#virtual-reality
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I know the secret hand gesture
something is just not right here, the oculus store loads but my project seems to load fine according to the logs but I dont see it
copy apk to your phone, run it, it will ask you to place your phone into gear vr
yup do that and then black screen, oculus store
has nothing to do with Oculus Home
log tells me it gets to Begin Play
did you place your OSIG where it should be ?
yup, osig all looks good now
maybe 4.13 bug
worked well in 4.12
I'll try deploying for Gear VR today (was waiting on FMOD to release updated plugin)
if it doesn't work, then ot'
... then it's a bug
Ive tweaked the plugins, it might be something in my settings Ive done wrong
definitely seems like something is not right with shaders though, its compiling thousands and its only a basic template, the obb package is a few hundred meg for a tiny amount of content
why dont they just use VR to control robots on the space station instead of using astronauts ๐
latency
yeah cuz Im sure they are rushing around in zero g
robots can have magnetic boots for gravity ๐
you need instant feedback and it's not going to happen
not sure what they need instant feedback for exactly, maybe i need ot pay more attention to hwat they do up there apart from selfies and play guitar
like see how high marijuana plants grow in zero g vs tomatos?
yeah do have some plant experiements i recall seeing
there was also the one where they had that astronaut who had a twin, he stayed on the station for about a year to see the affects of being in zero-g for so long
yeah he is older than his twin cuz of relativity now
wonder by how much
zero g isnt too good for humans, astronauts arnt just regular people either thats kinda why I thought telepresence might be a good idea
just run some fiber up to the ISS ๐
or shoot it with a "laser"
astronaut is playin UT like man this 12ms ping sucks
haha
yeah, all sorts of problems if we're going to have one of those 100yr spaceships!
yesss it works ๐
musta been a setting
time to take over the ISS and assume command ๐
apparently its going into private ownership soon, NASA was saying they want to sell it and focus on a Mars trip
maybe Mark Zuckerberg can buy it, call it Spacebook
Hey there. I'm having trouble controlling a character via Blueprints with the Vive headset. I can control the character but since it's possessing the same pawn that gets input from the standard mappings, the effect is that the character moves but stays in the center of the chaperone. What I'd like to be able to do is control the character without the VR camera moving. Basically, I want the character to run around the chaperone room-space without the HMD being affected. Anyone have suggestions on how I can achieve this? I've looked at Input docs but I think I'm missing something fundamental.
Is that aimed at me? If so, just VR.
you need to create a camera that isnt parented to the character
and switch to that one
you can do that by placing a camera on the floor of the map, and telling it "player possess"
or somthing like that
its a property
like auto posess
also make sure that it has the follow vr hmd to true
alternatively you could also use a custom player camera manager
if you need some specials
Hot damn! That worked! Thanks, @wicked oak and @real needle .
I kept trying to do the other way around -- detaching the main camera from the basic input. That just doesn't work.
normally, unless you override it, pawns get a camera
automatically, on their "eye location"
wich all pawns do
there is a function like "GetEyeLocationAndRotation"
by default its position+rotation on just a Pawn
a camera gets created there and parented to the pawn/character
if you add a camera to the character blueprint
just a camera component
it will automatically be used instead of creating a new one
off-topic question: anyone here knows stuff with streaming levels and navmeshes?
Hey guys I'm trying to package a UE4 Vive project. Is there anything special I need to include for it to open in SteamVR Direct Mode?
literally nothing
but you might need a -vr parameter in the shortcut
or at least a "stereo on" command on the beginplay
thats what i meant with "depends" ๐
in 4.13 theres a checkbox for that in the project settings
with <= 4.12 you need to do what vblanco said
did you know those things i just said work on that star wars thing they just released?
(from my POV its usually easier to do the stereo on command on beginplay of the entry level)
if uou add -vr as launch parameter, it opens on VR and works
haha, nice ๐
Ah thanks guys. I turned on stereo on. I'll try the -vr launch parameter. TY
That helped a ton. Thanks @wicked oak and @real needle
so what's that in real person dates and prices?
Some time in november with a 200 dollar price tag maybe more
they must be simpler to make than headsets. less supply issues.
I do not know
does the rift come with more than one camera yet?
unlikely
I don't think it does, but I think you can buy extras separately?
does it support a second camera?
there was talk of them adding one
they added LEDs to the back of the HMD for tracking the user when they turn around
but the controllers are going to be occluded a lot
I could be wrong, but if they don't offer additional sensors yet they ought to
in the future, unless they can magically make everything work with just one ๐
things like google tango should make it irrelevant
put the camera on the HMD
cameras on the hand units
I still prefer lighthouse as a solution right now though
In the mean time, they're kind of in this limbo though :\
Granted, the tracking is much better than it was with my DK2 when I tried the CE
I agree though, something with cameras on the headsets would definitely be more consumer-friendly and easier to setup
my vive hasn't cleared customs yet. I can't wait!
not only detect rooms but do some depth filtering and put your hands into the sim
why can't UE see the vive cam feed yet?
If it's clearing customs, where do you live?
New Zealand
Oh yeah, quite a trip for that package
I had to register a company and get a client code in order to import something over $1k
wasn't too bad a process though
I used a copy of a friend's form since he'd converted their shitty word doc to PDF. then I forgot to check the other pages and submitted it with both his and my drivers licenses
oops
i still haven't tried turning my vive camera back on
last time i tried everything freaked out
what's it used for normally?
default i think is a siloutte-ish representation of your bounds?
ghost of what's in front of you, something like that... i think
If you have any questions about Touch I can fill in, we have them
Do their thumbsticks behave much like the Vive's thumbpad?
I.e. have a standard? </wishfulthinking>
Yes, except the "SteamTouch" event is not fired, there's a separate for Touch
not sure where to ask this... curious how to create a static mesh and stretch it from point a to point b at runtime... like make a wall
The coords are the same
Ah cool
@spring wolf Either usin a spline or a morph target
Or very crude: Scale in one axis
So 0.0-0.95, >=0.95 = push?
heh yeah was thinking scale, i'd have to do some math to pull that off
well i'd need to math it up anyway
@harsh hearth Push?
so on the Vive thumbpad, you can differentiate between moving and pushing... there's a threshold at .95 in whatever direction
Yeah but no "Push" event gets called by just touching
i guess kind of like the analog sticks on a PS/Xbox
Facebutton 1,2,3,4 is different
ah ok
How are you liking them so far, btw?
So OnThumbstickDown -> Get Thumbstick(X,Y) -> execute based on params
@harsh hearth thought the only threshold like 0.95 was for trigger?
ah hell sorry, that's what i'm thinking of probably
They're great, but not 360 unless we do a very cumbersome camera setup
That no one will have, so not even worth designing for it
do you not put your sensors in opposing corners?
No, not by Oculus standards
oh, you're on oculus. sorry
That would require a 10 feet extension cable for the opposing camera
that's not unrealistic
so you think PSVR & Oculus will be similar for at least the typical installs of oculus, non-360 room-scale only?
Not for enthusiasts like us
No, but you would be better off designing for Vive, because people who wants room scale will get the vive
that's true
room scale ftw!
surround sound setups have a similar problem though
๐
True
If the bulk of the marketshare is going to be casual VR users who might not have the availaibility or the patience, I could see it being a big win for the company that manages to streamline sensors so that they don't have to plug in things all over the room.
seems like PSVR has the best bet for casual
Not to mention those Vive sensors can get loud when the fan(?) starts running
so I unplug them when I don't use them
motor for the mirrors/whatever i think
@harsh hearth oh you can use bluetooth now, that feature isn't broken any more
yeah, enable that and stop unplugging! i've been using it for a few days, works great
Man, it's like a veil has been lifted
and like now i just play music to block out the noise ๐
while it's live since i'm in UE4 fiddling with VR stuff
it's way higher pitch than fans lol
ah so an annoying whine
just listen to it close up and you'll go deaf for that frequency
it's not super loud, so has to be quiet to hear
or be old like me
haha
probably just keep earbuds in the whole time
yeah that should do it
I love that you can plug them into the vive
i don't notice it until i'm off doing something else
and i'm like "wtf is that noise"
I don't understand why the DK2 didn't have that, or why you couldn't use the USB port for the leap motion
Yeah that annoyed me with the DK2
I stopped doing as much DK2 stuff because it's cumbersome to VR and de-VR
although honestly I still never use the earbuds with the Vive... my headset is just so comfortable
i currently use PS Gold headset with a tiny short cable for my vive
handy
but I love the option to plug into the device
I was thinking earphones because they're good at blocking everything and have good bass
plus i have a spare pair now thanks to the iphone 7
not sure the ps one shave much bass tho :/ even tho they're bigger than buds
or everything i play is lacking bass
some guy was arguing with me on reddit that the tiny CV1 headphones must be the best option ever because they'd be perfectly calibrated by oculus engineers, etc
haven't heard of it
fun vive app, bunch of music stuff that you can wire together/etc
yeah
so I was planning to just use my small office for the vive, but maybe I should abandon that and take over the lounge
seems like a good app to test headphone options with ๐
do proper room scale
I love these mixed reality demos
yeah, i want to do mixed reality even tho i have no current reason to besides "that looks so cool!"
not sure
only poked around a little so far
early access so could come later or be open to the suggestion etc
speaking of audio... Tilt Brush + Music + reactive brushes is super cool
the only major difference between vr graphics now and 3d back in the day is the glow effect
I love that
I've been underwhelmed by tiltbrush but I feel like I'm going to find out I'm totally wrong about that
I have like no artistic skill but i find the app super cool and love the stuff others make in it
rift should be a in a few shops here next month
where's here?
uk
figured
that'll be cool
get one before Brexit reverts you back to the dark ages
although you might get some more liberal importing laws if it actually goes through
ouch
nods
can confirm, I had my daughter and her friends play tilt brush - love at sight+sound, ages 10-14 easily could sell social VR bday parties if thye could make avatars and multi play lol
anyone play that soundstage yet? looked cool
I've only fiddled some. It is pretty cool so far
multiplayer in tiltbrush would definitely come in handy
Id just paint over my friends ๐
damnnit, enabled bloom and boom doesnt work on OpenGL ES2, what to do hmm
disable bloom
I need it though, some form of emmisive bloom atleast
the hardware is more than capable of it
I guess I might have to try a material as a post process and limit it to the mobile feature set, not even sure if thatd work though I really dont want to be writing proprietary code for the platform though thats kinda why I use third party engine to begin with
the limitation might not exist if I use a higher feature set but Im not sure what the engine does the phone is capable of, the tutorial doesnt mention OpenGL ES3.1 or ARM64 at all
phones a good 6 months old now
the checkbox for 3.1 says I need full engine source which is just a headache I dont really need somehow a few hundred MB project is already bloated out to nearly 4GB just with it being a CPP alone
http://www.gamasutra.com/view/feature/2107/realtime_glow.php lol apparently I have to take a trip back to 2004
In viewing computer graphics, the intensity of light reaching the eye is limited, so the only way to distinguish intense sources of light is by their surrounding glow and halos. D3D shaders allow us to fill real-time rendered scenes with bright, interesting objects that appear more realistic or more fantastic.
Hi guys. I'm having some problems with spherical maps on the GearVR.
This is my material setup
It's using a single texture, combined left and right eye.
Then it's split using the TexCoord stuff etc.
The problem is it becomes very pixelated once it is shown on the GearVR
at least in the editor, that half and half thing on a post process material can be weird and not exact
but I guess that's a surface material so ignore me
but if I split the textures, one left, and one right, I get smooth textures
It looks ok in the editor. That's not the issue, it is when I compile and deploy
is it a power of two texture?
well... it works with two individual textures 4096x2048
"on its own" ๐
yeah... but I don't think that's it
might be a sampler limitation in UE on es2
I actually used a bigger texture once, not stereoscopic, that didn't have a problem. I think it's the UV part... not that I know much about that
hmm
Do you think I would have luck in the graphics channel?
my maths is bad but you get the idea
@dry fjord ES2 doesnt or UE4 with ES2 doesnt?
guessing
I know es2 can do a 4k texture outside of ue4
ok, new angle
bad UV calculations result in poor sampling and things get chunky
and pixellated
something in the if statement might be degrading the arguments passed through
@rich root you're using that for mobile right? try enabling "full precision for mobile" in the material if you haven't already https://a.rokket.space/ieenvl.png
I don't have that checkbox in my material
and incase you didn't know this, but you can set unreal to preview everything in ES2 https://a.rokket.space/kgezuc.png
it's right below "usage" for me, it should be there
I'm skeptical of if it actually is or if it's just using a reduced feature set
some of my things work in preview mode that don't work on a phone
I'll create a new project with mobile settings and look it up real quick
I just changed the preview, so compiling a ton of shaders right now
This is what I have under Mobile on the material
the engine is running on a different platform too when its on your phone so its not going to be 1:1 even if the instruction set is identical
weird I dont have that planar reflections listed on mine
mons, I made a project on 4.12.5 and it's there for me, upgraded the project to 4.13 and it's gone
but full precision is there now, planar reflections now has it's own tab
right below it https://a.rokket.space/nwccgq.png
ok, go the checkbox, packaging and testing
yeah I got it, shit Im gonna have to change since I need those, I got no SSR so it was my next best option (or perhaps the better option anyways)
*got
btw, I love Unreal Slackers
even if this doesn't work, I still get so fast response. It's awesome
๐
crazy came all that way to end up back at forward rendering ๐
looks like what Im after
ack... it crashes on the phone
bloom is one of the few postprocess effects that looks nice in VR
i like to leave it on
its the only postprocess i leave on on my Vr stuffs
bloom is fairly easy to do, its just clamping the emmisives above certain value, and then adding a gaussian blur on top of it
yeah I was using the post process but apparently GearVR doesnt like it so I'll have to try to do it in the material if I can
maybe its just the OpenGL version, I might have to go up to ES3.1 or Vulkan, I just dont wanna complexify the workflow for whats meant to be a simple game
but you cant do it on a material
its a screenspace effect, you need a postprocess
doing it on actual geometry is a whole different thing, far harder to do
so how am I mean to do it on GearVR? Epics tutorial says they support 1 post process effect Auto Exposure
you would have to do that
wich is pretty fucking hard
anyway, i think you can now do postprocess on mobile
you would need to code it yourself
but i would forget about it, screenspace stuff works horrible in phones
becouse they are tiled gpus
doom3 was that low tech?
post process using a mobile material?
PP bloom existed way before that
this material is going to be the only thing running, performance is like a non-issue, no lighting what so ever
doom3 ran on fixed hardware machines
it could run without shaders
and it slike one of the very first games that used shaders
wikipedia says its popularized aroudn 2004
neat
right when doom3 released
yeah it was the first time I'd seen normal mapping
yes it was
quake 4 was the same engine wasn't it?
it did not hold up well
at least doom 3 had re-releases
Q4 ran heaps better due to improvements in the outdoor lighting
but it made the seems on the characters more visible
the Q4Max mod for MP had a heap of graphics settings to tweak from looks like arse to wowie
obviously in MP dynamic shadowing isnt all that popular so they left it out by default but its all still the same under the hood
it wasnt until Wolf they starter really removing it
I think I played that mod, should be installed (the sweetFX is obnoxiously configured though)
the situation with Quake Champions is interesting, the engine is like half a version back 1 version forward ๐
wondering if maybe Bethesda want to get their ducks in a row instead of having so many engines under one roof
savegame's gone, can't change resolution, oh yeah quake 4, just how I remember you
lol you havent driven the hovertank again yet ๐
the new doom engine is a thing of beauty
it runs so damn well, specially on vulkan
i play it at 144 fps on my gtx970
I have... and I died... a lot
oh yeah, the new doom engine is amazingly performant, I tried surround spanning with it 6k x 1080 and I had a solid 60 with a single gtx 970 stryx
I had my doubts about vehicles with Rage but ID did rather well, not the best but well enough, its still a great shooter
Q4 vehicles were just lol
better than Chrome... only just ๐
fuck the ending of rage though, fitting name for the game because the ending is so lackluster it probably made people rage
I enjoyed rage. I'd love to see the actual high res textures get released
it's jarring seeing them so low detail
I just liked the gunplay, ID have a way with weapons
yeah they totally gave up on the last level
too busy setting the standard for Elon Musk to follow ๐
you shot a guy in the feet and he falls, then he gets up, and then he walks to you skipping becouse he is hurt
I loved that
it had really great level design too
that fuckin dead city
I've never had to get through a level so badly
it just was unfinihed
if it had just an hour more of gameplay, with a proper final boss
then it would have had waaaaaay better reviews
people were just hella annoyed it just "ended" in the middle of nowhere
would have been a better engine
it really does deserve a re-release I think, much more so than Q4 ๐
oh yeah
there's word of one
rumblings
they said there's no reason they can't do it if skyrim goes well
so buy skyrim
lol wtf skyrim? isnt that an old game now
when we gonna get Morrowind 4 ๐
yeah skyrim is getting an engine upgrade to the fallout 4 version of the creation engine
probably when TESO is dead
so which game was better Oblivion or Skyrim?
TESO is not dead
Rage
and its going to improve a shit ton on next patch
on the next patch, they remove all level limits
all of them
a level 1 char will be able to roam the whole world and do whatever quest he pleases
@wicked oak I was talking about when the next elder scrolls will come out
I didn't say TESO is dead yet :P
Mad Max is a pretty good looking game, good fun though gameplay and anim isnt the best
that for the mmo one
stabs TESO
im eagerly waiting for that patch, it will be closer to coop skyrim with it
its so annoying with the level limits, you cant sync yourself with a friend
oh, you are 2 levels more, too bad
with the update,even if they are different factions, you can do a trek across the whole world to meet
and then go do whatever in the middle
to be fair, widely levelled characters also break the game
it's like in Borderlands 2 where you could jump into a level 1 game with a level 70 character with 30k+ badass points, lol
all those wow zones completely empty becouse they are levelling zones and they are worth nothing to higher or lower levle people
guild wars 2 does it better as it equals the levels of the people to the zone
so you can find people roaming around in any zone
ahh the old MMO ghost town conundrum
and doing the world bosses
if player levels scale to regions, why even bother having levels?
skills and stuff
after all, thats what skyrim does
@hard light It would be awesome to design an mmo without lvls, you're absolutely right
lol they talkin bout VR in lounge
lets make a open source mmo with the community, last time it worked for OpenTournament ๐
OpenMMORPGament
because it keeps it interesting
WoW scaling that is
you can do the regions in any order
but once you hit 110 they don't scale versus your item level
so you get stronger and they just keep staying the same
oh shit lounge
here we go
@neat cape
It worked, after going to 4.13 it works. With the full precision.
Thanks a billion, really saved my day
test
you're welcome
hey guys, can anyone help me with the ui for HTCVIVE?
haven't figured out how it's implemented ๐ฆ
anything specific? i've started fiddling recently so i'm new, but been toying with UMG in VR... thinking i might need to roll my own UI for what i want though
the UMG is getting better all the time. The WidgetInteractionComponent is a godsend.
at least the normal kind, you need to find a way to do your interface grounded in the game
I have an previous UI that I'll probably have to refactor for VIVE
yeah i started with UMG in world (3D widget component?)
forget exactly what you call it
thats right yeah
i have problem in my DWVR game becouse i cant add a radar, or a healthbar
psssst. wanna buy a 3d radar? ยฌ_ยฌ
how do you add a radar to a vr action game? you cant
adding it on front of the player blocks vision
adding it to the hand means you have to block your vision and do the gesture to see it
adding it to your feet has similar issues, you lose sight of the bullets that are coming to you
right now im using sound, and im making it so the enemies that are behind you move slower and shoot slower
you apply widgets in an augmented reality fashion in VR. ie. In a first person mode, pretend they have a google glass or hololens on. Then project it as that
thats not a solution
thats just the classic "head mounted interface", wich works badly
it'd work for some games
yeah, I know it's godsend, but with VIVE you have the controllers
assuming you're in a cockpit or something ๐
it's to googd of a feature to ignore
well what he described would be like wearing a helmet with a HUD maybe
yeah not sure i've played anything that does that
the problem is that the vr headsets have low field of view
holographic contact lenses etc. it's genre based but I see your point vblanco
i either have stuff on my controllers, around my waist... or a cockpit, etc
you cant just put it on the edges of the vision
its also ridiculously distracting if you do
I noticed that every UI that moves with my head in the vive is annoying
if you put it more centered it blocks your view
yeah, it all needs to be grounded in the world
of course in a cockpit game its a non issue
yeah i'm not sure i have anything that has head-mounted UI...
so i haven't seen it yet
but on a shooter is much more complicated
raw data adds stuff in the hands
the ammo is on a counter on the gun itself
yeah, played raw data, pretty cool... and that rpg with the waist inventory/health
jfro: Ghostship Aftermath has a VR helmet in such a fashion. it worked well in that game but it was a slow action horror game
Yop, place UI on fixed positions that are not moved by the HMD
a 3d widget?
Yes
or fancy materials
@upbeat smelt yeah there shoudl be a few tutorials
you design a flat ui using UMG basically and then add it to the 3D world
Just add the widget component
and then you can do something like add a pointer (widget interaction component) to a hand
@spring wolf yeah, I know there must be some, but I can't find them
Create an interactive 3D menu that appears in the game world instead of 2D screen space.
@spring wolf at least regarding 4.13
that's what i used
and i used 4.13, think everything was close enough to still match up
in 4.13 there is a way to interact with the 3d widgets from vr
yeah widget interaction component on a hand would do it, i had to find another tutorial to get a clue on that one
those I've seen, but I needed some regarding VIVE controllers
https://www.youtube.com/watch?v=tgWWwiHQmzY maybe, dont' think i saw this one when i last looked
one guy that's great in VR tutorials is MitchVR, and he even developed a plugin in 4.11 or 4.12 for VIVE
FYI: widget interaction component's debug drawing (laser pointer) is bugged in VR
draws all crazy
but now epic launched 4.13 with controllers integration
@wicked oak I was forcing mouse position for a HMD cursor system previously. you can imagine how happy the WIC makes me ๐
iwas using that unofficial plugin lol
I had no problem with the forced mouse thing but I couldn't tell whether the engine was minimised or not to release it. So if you alt-tabbed, the mouse was stuck in the centre. Terrible thing to do :p
@wicked oak yeah but now there's the official version and I would like to work on it
mitch is really great. i still have parts of his template in use in my game ๐
we based our game on his first template but it's all but gone now
@upbeat smelt i'd try that 2nd video i linked, looks like he's doing the new WIC in VR
@spring wolf thx! amazing help
i still need to make a laser pointer for mine
the RPG is Vanishing Point, and the waist based inventory stuff was pretty awful
yeah i only played it some
nto sure how i feel about it just that it was another idea ๐
it's okay for the first 45 minutes or so, but once you get out of the castle combat becomes a real pain in the ass
bummer
yeah i didn't get far lol
i still need to go finish The Gallery too ๐ฆ
which has been pretty cool so far
everytime i play the gallery, either my pc crashes or my controllers are low on battery
i think i will never finish it ๐
lol
holy hell can VR be unstable
it just randomly has bad days for me
othe rdays it's solid
just saw my first rift advert for a normal shop
Rec Room Paintball for life โค
the thing i love most is theBlu
kinda fun when after quite a long day working with VR i just relax and look at fish
i still haven't tried Rec Room
but yeah theBlu is great
i show that to people sometimes first, let them see the whale ๐
it seems daydream headsets will have gyros, same as gearvr
RecRoom is fun. PaintBall makes tons of fun with the hiding behind obstacles etc.
But even the other gsmes are awesome. Or just standing in the lobby and playing table tennis etc
You should all check out the Demo of Gnomes and Goblins
It's free on steam
looks
It's a cute and relaxing experience with a surprising end. But find out yourself
have you tried my game?
i released it for free
i'll snag it too, thanks!
ill check that out when I get in the office (Vive is there) @wicked oak
i'll check it out later also
VNC'd to my PC to tell it to snag them... there a remote control solution that's as fast as steam streaming? ๐
there are 3 minigames on it
a lightsaber game against drones, with a gun too
a goalkeeper game
and a action game with a bow(im using one of the shootergame levels for it)
funny enough, the bow game was the least liked at the start, but i patched it and now its the most liked
lightsaber game and goalkeeper game have working steam leaderboards
for the bow game, i implemented dashing teleport movement, with time slow, and your bow kills enemies in one hit
its is fun to dash around the level smacking the red unrealguys around
nice work @granite jacinth
what tutorials
forgot how to swing a sword, needs tut
have you ever tried crouching in real life like games though, its more like waddling in this I kinda want to poo but not sure stance
important design issues for room scale VR people ๐
there was an arcade machine that housed a kinect or something. A police tactical shooter in the style of Time Crisis. You can to manually crouch behind things. ยฃ2 later my legs were dead.
*you had to
brainfarting today.
lol power squats, SQUAT OR DIE
I think the foot pedal was much more practical
was Billy Blank in the game ๐
IIRC, that arcade machine didn't have anything that fancy
it basically just had scales under the platform you stood on
this definitely had a cam. it was pretty visible at the top of the unit
fair
so it happens i have a VR prototype of exactly that
its the first thing i made once i got my vive
stopped becouse i dont have a level designer
you know what I noticed with these VR thingos, the guns look like they have no weight which they dont really compared to a real one, wonder if theres a solution to that
apart from putting lead weights in the vive controllers ๐
sell a custom frame for the controllers with your game
and when you pickup a different gun? Im wondering if the motion controls need to be 1:1 if you can toy with em abit without vomititis kicking in
huh
just noticed my vive is warm even tho it's asleep
that seems like a half ass sleep mode
careful it might explode ๐ฎ
well it's not wireless so should be safe ๐
If you think things feel light with a vive controller wait until you try a touch
I almost wish they were heavier, its super strange
Also touch grip trigger has a much smaller raidus than pullin the trigger on the vive, so picking up large objects can feel strange at times
yeah thats a great point too, lifting a big metal crate vs a small cardboard box, the expectation is there one is heavier
I wonder if it effects how people react say if you drop a car vs dropping a box, in VR its quite possible to catch the car if the game allows it but thats not how one would react in reality so they might not even try
eff yeah, neon glow works
I instapapered an article about that very topic not long ago, haven't got around to reading it
You can pick "people" up in our app, feels a little wierd, but we haven't added haptics
just the little shaking goes a long way
people complained about that on vrmultigames, i had no rumble at all
so i added it, not extreme, just some rumble with shooting, and some rumble when you draw the bow
players were really happy with that
and it was easy to add
sweet. yeah i'm trying to do something akin to tilt brush's controllers and was noticing how they had some rumble, definitely makes a difference
spewin cuz they are talkin bout vr futures
Im on 3g and its workin fine XD
wait theres hang, short one
lol who wants daydream when you can have wetdream ๐
its a disaster, i cant watch it
lol
3.6 million viewers, not too shabby
4
hehe
That is total views
wow 4 people, no love for dice
we are the only people watching this
even the tables at the front are empty
yep
This a Unity stream?
I see
he's just fanboying abit atm
i just joined, 5! hehe
lol
I don't mind watching
Seven
lol, vr editor
ahh the competitin
so they have a vr editor too ๐
how cute, they are trying
lol those of you in the audience... hi Epic
So, who knows who had the idea first
was it really?
interesting, but either way seems like a no brainer
Probably so
i remember epic doing it and a few days later unity showed a very very very basic implementation
any engine that does VR probably could use one
TBH though
There's no purpose
I know of 0 people who actually use it
As in daily
epic editor is far better, becouse its the actual editor working on vr
this is more like a patched together mode
Once in awhile, sure, but most people haven't even touched it after the first try
and even ue4 vr isnt very useful
looks abit like a kids toy
yeah i can't imagine using it a lot but maybe to test & tweak?
I think I'd only consider using it on the very final stage of level design tweaking.
I personally think Touch controllers >Vive Controllers
i guess its cool for iteration to check it from up close, for scale and stuff
And even then v0v
how, are they doing the EXACT same demo as last time?
psmove > vive/touch controllers (jk)
with the mountains, then the trees, then the few cartoony houses?
No idea, I don't watch Unity stuff usually
could be why no ones watching ๐
It says live
im getting MASSIVE dejavu from this
lol
they are broadcasting a playlist, live is a lie
They can move hopefully to nice features
Maybe she's a robot
nonono, its the same
Oh hey, the Unity VR play is back on broadway!
this guy is live though? Im confuseds
plays Inception sound
playlist live plays a repeat ๐ฎ
in ue4 editor you can even edit blueprints and material
but you cant add a keyboard
so its kind of limited
drama drumming
I hope they keep iterating on it
spherical nodes? ๐
soon they'll have touch pad keyboards that'll work, kinda like the yogabook, you could put sensors on it to find it in the VR space
Because there's a lot of untapped potential.
swim in your blueprints
Lawnmower Man style
you mean tangle yourself?
or maybe just wands so I can be a real BP wizard
btw, it works good on Edge
I always use VR when I operate a circular saw
on chrome it was being unusable
lol dude just put a phone in your brain, who needs a TV
these guys dont watch enough cyberpunk, theyre excited by the funniest shit
@snow raft - http://arstechnica.com/gaming/2012/09/microsoft-patent-shows-holodeck-style-full-room-immersive-display/
Microsoft is working on that
phh. im doing things like what they are showing now
mine is better tho
its my current part-time job, im doing vr visualizations for Roche pharma
What are you doing @wicked oak ?
about multiple esclerosis
oh nice
pricing will decide what's better ๐
๐
mine its actually going really cool, really fancy
Vive + beefy PC is no way mainstream friendly
i do the programming, other 2 guys do the art and design
they need a punching glove on a stick, the future of haptics
let me take a picture of our WIP stuff
the audio on this stream sucks
^
I was just thinkin that
yeah, distorted/clipping/etc
So, has anyone tried XImmerce motion controllers with Gear VR ?
Im not overly impressed yet honestly, even the speaker isnt great
a place of low quality graphics lol
VERY wip
it all runs at 90 fps on a vive
with some interaction stuff
heh looks interesting
also, all cells are dynamic geometry
they are jelly and they do animation by a vertex shader
nice
wicked that sounds great, so you can poke em
we are not there yet XD
current animation is a scrolling 3d displacement noise
with a gradientmap for intensity
so the vertices in the tentacles dont go wild and stuff
oh great unity has its own version of MS paperclip
damn, one step closer to "make a game" button
that game is just ready for steam greenlight right now XD
11/10 would fund
of course it has micropayments
also, touch can detec you are pointing
but what the guy is doing is impossible
pay for virtual wood
the oculus touch cant know your finger lenght, or how much you have it up
just that you are "pointing"
oculus touch is pretty cool. i was sent 2 by oculus
i think its better than the vive wands
more confortable, lighter, and more buttons and can do gestures
I want a yew wand ๐
?
getting impression that their tracking isn't as good though? or not as room scale capable?
false
this runs on touch
on 1 camera
also throwing fireballs by pointing becouse coolness
thought you can't do 360ยฐย tho? at least not with 1 cam
this is really odd he talks about users creating worlds etc, game developers have been doing that for ages and plenty of artists before that
its not exactly ground breaking, VR offers a deeper sense of immersion in some respects I suppose but still, the way he says it is like its never happened
i mean, just look at Second Life
mainstream adoption is a thing about price
current PC VR its far too expensive
thtas why im ging to make DWVR for PSVR
tons more market there
yeah that really opened my eyes, I saw a hamster building stuff out of clear tubes and wolves riding bicycles all kinds of crazy stuff, flew up in the sky and came across someone building the deck of the enterprise
I am going to wait for PSVR to come to PC
it wont
๐ฆ
maaaaybe a unnoficial hack
ok
like current psmove controllers on pc
yeah half naked chicks walking around buying silk, second-life is weird
ok
how are they going to police these realities? they have enough trouble with this one ๐
theres already talk of morality issues, like that DoA game apparently you can touch up one of the bikini girls and she says no but it doesnt stop you
im very intersted in what google is doing with magic leap
there was an article out there of a guy analyzing their patents and their few "previews" some tech sites did
plus some of the videos they did
if only half of that is true
google magic leap(AR) will oblierate the smartphone market
its like hololens done right
with oculus comparable FOV, and faaar better image quality
AR could be great for workplaces too
and card games
if you need something boom right there in your view
hopefully they do an xray model ๐
not sure if the resolution would still be good enough for monitor style quality
just have minidrones flying around spying you can see
this guy is much better
I bet Touch feels more natural when it comes to most of the weaponry
for weapons yeah
not for a sword
but for weapons, still meh
the vive is a stick after all
@wicked oak So overall, what's better, Rift or Vive ?
that's what I put on my Christmas list ๐
dat async timewarp
with oculus you can push those 90 fps
on vive you cant
it drops you to 45 the moment you get more than 8.5 miliseconds(you get 11 for 90 fps)
on the other hand, the rift is a very sensible beast
so its like it removes a 20% performance becouse reasons
compared to the oculus
oculus is noticeably smooother
on high end games that push it
my second rift is dead because of usb issues or hdmi adapter death
my vive is a tank, i handle it very rough and it just works
so remember that too
ooh did you mean sensitive beast?
ive been sent 4 oculus, i got spares
they got mistaken and sent me 2 more
without touch
haha, no native english speaker, so yes ๐
so i got 4 headsets and 2 touch sets
ah ok, sorry was just trying to figure out what that might mean ๐
im not a native english speaker either
"only" got 2 rifts and 2 touch ๐
i have 0 but i'm not a game dev ๐
@wicked oak I'm doing 23ms and getting 80-90FPS
wat
I know, wanted to see what you'd say haha
11.11 more exactly ๐
I like getting reactions from people lol
well, yeah, but that rounding lets some space for overhead too XD
hehe
but really, the rift+touch is something...special. i mean, the tracking is shit
not on my tests, comparable to the vive
vblanco said tracking is fine
tracking would be great with the cameras if you would do it the same way as with the vive.
and very solid
but with 2 front facing, its crap
just look at that video, and thats on 1 camera
i know how tracking CAN work if the cameras have the right position and angle
but thats not if they are front facing on your desk
only the cable lenght limits you from putting them on corners
you should probably put 2 cams in V shape
wich is a solid point...
the lighthouses dont need to be plugged to the pc
they can work on batteries, even
and there we have the problem, at least for us developers. how many people will have the standard front facing setup opposed to the people with a roomscale-oculus setup?
remember reading how the light houses work, pretty neat, and more accurate than i expected
i bet, around 95% of the rift users will have front facing cameras, because they exactly bought the rift to not have that hassle with montage of the lighthouses
positional tracking is a must have feature of VR
but its meant to work on PSVR wich is one camera and the worst tracking of all
if the game is designed that way, thats ok
95% of people will have limited space to play in
so seated and standing experiences / games is what most will play
but i am trying to support touch in mine, and you can teleport and rotate around wildly there ๐
i allways add confort and size features to my vr games
even if they are prototypes, becouse its worth it
and then 5% of hardcore VR users will clear up whole room for room scale experience
2x1.8 here
i forget what mine is
I decided last night that i'm going all the way and taking over the lounge for VR
my office is too small
that gives me room to set up a seat with the Rhino and the steering wheel too
I have as much room as I can spin my chair in
plus you have the added bonus of having a lounge in your office then too
this is why I like the term media room ๐
cool, plug my x360 gamepad into my tablet and I can move around vr
yeah I think its better with gamepad tbh, I have a steelseries stratus XL I been using
Bluetooth would save having to unplug all the time, but I had a gamepad so I just needed a ยฃ5 cable
yeah I needed a PC gamepad too at the time so it fit the bill nicely
mind you the 360 one is probably better since you dont have to set it up all the time
I woulda got the XBO elite one if it worked on other platforms honestly
all I need now is a decent android device
using a nexus7 in a cardboard isn't optimal
I hear the Note 7 is good hehe jk
its this months hot item
I wouldn't put anything cardboard anywhere near a samsung
Qualcomm Technologies ushers in the next generation of virtual reality at the IFA consumer electronics trade show with the introduction of the Snapdragon VR820 reference platform.
here ya go ๐
too late, I will probably get next nexus phone (google pixel) or the axon7
vr820 wont be until next year
well google already have a platform dont they
not that I have any idea what it looks like
should be shown on oct 4
Im hoping my phone is supported but google did say something about the daydream supported phones wouldnt start happening until closer to the platform launch
I see the option in my settings menu
what phone?
galaxy S7
it meets all the hardware requirements but Samsung refuse to say if it will do daydreamvr
yeah Im thinking since they are direct competitors in the mobile VR space its possible it wont happen
googles actually said no though so Im not sure, samsung does say much its all oculus
far as I can see, Samsung would have to go out of their way to block it
that would be an asshole move
Samsung will support DayDream, chances are, they will be different phones
So that it doesn't clash with their GearVR stuff
But who knows.
well Oculus have already positioned themselves in their own little space with GearVR the app isnt actually an app at all its a service of the phone, google supports external stores from samsung etc but oculus purposefully walled themselves off, my biggest beef with GearVR tbh
the s7 is easily daydream ready, Samsung could deliberately block it though to protect gearvr
but that could leave them open to being sued
they would effectively be selectively crippling android
I wanted to try GearVR as a stepping stone to Rift but honestly Id go somewhere else at this point given enough reason, its decent but the store is kinda needless
they coulda easily piggybacked on other stores
being locked to the store is what puts me off gearvr
the games on there are kinda crap and overpriced too, Im gonna set it up to use that vridge or whatever it is at some point
problem with the store is if they decide they don't like your game/experience....you're screwed
I kinda understand where they are coming from with comfort but I really didnt need to download some 360 of the orchestra to play games on it
its just bloatware
so sly though making it not have a google play app page so no one can rate it fairly
turned me right off Oculus
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use your pc to do the rendering ?
I'll give it a shot if I dont need to root my device
I suggested this last year and people said it would have too much latency
those usb cables are also micro hdmi, they just dont get used for that very often
ok, lets try it
being locked to the headset while it catches fire is what worries me
if the pc is doing the rendering the phone shouldn't even heat up
my current project doesnt need much rendering power so gearVR is okay for the moment but Id assume having PC doing the grunt work would improve the picture quality
if you pre-render a pano and do local rotation it'll work
phone will still be on charge chewing juice through the screen
I dont really understand it they say dont leave your phone charging after 100% but if you tether is there really a choice
all phones should have a charging circuit that handles that
anything lipol should or instant fire
I read fast charge is a bad idea anyway with current battery tech
reduces the battery life even when its working properly
people suspect its why new iPhone doesn't do it
they do have abit more experience with the c type cable, S7 still has the micro
maybe people just been plugging it in the wrong way lol
Ive seen a few disasters from people forcing c type plugs into the micro and frying the port somehow
brand new s7 edge dead without a single charge RIP D;
it was the Apple cable that killed it too lol
apple wants people to buy a new phone every year so they don't care if the battery is shit after 18 months
@wintry escarp did an event over the weekend with gear vr's just playing panoramas on a loop. they get bloody hot running 4k video in 360 non stop. We were trying to charge them with the wireless chargers but it was too busy and never getting put down to actually charge and still was roasting