that makes meat look like veggies
I bought UFC trainer on the playstation, it required me to strap the PS wand to my legs but they didn't send me the straps so I never played it. Im not taping them to my hairy legs. I wanted exercise, not BDSM.
it can be called tofu-u
lol PS5 comes with a ball gag
should go well with all their leather clad code names
well it certainly gives a new meaning to the "pro" in PS4 Pro.
and the force in force feedback ๐
spend an hour training it to know your safeword during setup
shoulda seen the comments on this facebook thread about VR girlfriend app, one was put in your CC details or it wont talk to you ๐
hahaha
@sharp swan nope, they want to use a big screen.
Guys I got a hardware question. For my VR exhibition they got an X51 alienware PC with the following Spec :
I7 6700k
GeForce GTX 970
16GB DDR4 2133mhz RAM
256GB SSD + 1 TB HDD
Question is , Can I replace my 980ti card with the 970 without troubles ?! [any power issues or etc ?!]
the 970 should actually be a bit less demanding powerwise
I think you'll be OK performance wise too
but if they provide the whole pc, why do you want to replace the card in your own? or did i misunderstand?
he means switching to the alienware laptop
Because 970GT sucks vs 980ti and I won't get 90 FPS for my vr project
no no !
I want to just replace its GPU ... it's a desktop PC
oh ok
if an alienware pc doesn't have some redundancy in the PSU then I would suggest they are a load of humpty's dump at making computers.
to be on the safe side, they should tell you which PU is in that pc currently
yep , I just noticed another issue :/ my 980ti is hybrid card and I don't think I can fit it into the compact Alienware case
protip, maybe no alienware is better
but everything you do, keep an nvidia card over the 970
not fanboyism, is just that nvidia support for Vr optimizations are waaaaay ahead of ati
at the current moment
@wintry escarp Thanks! good to know that exists ... might get it.
Best approach Imo is Falcon Northwest ... If there is any proper money ๐
best approach is to build it yourself
or get it built
some PC part shops build the pc for you for maybe 50 dollars, and 50 dollars out of ~1000 for a pc is a good thing
yes ofc
judging from what ive seen of mobile vr lately, I assume desktop vr is a massive jump ahead
of course, cardboard its just a hacked together thing, and while GearVR is cool, it doesnt have positional tracking or good input
a oculus or a vive have positional tracking, hand controllers, and waaaaay more power
also cables...
oculus doesnt
controller are coming for ยฃ200
makes the price of the vr hardware ยฃ750, and id need a new gpu
@wicked oak : HTC Vive Mk2 is wireless
lets see how practical that is, and how it runs with latency and signal problems
but if they do like they have said, with a kit you can add to a existing vive, then awesome
I don't see how that can work
wireless HDMI is pretty reasonable
ive been studing signals and stuff in university, and i cant really get how can you do it on low latency
unless they create their own wifi pci card to bypass normal lag
wireless HDMI has latency
they probably do some smart compression or some more fancy algorithm
like not compressing the center but compressing the edges of the vision and that kind of things
everything has latency, it's how you deal with it that counts
yeah, but we dont know if the kit does timewarp on the headset
bypassing the router and connecting directly to the HMD would reduce times
with timewarp on the headset it makes much more sense
but, for example, steam link has 30 ms latency minimum, at 1080p. This on a ethernet wired connection that has 0 loss and runs at max speed
thats too much for VR
it has to maintain the 90hz
if they use an ASIC compresor/decompressor with a specific format that is NOT hdmi, but something more optimal for VR, and then they also do extra calculations on the headset itself for timewarp it is perfectly possible
I thought lifi was supposed to be super fast
normal modern wifi can do 150 mbps
i heard lifi is very very prone to interferences
what would probably destroy that vive thing, is range and/or collisions
what if your neighbour has one too?
ah, that
yeah, that could work, on that room
after all, you can encode a ton of information on light
thats why fiber optic is so fast
so been playing with the vr template, and wondering... does steamvr not expose the hands the controllers are for or does unreal engine not handle it properly? at least i don't see what could be wrong where it gets your hands backwards
like the power on order matters maybe
left one is the one that powers up first
on Oculus its obviously not an issue becouse the controllers are not equal
yeah just seems like it should use whatever steamvr thinks is left (dash shows the right hand indicators)
but then again i don't know if that's exposed
it is
each motion controller component has a hand variable
3 possibilities, left, right, and pad(for psvr dualshock)
it looks like it's using them but it's not lining up with what steamvr says
it's also something i've seen a mix of with games/apps out there. some sometimes get the hands backwards some always get it right
sounds like you can technically update the library & tweak the code slightly to fix it
library looks updated but code isn't
im compiling ue4 master branch to check the forward renderer with msaa, ill return with results
guess a fix for the hand issue is stil waiting review/merge https://github.com/EpicGames/UnrealEngine/pull/2659
@wicked oak would really be interested in your test results ๐ maybe you could also do a very quick performance test? ๐ (so i dont have to try myself)
im going to port VRMultigames to it
then maybe, very maybe, the DWVR game wich is much more complex
vrmultigames is much simpler, but its very simple graphically too
if it runs well enough, might even patch that to the Steam public version, and see what people say about it
the rift doesn't have any hmd controls does it? everything that isn't looking around is done on the gamepad
Oculus Touch exists and will be $200 when it arrives
(also, they are motion controls, not HMD controls - I'm not sure what you mean by that)
currently the rift is controlled only through the MS gamepad
rift has no gearvr like controls on the hmd
well no, because controls on the HMD would be daft
it has Touch instead: https://www3.oculus.com/en-us/touch/
Oculus Touch
that's coming soon, not what theyre using just now
there are games that already use it, though I couldn't name them, and there's plenty of hardware already floating around, but yes, it isn't consumer-available yet
well, i dare to say, most devs working with rift support already have touch and working support for it
just because UE supports it doesnt mean that the games work for it. took me a day to really support it in my game
there are games that already support it though, this is my point
yeah of course. the dev kits are out long enough now ๐
IIRC, there are already about 20-30 games that support it, so I guess by the time the consumer models are easily available that number will be pretty reasonable
we tried to get touch controllers from oculus but for some reason, even though they gave us DK1, DK2, CV1, they didn't want to give us controllers. Strange really.
?
i got them really easily
but i heard from others that had some issues getting the touch
odd, all we had to do was e-mail and ask
i had to email 3 times
first time i got ignored
second time i got ignored, even with a steam game published (Deathwave)
so i bought a Vive, made a game, got 25.000 downloads, and NOW they gave me some
i just asked for a cv1+touch with a demo video link in the mail. got 2 rifts + 2*touch
question is, where did you write?
well, i did send them prototype videos with a dk2, and got ignored
im kind of really fucking mad from that
now im super late, only got my vive on june
july
in 1 month after i had my vive i had VRMultigames published
its at 33 positive reviews, 1 negative
from a troll
^Yeah
pisses me off to no end that how much of a head start a lot of these 2nd party dev studios got with consumer release dev kits
always been the same, those with money get the attention
Like you can literally shit out a VR product right now
and most likely make money
but you need the dev kits
There's such a small pool of VR games right now
not quite, steamVR market is getting saturated real fast
So any body that has the headstart getting the devkit has a HUGE advantage
anyone recommend a gamepad to connect to mobile devices
ahh, YES, im a finalist on Playstation Awards
in spain
170 projects applied, 20 of them were selected to the next step, and we are going to be covered by sony themselves
im one of the finalist teams, with my VR game DWVR wich is going to be on PSVR
gameplay video
@wicked oak Muchisimas felicidades!
why do all the vr games teleport around
@quiet comet Have you tried applying for an Epic Games Vr grant?
@quiet comet You can substitute money for hard work ๐
oh i did a whille ago, for deathwave
they get ignored
all of them
you need to be famous on twitter or the forums first
@wintry escarp Because, for a game that happens in a large area, walking is usually not an option
my solution is quite good
you dash around
and can even shoot or slice something on the way
Does anybody here know me? Probably not. But I got an Epic Games VR Grant. And I'm like 17. So it can't be that hard
but you would run about in a normal game
@wicked oak I personally like more the games like Xortex that happen in a small space
wtf how?
@wintry escarp That will make the player dizzy, believe me
VRMultigames
check this
from my VRMultigames reviews
see how the recent ones praise the bow game
wich uses the exact same movement as DWVR
also, ill add confort features
like normal "blink" teleporting without dash
anyone managed to get the free ios provisioning to work in windows?
works on osx, but ue4 is instant lockup
@wicked oak Well, two people can get to the same idea separatedly
I'm gonna get a little bt controller and give super low end VR a go, while I wait for pixelphone
desktop vr is so expensive I don't see there being much a market until next year
why do you think im applying to stuff and shit for PSVR
i could get a rift but my PC is borderline under the spec
anyway.....to google.....bt gamepads
And most of the stuff from desktop VR is already by default in SteamVR :/
Has anyone tried XImmerse with Gear VR ?
do bt gamepads work on ios ok? or do apple play silly buggers to make you buy something they sell?
wow, htc might show a wireless vive this year
I would love wireless Vive
The wire is the most inmersion breaking thing right now
yeah i accidentally step on it right behind me sometimes yanking on my head :/
lifi and a box on your belt would solve it
then remove the panels/lenses and project the image directly into the eye
paint my retinas!
that would massively reduce the weight on your head
hmm someone was talking to me recently about some research or osmething where they'd basically bypass the eye?
@wintry escarp That doesn't sound very safe...
pfft, safe ๐
thats what magic leap is supposed to do
theres already film headsets that project into the eye
it beams the image into the glasses, wich are like normal glasses size
and then it projects bakc into the eye
those new mirror projectors are very low light level
youd be looking at a little silver panel until it turned on, then bam....image projected straight into your eye
no smears, steam, dirt
yeah much lighter headset + higher resolution would be super sick
im back with my ue4 master experiments
complete and utter failure
couldnt find how to enable msaa
r.msaa.compositingsamplecount did nothing
and ALSO, i get a very strange black strobing
and my plugins dont work(expected)
sooo, better wait for 4.14 preview at least
Well, long wait that is
not really
1-2 months probably
they normally start with the next version previews once the version before its already patched a few times
Guys, I need Help ! The Festival I'm participating got me an Alienware x51. without a GPU.
considering that It has a Mini ITX mainboard. I'm about to buy a GTX 1070 mini ITX for it ... Will I get barely the same performance from it compared with my 980ti on a X99 pro board ?!
1070 should be faster than a 980ti
Yeah, just thought that mini ITX ones might get less performance
@wintry escarp I'm also worried about the Fatness of this 1070 card ... might not fit in the case :/
why would anienware make a case you couldn't fit a good card into
theyre supposed to be all about performance
"alienware x51 without a GPU" -> "all about performance"
just alienware doing alienware things
check the space
the ITX is not important
as long as it has a PCI express port
wich it surely does
now, you need to check the actual space that thing has
normally they tell the maximum size on the specs of the case
there are also small-ish 1060 and 1070 cards i think
is ITX the boards that are about the size of the back panel? since i have a GTX 1080 FE on one of those smaller boards in my PC
though i worry my small PC is having cooling issues now
@wicked oak this is the case :
http://www.silverstonetek.com/raven/products/index.php?model=RV01&area=en
Compatible with expansion card up to 13.3 inch, width restriction-7.09"
gah why you no work GearVR
haha I just want one of those Acer dual 1080 laptops ... all problems solved then
all problems cept you need to spend 10hrs a day in the gym to carry it around ๐
damn, unrealengine failed to compile :/
@snow raft lol yeah ๐
its powerful enough to run a pair of legs though so maybe thats a solution worth exploring ๐
android now for androids
i would never get mitx, id like matx
yeah Im not happy with itx, mines okay but its too fiddly, my next one will be micro atx
they really only give room for a 2 slot cooler and alot of them even if they are short are getting fatter
can fit a 240mm radiator in there too
that acer isn't a laptop, its a luggable
itd be fine attached to a mobility scooter
least then you can use its battery so it doesnt die every 5 mins ๐
It's strange that I think I have to get a regular 1070 GTX because it fits better to that Raven Silverstone case ... compared with ITX 1070 ๐
my ITX does fit in my hikers backpack luggage thingo though with room for a few nights clothing, itd fit in carry on if it wernt too heavy
acrylic is probably better for weight
GV-N1070IXOC-8GD, Core Clock: 1556MHz, Boost Clock: 1746MHz, Memory: 8192MB 8000MHz GDDR5, Stream Processors: 1920, SLI Ready, VR Ready, PhysX/CUDA Enabled, 3 Years Warranty.
do the standard 1080 waterblocks fit on those ones?
@wintry escarp the height and width is quit perfect but I'm worried about its depth (fatness)
yeah you can see its clearly more than 2 slots, I have a 960gtx itx and it only just fits in 2 slots
Mhmm good to know.
trouble with itx is a few mm and youre screwed, I had to mod my case to fit the liquid cooler on it ๐
2.5mm out and yup cut the case with a grinder lol
Haha ... yeah It's too tight for everything
heh I cut my case to have an extra side fan. First time i've done that but well worth it
1060 would be pushing it
The other thing I would like to know is the PSU ... 500 watts would suffice a 1070 and haswell i7 ?!
the standard 1070 with the water block is actually kinda smallish, its only the pipe clearance that might be an issue but typically its corners straight off the block
a good 500 would be fine
Id say it might be smaller than the stock air coolers in depth
but with itx youd only have room for 1 140/180 radiator tops unless its mounted outside and the cpu would need room for air cooled
probably not too much of an issue with new cpus tho
I was thinkin I might be able to squeeze liquid cooled cpu and gpu on a 240 radiator in a m-atx, who knows though just pipe dreams atm ๐
is waiting on PCIE4
as if current PCIE is a bottleneck
anyone know how crippled VR would be ona gtx780?
Id rather not have an out of date mobo is more the way of it @wicked oak
it should all be cross compatible but I figure since its a big move already I can wait it out ๐
it will still be a while until motherboards with that happen
but it is a good idea to wait for AMD Zen
what was I reading, soon all cpus will require win10 or somethin, not sure how much truth there was to that headline
Im curious is it possible to have a wrong osig file? it packages all fine, file is there but it still throws the exception about not being signed
lol yup it is, doh
whys mine like 30 characters and all the tuts are only like 12 ๐
http://www.gsmarena.com/oculus_warns_gear_vr_users_against_using_the_headset_with_galaxy_note7-blog-20342.php that explosion looks so realistic ๐ฎ
Nice, SAO all over again