#virtual-reality
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I just watched some daydream videos, thermals is what they kept going on about
they aim to reduce the phones cpu/gpu power to avoid throttling
yeah thats still a form of throttling. but you can force it to ignore all throttling so that it runs at 100% non stop, regardless of temps
anyone try that riftcat?
doesn tseem to work for me
could just be a bad choice of game
nah it doesn't do what I wanted, shame
it locks you to the stores, cant make your phone appear as a tethered VR headset
to unity/ue4
Anyone thinking of doing a VR Entry for MegaJam?
I don't even have a decent cardboard
I'm trying to use a 7" tablet in it
and old one
the voice people are talking about us ยฌยฌ
you can hear them too?!
can see them at the side, Lounge2
my team would have been doing a vr entry for the megajam but have to be off site for a project now that entire week ๐ฆ
๐ฆ
does anyone get put off by playing PS4 or XB1 games?
After all, they are locked to respective stores/platforms
๐ฑ
๐ I thought so
then why complain about Gear VR games locked to Oculus Store?!
because oculus is the devil
their store staff are over the top rude to customers
I'd sooner go steam
well, Oculus might be rude (although I never experienced that), Steam's staff is just nowhere to be found
from customer's and developer's perspectives
btw, Oculus Store is what Steam used to be long time ago
yeah true
nah I don't think we can just explain away adversarial attitudes towards customers
before it became all jolly and welcoming to all kind of games
on top of all the other things they've blighted for
like what?
I am referring to Gear VR, not Rift
why do you believe what execs say? ๐
they've left a bad taste in people's mouths
haha I don't
but it's there on the permanent record
these are the reasons I avoid their store
well, sure, Palmer was optimistic. I was looking forward getting $350 Rift
but when they announced $600 one, I didn't go on barricades
just figured I'll buy it when I can
In my opinion all this stuff "Oculus is evil" is unfounded and made up. Just like making Facebook look evil.
Google is as evil as Facebook
for example
That depends on how much value you have on privacy I suppose @mighty carbon
If none, then, you wouldn't care.
I just don't put stuff online ๐
sure, but I don't care..
Anyway, you leave more of a footprint than you realize
Exactly, you don't
But some people do
Which is where a lot of the beef comes from initially
I don't do illicit things or promote illicit stuff
Among other things such as closed-systems
I think people who care so much about privacy have something unlawful to hide
if one doesn't splurge online about private life and still concerned with privacy, for sure something is up
I don't have an xb1 and ive never owned any sony console
as a developer, @wintry escarp , you can't afford to be political (in regards to platforms)
unless you are Tim Sweeney
๐
he's political for all of us
early sony adverts were insulting, they basically said everyone playing games until now has been a sad pathetic loser....now be cool and play ps1
lol
mad cuz bad
and you took it to heart of course
etc
i never had a console, i always used computers
they're just winding you up for attention
but screw them anyway
that's quite a lot more nerdy
also their consoles lasers kept failing
I know PS3 lasers did - my brother's PS3 died untimely death within a few month
don't know about PS4
i know people who had 3 or 4 ps2's, all because of dead lasers
painful
ps2 is sooo yesterday.. Technology improved, so did customer service ๐
i have a still working original x360
mostly because it was so noisy i hardly ever used it
~4 hrs in and UE4 is still building ES2 for Android ๐
I miss idTech 4 when it comes to deploying and building assets (and lighting) - the fastest engine in that department
i don't see why ue4 lightmapper isn't gpu driven
its not as if you can do much while the cpus running 100% anyway
I guess Epic doesn't like Oculus either :/ Instanced meshes are broken again: https://www.youtube.com/watch?v=FhK77I3ODOU
@mighty carbon Have you done any game jams?
what do you do in this desert game?
probably not.. I have very little time for game dev nowadays. Trying to turn things around to go back to being full time indie ๐
@wintry escarp just experiencing fictional desert.. Not a game.
gnighty
cya
wait Tim Sweeney is political? wheres his selfie with his candidate of choice ๐
starts chanting Gabe Gabe Gabe
#VR topiary sculpting project thing: more feedback, and... a new cutting instrument :) #gamedev #madewithunity https://t.co/5zb5krzNXN
@snow raft Tim has some pretty vocal opinions about closed ecosystems, back in April(?) he butt heads with Microsoft a bit over UWP
(sorry for the polygon link)
Oh, that was March, not April
He's still butting heads on UWP
You don't hear as much about it but at some point you will again.
Hopefully not because he was right
I love how loads of people rose up against Sweeney.... and all of them were game players and not devs. Sometimes I think gamers get exactly what they deserve :p
I didn't hear a peep from anyone siding with MS
might have just been a local circlejerk
those always sound bigger than they are
oh there is always all sides on youtube comments :p
Aye. I saw a clone game of our game on youtube and left a comment but the owner deleted it. I figure he was flirting with me.
hahaha
Guys I developed some Standing/seated experiences with my Vive. the question is ... If I just run the build with an Oculus. am I going to see some un-expected bugs or framerate drops or etc ?!
@dusky moon What version?
4.12.5
And you use the node "Floor Level/Eye Level" somewhere?
Nope I didn't ... I also don't use controllers
I think it's "set tracking origin"
Set it to floor if you want the floor to be aligned VR vs RL
Aha yes ... So the only problem that may occur is the tracking origin ?!
Yeah
phew
THere might be some oddities depending on what you're doing (moving the player etc) but other than that it should work just fine (make sure oculus plugin is enabled)
Cool ... I thought there might be some differences in framrates and stuff
It was ridiculous how easy it was to port The Nest to Touch, basically that node and a check to do some input remapping
The Rift generally looks like it runs better beacuse of timewarp
hmmmm what is that ?! ๐
Google, it's carmack-sauce
If anyone wants me to beat the next level I'm on in Raw Data, let me know. I've tried three times and I can't do it.
Err, I meant if anyone wants to help me
Wow great, Carmack is a sorcerer
And just to mention ! every1 should try the New epic update of Space pirate trainer
been waitin for it for ages
I read about the update, maybe I should play that again. Been playing a lot of Raw Data and Chair in a Room lately
the greatest part of the update is it's Party Mode ! ๐
I like the addition of powerups
generally I really love how they design their game. It's really hard to notice design issues with them
I should probably try it as well then, didn't know there had been an update. I've been so busy for the past 4 months because of the nest that I've logged less than 2 hours in other games...
you haven't missed the update .. it just came yesteday !
oh right, the sniper game right?
Yeah ๐
BF bought it a while ago, only managed to play a few minutes of it :(
hover junkers received a couple of updates aswell, there are 6 new weapons, another 2 dropping this week
Oooh I'd def like to play some more of that. Although I have to say I prefer Raw Data I think, mainly because shooting from a moving platform is quite difficult
I guess if you have one player steering and the other focusing on shooting it could be fun
raw data feels better because of more thought out mechanics, but hover junkers is still jolly good fun PvP
I'm working on a locomotion system for one of our mp classes, it's novel and so far we have good reception on motion sickness
yeah I played hover junkers with a buddy on my ship, it's fun, but you have to be careful not to blast your buddy in the face with your shotgun
lol
co-worker is working on a new locomotion system too atm
well he's mostly throwing stuff at the wall and sees what sticks
I would love to see a good locomotion with controllers but I haven't yet. Point and click to move is an immersion breaker for me.
@sharp swan Indeed, which is why I designed an input free method
Raw Data's "dash" works really well in small areas I think, but it's still confusing when you need to move in a bigger space
in Fable: the Journey, before it became a rails shooter we tried a few locomotion systems. One that worked well for the game had you moving when your hands were down, moving slowly when one hand was up, and stopping when both hands are up - this worked because the spell casting system required full-arm gestures, so it made some sense
this wouldn't work for all games, of course
H3 has a decent locomotion with the menu button - gaze teleportation
just in the context of this particular game
@hard light That's very similar to one of the modes I have
I've noticed that physical motion helps reduce nausea
It's sort of like the mind accepts the constant velocity from the initial acceleration, wether it's hands or body
I can also have you move independently from your hands/head rotation, which is awesome because you can walk backwards and shoot
Whenever I stop playing though my body expects me to be able to just sliiide
windlands has that problem that after you get used to it and take the HMD off you feel disoriented
im with fantasyfall with the oculus carmacksauce being impressive
@wicked oak They do POSITIONAL timewarp now which I can barely fathom
Rotational is one thing
its positional and rotational, in asynchronous
with the help of nvidia and ati for the gpu side
Y I just meant they also do positional now
doesn't oculus use visual tracking?
@neat cape Yes
and yet, the vive just takes 2.5 miliseconds of your frame as buffer for reasons
2.5 out of a 11 ms frame
have you tried the nvidia branch, @real needle ?
for MultiRes
@wicked oak No I don't like deriving too far off from default because of all the new features
leaves poor AMD in the dust, as a 970 with multires gets more performance than the strongest ati gpu
I know it will get pushed into the default branch eventually for VR
its already default
but on PSVR only
for pc not yet
but that build is being used by most of the steam vr games right now
Good to know! That makes me less nervous about that port
40-50% free extra performance is incredible
you can try it on my VRMultigames game. I have a toggle for it
What do you mean with most of the steamvr games? The multires build?
yeah, the UE4 games on steam are porting to that multires build
like Raw Data
or that Pool Nation game
Yeah Pool Nation I knew, I met one of them recently
I needed 4.13 for VOIP to not be broken
raw data was one of the first
if not the first to do it
@dry fjord ๐ฆ
but they are sponsored by nvidia
inb4 customs is playing raw data with @dry fjords vive
too late, already happening
well they should be able to play with me then
amd better step up, nvidia is right now so much better than amd for VR
due to this optimizations
sup everyone, got a question. Has anyone come up with free fly mechanic for vive (including steering from HMD/controllers)
there was talk that amd was better becouse they could do async timewarp bettr
@wicked oak We don't even have an AMD gpu to test on
but then nvidia added async timewarp on the driver level
I would do a superman flight gesture to fly
so no problem there
@shell karma something like lucid trips?
and reorient the world
i dont have AMD gpu either
i was worried with that using the nvidia build
but i put it live
and havent received a single complain
so i guess its fine
@wicked oak What's your game?
Play several original minigames designed for VR. This free collection of minigames is designed specifically for VR from the start, and provides original games and experiments for people to try.
@neat cape yes sir
better than plenty of those 4-5 dollar games, for free
i released it to get oculus to notice me and to do experiments
has 25.000 owners
gameplay video of one of the minigames
I see that shootergame map :P
@neat cape I've done very basic set up where I base my direction on controllers forward vector, add momentum when z axis is negative etc
that's cool
what shootergame map?
however it doesn't feel right
yeah i slapped shootergame sanctuary on it
I knew it :P
i made the bow myself, and the gun and lightsaber and drones in the lightsaber minigame
that looked familiar
lightsaber was ~15 mins more or less, gun was couple hours, bow was 20 mins
the bow game was static at first
more like the The Lab one
but some of the early playtesters were like "would be cool if you could move"
someone needs to make tenchu in VR
and "would be cool if you let people smack the robots with the bow"
you just grapple around
@shell karma it's hard to get that right, but how do you manage intertia and mass, does it feel floaty or heavy?
floaty I'd say
I kinda want a stealth thief game, think budget cuts but as a thief in medieval times
has anyone here tried oculus touch?
basicaly I want player to fly through landscape/cities etc
I'm trying to replicate landscape mountains logic onto it
will see how it goes
I heard people having complaints about the oculus touch that it looses tracking if you move them fast
that's unfortunate if true
but not unexpected
2 gigadollars
is that the actual street price of the touch controllers?
that's the price of oculus as a company
you missed "owned by facebook" at the end there
yes I have to agree
good to hear, don't want the only other popular vr controller to be shit
to a degree they're slowing the industry down
I found it interesting that they basically threw out all of their early work after a visit to valve too
it's like they were handed the blueprints and someone said "it'd sure be nice if we had a competitor to stimulate the market..."
The people who were having those meetings just wanted VR to succeed
interesting, will chinese hmds be cheaper but just as good?
they are really stepping up their consumer electronics game recently
quite a lot of what they sell is just as good as what we have because it violates all kinds of patents
but they're often only sold domestically
so people should wait for a proper working touch2, or will it be a software fix
ive thought if i should speak with local arcades abut buzinezz and sell them custom VR games
does it do force feedback?
@wicked oak : we have a deal with a Chinese company to put our game into arcade VR machines. Full 360 rotating chair thing. It's something very much in demand over there right now.
what's your game?
CDF Starfighter is an exciting, fun, and beautifully detailed VR space combat simulator immersing players into the experience of a star fighter pilot in the Colonial Defence Force Universe. Inspired by games such as Freespace, Wing Commander and Star Wars, CDF Starfighter focuses purely on space combat with pick up and play controls.
cool
arcade. setup for xbox pad and pretty much every joystick you can find
I have a Rhino x-55
got that one covered?
I really want something good to use it with apart from DCS world
I don't care if it doesn't use most of the buttons
well the code is there to support it. I just made some custom navigation improvements for UMG so joysticks work but we need a config entry to set things like nav left, click widget button etc
mean
I've only tested personally with Saitek Thrustmasters and a hotas but we support direct input, SDL and xinput so it's pretty much all the bases covered unless you want some retro joystick from pre-dx days
my X52 Pro sits neglected in my closet ๐ฆ (used to play Elite Dangerous a bunch)
should fire that up again someday ๐
yeah thats the one I been using. Still not sure why its a Pro though. Its identical to the X52 from what I can see ๐
yeah not sure what the pro differences are
they look slightly diff but same buttons etc afaik
has anyone experienced this issue https://answers.unrealengine.com/questions/488041/gear-vr-instanced-static-meshes-are-broken-with-es.html ?
possibly silly question but how do you fake head movement in the editor? when you just want to check something?
surely you don't hack to deploy it every time
have to...
with mouse ๐
I deploy when I need to check something rendering related or Oculus SDK related. Otherwise I test in PIE
I don't deploy I just PIE?
and i pick up the headset and just point it where i want to look
or i press simulate if if doesn't require interaction
if I include starter content on an empty project ue4 will insist on baking it all when I switch android wont it
switch to android
apparently my vive arrives today
what do you guys do with the tether during room scale? is it worth mounting it on an arm on the ceiling?
nah, they just get strangled and trip over
it's all part of the experience?
the lightstands I just ordered can also come with a boom
I wonder if it'd be solid enough to hold the tether out of the way
and not fall on me, causing me to shit my pants and have a fully immersive experience
did movement controls change between 4.10 and 4.13 ?
4.10 project goes fubar when updated to 4.13
^ already talked about?
first i've seen of it
I was planning to do a little something like that too
didn't realise it was an existing feature
"12:52 pm On FedEx vehicle for delivery AUCKLAND AIRPORT NZ" go Vive go
Hi folks. I'm working on a VR archviz scene in UE4.13. My scene looks fuzzier / lower res than I'd like in the rift. Does anyone know if there are settings I can tweak (in some of the engine config .ini files?) to bump up the resolution or clarity in VR?
Hey again @dry fjord I can get a screenshot of the mirror window, but things mostly look fine on the desktop, it's just in VR they look fuzzy / murky :/
the rift is just much lower res than desktop
In my head I'm comparing the experience to e.g. the Unreal showdown demo (which I know used a custom renderer), or some other demos I've seen with UE4.
@wintry escarp ^
hmm
it's gotta be settings tbh
this is on the gear vr right?
wait sorry you said rift
Yeah rift - I'm looking at the ini settings on https://docs.unrealengine.com/latest/INT/Platforms/VR/ContentSetup/ and http://www.gamasutra.com/blogs/LeszekGodlewski/20160721/272886/The_Vanishing_of_Milliseconds_Optimizing_the_UE4_renderer_for_Ethan_Carter_VR.php and http://www.tomlooman.com/getting-started-with-vr/
Information over developing for VR.
The Vanishing of Ethan Carter, with its rich visuals and a graphics workload somewhat uncommon for Unreal Engine 4, has been a difficult case for attaining VR perf targets. This is a story of scraping off frame render time, microsecond by microsecond.
Will report back
that's not a rift or gearvr, what is it?
that thumbnail is the original rift concept
notice no top strap
so definitely not a thing anyone made
and actually tried on
Hey all - I'm calculating scaled player height using the player eye ZPos / HMD ZPos -- What's the best way to apply this scale to the mesh & motion controller components? Thanks!
(vive)
I assume I should be changing the world scale on something but everything I've tried so far throws hmd/controller z movement way out of wack
fedex have failed me and not even attempted delivery before marking the vive as undeliverable
I should go to their depot
rough up a few of them
get my package
hi vive, I mean high five ๐
VIVEHIVE
resistance is futile
@dry fjord you get used to the cord really fast, mounting it is a poor idea
the most annoying thing is it tends to coil, which requires you to tug it unless you have someone assisting
http://qz.com/779931/skinterfaces-new-high-tech-suit-lets-you-feel-things-in-virtual-reality/ you guys see this madness?
sounds similar to what USAF was developing for fighter pilots, they needed a suit to help pilots know their rotation and elevation because when you red out you can still control the plane
mean
antidamage - Today at 2:12 AM
what do you guys do with the tether during room scale? is it worth mounting it on an arm on the ceiling?(edited)
the cable? we just let it run on the floor, people usually don't run around, thus they don't really trip over the cable
and you'll get used to the cable pretty quickly. even coiling shouldn't be an issue in most games (some didn't think about it and have you spinning in circles)
the cable doesnt have any anti-twist mechanism anyway does it?
you turn around enough it'll still curl up even if it is mounted on an armature of some description
it's simply a 2 cm wide cable, but we haven't had any major problems with coiling, every now and then you just have to spin cw/ccw a few times to uncoil it, but that rarely happens
anyone have word on when the vrworks branch will be updated to 4.13?
yeah trouble with anti-twist is it can create a weak point, you have to make sure all the connections are solid at every angle its pretty tricky to do well, would cost abit but it could be mounted to the back of the headpiece or an armature rather than on the loose cable
I hope this new wireless LiFi thing theyre working on really is as great as they say it could help transmit high quality video/audio without the need for cables
lets hope it doesnt suffer from brain meltyness
Laboratory tests have shown theoretical speeds of over 200 gbps โ fast enough to "download the equivalent of 23 DVDs in one second", founder and head of Oledcomm Suat Topsu said.
should be fast enough when it gets there ๐
i have an event starting next week with physical props in the space with a vive so its coming from the roof
was doing some experimenting with counter weights and pulleys to zero out the weight of the headset and cable and keep the cord at the right length
got some stuff going ok but easier solution was just to tell the people managing the event to pull down on 1 side as they walk closer. just using a couple of hooks on the roof
I think it's easier if the cable is just going straight to the floor instead of being suspended, the chances of you hitting the cable with your controler/arms is way lower than if it's dangling around
they dont have a controller but they do have things existing in the environment that they can catch the cord on and yank the headset out and they can also easily sit on it
doesn't work on the floor in this instance
especially if you're playing games that require fast movement it can be a problem.
the twisting of the cable is usually the biggest problem since you are often turning in the same direction
especially running an event where everybody is doing a similar thing
self retracting cable could help but you dont want it to tug too much on the users head
yeah its zeroing out the weight with next to no friction thats the trick
counter weights is a good idea though, especially just for the headset itself so its not as front end heavy, I guess having the cable hanging down does that alittle bit
a counter weight with a block and tackle did the trick but easier to have a failure
nah counter weight on the cable, so its working like an elevator to cancel out the weight on the cable and self retract without actually pulling on the persons head
you could just suspend the user via wires XD
then you could throw em around and get a few g's going
there are pictures of a newer 3in1 cable thats more compact
but that one still seem not be be "offically released"
some people only get it trough RMA
http://laughingsquid.com/wp-content/uploads/2015/07/tourbillon-2.jpg lol a rig somethin like this http://www.kirkseyamusements.com/media/rides/orbitron/spin_ride-1.jpg or this, need abit more room for lateral motion but making a rig to fit all scenarios is tricky because you still cant really walk in this
I think the peripherals will stay rather purpose built for some time, it just makes sense to use a steering wheel if thats what you need or a joy stick etc
that was a design issue I was hitting like 15yrs ago lol
those cables do look better but it wont really solve any issues since it will still tangle itself
its not exactly hard to weld up an aluminium frame, mainly just the space to keep the rigs youd need which makes it more viable for arcade scenarios vs home entertainment. Id love to see arcades on the come back tbh
you can buy rotating seated units from specialised places that you can hook up whatever tech you like but they are pretty expensive per unit.
i've had a play on that. it's pretty tiring
I had plans for a VR motorbike game (on hold right now because commitments) so I prototyped the motorbike and made a spline tool to build real life roads in real world scale. I did plan for it to end up in an arcade on a motorbike unit you can lean with.
yeah its not something you can play for hours, tend to hop around the arcade to different machines. Motorbike ones are pretty fun, tried offroad and GP ones, fairly easy inputs
the IOM TT races one springs to mind because it kind of twisted as you leaned, making it easier to get over. That game rocked.
ahh yeah I think I know the one, if you twisted too much youd spin out
just seems to be like people are enjoying these social game events in part because of the lack of arcades compared to what there used to be, atleast here in Australia they are kinda rare, VR could help to bring it back and lower costs abit since youre not buying big bulky expensive screens
i wonder how will those arcades near where i live react if i go there to sell them VR boxes
Im just getting the vibe that the social aspect is helping VR and for the better setups its more in the price range of arcade than home users especially if you want a range of peripherals. Some people can afford it though, they have like full racing setups etc
would make it far more accessible and mainstream
if you had a bike rig it doesnt have to be limited to a single game anymore, I think thats a good sell, then the peripherals get better and last longer than just being used for 1 game like the old boxes
i was actually thinking more of a shooter like space pirate trainer
with actual plastic guns attached to the vr controllers
the vive stuff are a lot more fun when you have a group of people around. thats why Epic really need to hurry up with the mixed reality setup for unreal, makes ahuge difference
the first session from Valve on the lighthouse system was this week so some people will start getting to make stuff with them
you "can" do mixed reality with multiplayer
isn't it already possible to have a setup where e.g. one player in the VIVE and another player on the PC?
but then your game needs to be multiplayer
at least you can make the vive version the listen server wich simplifies stuff
but still
No, i mean like a local multiplayer. Without server.
nope
where the player in the VIVE controls to VR pawn and the player on the PC (with keyboard&mouse or gamepad) controls a typical default pawn
good luck
ive been unable to run the game 2 times on the same pc on the vive
testing mp is ridiculously hard
ive settled on "emulating" vr without doing VR
like mouselook for head rotation, and the hands doing some code animations depending on keys
to check if they get replicated
they're doing a game with this setup: https://teampanoptes.itch.io/panoptes
Where the VIVE player controls the mask and the player on PC needs to get to a point without the VR player finding him.
They used Unity for this, but I don't see why it shouldn't be possible in Unreal as well. Gotta try it sometime..
I was thinking of doing a super complicated mech sim where a DKII player is in engineering and the vive player has control of the arms and combat
but it sounds like it'd punish the DKII owner for choosing oculus
i have a very basic prototype of a mech game with motion controllers
the mech uses IK to follow the hand location
so you can punch
and the mech follows it
of course, slower, so punching wildly will be useless
nifty
i scrapped becouse i wasnt sure what to do with that
it's a common theme, not sure where the actual game is in all of these mech ideas though
movement used the pads
exactly
that functionality is built into steamvr for the unity plugin
it's not in unreal yet
was meant to be in 4.13 but its not there annoyingly.
im doing a big projection mapping mixed reality view next week and we have to do it all through multiplayer style so need a second machine
yeah input latency can be a killer, hopefully the tech will get better and eventually we will be able to control mechs via telepresence ๐
who hasnt wanted to over hand right a tank lol
hot damn the vive is good
controllers went flat almost straight away though
before the end of the tutorial
hmm how do I start it again?
found it
hah yeah its good fun
plug them into a proper wall charger and they charge up within an hour
it's fun until it craps out again
controllers weren't flat
the tracking is broken, it almost spun me upside down
the controllers aren't tracking to where they really are either, one is worse than the other
the HMD was all over the place too
the base stations are both green
I think the weight of the cord moved one of them
I had it just sitting there
that'd be it
well, there is no way the base stations are moving
they're stuck down with 13kg 3m tape
still fucking out
the view actually goes grey like I'd left the play area
maybe it's the lights
oh
there's fucking mirrors all around me
huge ones
good thing they're not attached to the walls
basestations use IR, which gets reflected
we have a reflective glass cupboard in the room where the vive is, we usually cover it with cloth
yeah covering the mirrors fixed it
still fucks out from time to time but not as badly
when the stands arrive that'll improve
trying to pair my phone but it can't find it
ah well
did anyone else try to eat the gun in the nvidia fair thing?
turns out you can't log out that way
here in the office, the motion sensors for the lights also fuck with the tracking
it's very annoying
in VR Funhouse, during the liquid shooting demonstration there's a hidden easteregg :P
If you ever lose track while looking at a lighthouse or you controllers glitching when they are only visible by one of the bases, check if the red light for vertical and also for horizontal is still on :P
Just a heads up, so you don't run around covering tons of stuff cause of reflections
hmm, what's the red light for those? not sure i've ever seen that
If you look at the lighthosue, you see a lot of red lights
Right and to the bottom of these, there is one light each
They indicate the vertical and horizontal tracking. If one is out, you have a broken lighthouse
A lot of red* lights
Typo
Yeah i got one lighthouse down atm
Got 2 others from the second vive so I'm still fine. Need to send it in though
had the headset go completely gray last night shortly after starting a game, apparently steam crashed again ๐
it's random for me, like some days it's fine other days it's like super ornery
I only got frame problems cause pc is "only" using a 970
Depends on the game of course
Hm, steamvr hm
often same games i'm doing too
I was expecting VR to be pretty good, but holy fuck it's amazing
haven't gotten any logic out of it
the DK2 is nothing next to the vive
I had that grey view thing a lot tonight
sometimes it recovered
other times I had to reload steam
Then really check your lighthouses
I did
yeah i've had it happen where tracking just hiccuped but last night it happened once where it was steam bombing out
turns out they don't like wall mirrors ๐
ha
so I covered those up
haha
Ah, yeah, got a mirror too, but not in thr playarea
yeah any IR is gonna interfere with it
if it can see you in the mirror you're automatically out of bounds
near pc & under one station
So, if you open the drop down of steamvr
I guess my setup will improve when the stands arrive
And go to options
Scroll down
And can find a button called something like "show room setup"
Room overview?
Where you can see what the lighthouses actually see
oh neat
Yeah
yeah that was helpful last i looked
It's 2d from top
i think i tweaked my aim on them
But you can see id the whole area is visvle
so it's actually good to have your lighthouses in the corners and back from the play area if possible
I was stupid and put one base at a wall so that one corner is only visible by one base
I have mine at the ends, just for now, have to
Means if i stand in that corner and turn my back to the one that sees the corner, i loose contorller track
what are the narrow cones for in the middle?
No idea
apparently I'm using a small space
maybe I'll just take over the rest of the lounge
nobody's gonna mind after they try it
so that tether is annoying. has anyone boomed it or hooked it to the ceiling?
i think i've read of it but heard mixed opinions on that being good idea or not
I had to go barefeet so I didn't stand on the cable
i've grown to be aware of it, but occasionally sometimes step on it and yank on my head :/
ah yeah i'm usually barefoot ๐
or socks
I may have punched an ornament too
the controllers need handguards
I slightly lied about my play area ๐
i punched the ceiling last night trying to reach something in Goblins & Gnome preview lol
actually tried jumping up to grab it, oops
that was the BEST moment
you do theBlu yet?
that's one of my fav experiences too
it';s like someone had that in mind all along but it took VR to get it there
I will give it a burl
what else. space pirates? amazing
I have 2.3 by 2.3 meters
soundscape is great but I made it sound like a dying cat
does the vive include headset/mic ?
that's not bad
Worked for everything by now
yeah space pirate trainer is quite fun. i also like Holopoint which I find a good workout too ๐
I couldn't buy games in the vive. kept having errors. had to do it on desktop
We all need to play RecRoom together peeps
it's 9am here, working ๐ฆ
I'm not available till October :P
Currently on vacation and the Hamburg VR GameJam
nice
I preordered with a friend
legion is great, but I suddenly don't feel any need to get into it
Leveled to 110,he had 0 time cause a new girl comsumes him and while he plays it, he doesn't join me
So i canceled the subscription
I will
my gf still plays heavily
Iwant to tank the raids
DH tanks are amazing
I levelled as vengeance
pull the entire zone and go to town on them
I've just gotten to the "do 30 world quests" part and it's cool but I think this is where my interest starts to fall off, the grind is back
is steam the best way to install DCS World still?
hi o/
hey!
Hey
apparently my space is 3.1m x 2.6m
my pc sits in lower right corner. http://bpxl.io/16g6z/JvZX5gze
@antidamage#2678 i hate grinding etc. I want to kill the bosses and have some good encounters
Hope they aren't too "casual"
@jfro#6459 Is 3.1 meter still working?
the worlds smallest picture
I read the vive should stay below 3meters to not lose tracking
you mean how far apart the stations can be or something else?
or height? they're above my head
you know how doing even normal dungeons can result in a random mythic upgrade?
I think that's where the repetition is this time around. dungeons.
it's super unlikely to get one, more likely to get a smaller upgrade
ah really?
i know they say don't put them farther than 16' or something but i think that's for sync
See how far they are away
I'm 3.4 x 2.3
didn't realise
I thought it just made all the play spaces the same size as your boundary
I guess I don't need more lounge
the stations def need to be moved to the corners
my room is ~ 12' x 12'
we have 3.5x1.8
yo @dry fjord we have to play hoverjunkers or raw data together :P
really needs a warehouse
so you don;'t have walls
yeah man keen
are most VR games multiplayer? that must be amazing
I've only done the lab and a couple of others so far
once valve adds support for more than 2 lighthouse stations, fuck yeah....
one of the penny arcade guys uses their garage i think which if you can, is some good space
what are they waiting for?
Not all
my garage is full of unfinished classic offroader
some vr games have mp
lemme grab it
And RecRoom is MP
i still haven't tried the MP modes in any games that hav eit
With loads of players
I'm gonna crash after that though, it has been a long day
friend said he'd do hover junkers, yet to happen
hover junkers is mp + coop, raw data is 2 player, rec room is mp.... uhhh lemme see
Rec Room is free
I think I saw a video of rec room
Just grab it and go. It's not singleplayer
does it have a maze?
rec room is free
You create your own appearance in the first room and then go into the lobby where other players are
You can throw some frisbees etc, play table tennis
aka turn around and walk 2 meters
yeah that's the one I watched a video of
And then go to the games that are doors in the lobby
they need to be careful
It's fun and i spend 2 hours in it just playing recroom, camping on top of a farm
shit $50 for raw data
I better wait a pay cycle for that one
it literally costs as much as mobile data here
is that how it gets its name?
if vive turns out to only be usable with a ton of station then the real price for it shoots up
pool nation vr is also neat
neat
oh yeah that's multi
Yop, i played it once, screamed like a girl when a bot got me from the back (RawData)
vive is absolyutely fine with two so far
i have pool nation, raw data, hoverjunkers, rec room for mp that i know of
three might just make it perfect
raw data is awesome, but fuck those crawling bots
Yes...
i still gotta play more of that
hover junkers is another pricey one. I'll grab them next week
The GDC version was way friendlier
I didn't even want to get to the next wave
Freaking scary shite
But awesome
so I think the first thing I'm doing is making an accurate assault rifle sim. maybe a Saw
what's that game with all the guns and the range?
and all the videos of people failing at loading a mag in
This is what I'm doing atm : https://twitter.com/exifrexi/status/774965134628388864
Physics Puzzle Prototype in @UnrealEngine #VR got far. And I won. Who just said I cheated?! #UE4 @UnrealAlexander https://t.co/IEqxN6zGhn
Like Crazy Machines. Might add more physics based grabbing etc later. Right noe it's more about getting the game in a playable state
that's cute ced
Haha ty
good vr games imo
singleplayer :
hotdogs, horseshoes & handgrenades
audioshield
A Chair in a Room: Greenwater
mp/coop:
Raw data
Hover Junkers
Pool Nation VR
Keep talking and nobody explodes
Altspace VR
yeah hotdogs one is the one you're probably thinking of for shooting range
cool
i haven't finished but i think The Gallery is pretty cool so far for single player
oh no.... hotdogs horseshoes and handgrenades is training us how to kill @_@ call da police!
I wanted to play the gallery and adrift
too late, space pirate trainer gave me lasers and grenades
also i'm a fan of: Holopoint, HoloBall (kinda simple but entertains me and gets me sweating)
haha
i haven't gotten adrift, reviews scared me off
for vive
space pirate trainer is neato, I still have to play the new update
that needs to be MP too
yeah i fired up the newly updated SPT briefly
yeah space pirate trainer really needs coop :D
not sure what you do with the laser sword yet
yeah I found that confusing
a lot of these games look boring af in videos
then you get into them and they're amazing
not sure if that's the name... hmm
budget cuts demo is also neato
mean
I bought CDF starfighter too since someone here was making it
haven't tried it yet
fuck I need sleep
later guys
yeah this one, enjoyed demo. http://store.steampowered.com/app/428080/?snr=1_5_9__205
later o/
Have you guys checked out the gnomes and goblins demo?
yes! i just did last night, that was neat
slammed my controller into the ceiling once too
Don't spoil it though :P
good times, yeah won't say anything
haha
it's in the steam library, no idea what it is though
preview of an upcoming experience, i think it's same people that did theBlu?
I'll try it out later
Try out Rec Room
yeah next time i dive in i'll have to finally fire up recroom
Yop, already recommended it :P
we need to throw a VR party :P
and that new Shield soccer
True @neat cape
yup wevr, same as theblu
I kinda want a mindfuck game, think antichamber levels of mindfuck
oh my god.... mc esher vr
Neuromancer VR
antimchesher
Squanchtendo are working on a mindfucky VR game
it's no Antichamber, but it sure is weird
yeah as long as I don't have to hear morty :P
I'm SO looking forward to this
might give it a try
crows crows crows did a neato job with that free game with the really long name
Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist or something like that
games from a joint venture like this only can be good :v
MC esher might not work that easily. There is a cardboard game with perspective puzzles
justin + the stalney parable designer + ex Epic games member
But it turns you around the puzzle which makes you puke in a few seconds
ouch
I'd love to do certain puzzles, but it'd require render targets and UE4 / hardware just isn't there yet to do render targets in VR
a lot of Antichamber's puzzles as a result just couldn't be implemented
I would love world portals, like portal2/antichamber but I'm no programmer :/
i'd really like to see a finished "World portal" actor shipped with ue4
antichamber's portals are just standard render targets, hehe
just well implemented
other parts are duplicated geometry and teleporting
i was thinking about like portal/prey/portal 2 portals work
Prey uses genuine portals; literal doorways
I think Portal has a render target style system too, but Portal 2 does not - I may be mistaken here
idtech magic again?
idtech was built for that shit by accident, haha
I'm still sad that prey 2 didn't exist
optimisation system inadvertantly turned game mechanic
i mean the " real" Prey 2
not coffeecup prey?
i'm talking about the Prey that gets teased at the end of prey 1
they could fix it just by removing the " to be continued " at the end of the game
anyway.
since i finished the lamp post yesterday. i'm gonna look into the new VR template
and do a little prototype of the VR part of our game
but that means i need to create a basic AI
nah, ai is for later
๐ฆ
We should rethink our game concept and replace all enemies with Rubber Ducks
why stop there?
more family friendly
replace EVERYTHING with rubber ducks
and add mc esher stuff
@hard light like this? http://steamcommunity.com/sharedfiles/filedetails/?id=665565094
Steam Workshop: Killing Floor 2. I came up with a challenge. To build entire map with one and only one model. Cucumber. And here it is! Critically acclaimed, everyones beloved, the last layer of hell... Cucumber Island!
Features:
That just gave me an idea of a Level design contest
glorious
a contest where you only allowed to use ONE static mesh of your choice
you can alter the material and size and scale but not the mesh itself
freak, look at the link I posted.... we're doomed :P
I did a simmilar contest in source engine a while ago
it was called the 20 brush challange
20 brush challenge is an old Quake thing, hehe, it was also done for UT3
you can do a lot with 20 brushes in UE...
yea i guessed that concept exists far longer
well using only a single SM, use dynamic lightning and you're light on memory usage :P
yea bsp in ue4 is really powerful compared to source
but the workflow is still crap :P
it's fiddly, but yeah I wouldn't object to some updates to CSG
if the current BSP tools would get replaced by a system thats simmilar to Source 2... man that would be awesome
that would turn UE4 into a fully fledged 3d editor.
well.. not that powerfull as a real Modeling programm. But even more complex shapes could be done in no time
I would be happy with linear skew and/or falloff scaling for models... even if it has to be baked
I always liked being able to modify the order of BSP easy with quake engine, its fiddly with UE, the order in the worldspawn tree meant something
I work with CSG brushes in UE4 for my current project and it's not all that bad actually
just missing a few useful tools that Quake never had either
depends which tools you used I suppose, WorldCraft 2 and QUARK were pretty decent
and of course brushes should be turned into meshes in UE4, to avoid any weird stuff going on
hated both of those ๐
DarkRadiant is the best CSG level editor for Quakes
(for Doom 3 really, but can be used for Quake 3 too)
Trenchbroom is interesting
hmm, for VR, if i wanted to say highlight an object i'm pointing to, does the traditional way i'm finding tutorials for valid for VR? like http://www.michalorzelek.com/blog/tutorial-creating-outline-effect-around-objects/ (render custom depth and the like it looks)
and post processing
never heard of em, I moved to UE with UT2003
do not use custom depth in VR
yeah that's what i was wondering ๐
I would not expect it to behave properly
I mean, it might work, but I would not expect it
I'm not sure if I like that "turn geo to sm" everytime I did that the lightmap went apeshit
guess another way to highlight is to change the material of the object?
yeah, that would be much more reliable
good old fashion fresnel effects are nice and cheap to render
^ I'm using fresnel for highlighting objects all the time. Very performant and you can even nicely SLERP the exponent
Anyone have tips on how record VR in an interesting or fun way? Or at least record a wider FOV than the thin-slit preview window?
A lot of vids I see are extremely narrow and not fun to watch. VR is already having a hard time being shown to people who don't have VR.
Vive or Oculus?
Vive
we had to modify the engine to get something recordable
it was a fairly easy thing to do, you need to adjust the default mirror mode in (IIRC StereoRendering.cpp) to take a normal resolution slice out of either the left or right eye
recording VR gameplay is a bust though, because players tend to move extremely quickly
in-game cameras you can setup are pretty great tho imo
best way I've seen to get nice smooth results is to have a networked client that smooths everything out for you
for streamiing/etc purposes
yeah, you could probably write a mirror mode that uses a 'third person' camera too
What about rendering an additional third person camera to record? How can I do that?
not recommended, you'll tank your frame rate
this is the problem I could see with using a third person camera on the same machine
it's hard enough to hit 90/120 stereo without adding another camera to render D:
Alright thanks for the tips!
the ones that do have those cameras, probably are ok due to being lower fidelity? at least the ones i can think of
yeah, they're probably also Unity games, which has native support for that in the engine
it's literally like a couple of tick boxes, hehe
hope UE4 adds it, neat feature
it was a fairly easy thing to do, you need to adjust the default mirror mode in (IIRC StereoRendering.cpp) to take a normal resolution slice out of either the left or right eye
recording VR gameplay is a bust though, because players tend to move extremely quickly
how?
becouse im 100% mad of the black bars to the sides
has someone here developed for PSVR?
iwth ue4
well, literally what I just said, just look for the mirror modes in that part of the code, there's a section that defines what is rendered to the screen
cool
i have the mirror modes on the oculus
but not on the vive
vive gets the black bars
mirror modes don't work on the Vive at all
if i do a "hmd mirror mode X" it goes black
and then it goes black every time
unless i nuke saved/config
we just made the default one do what we wanted
IIRC
ill have a look
Hm. That's too bad, I guess I'll just have to record weird thin displays for vlogs and stuff
Anyone know what VRWorks Graphics is?
probably graphics but 2 of them !
There is a new branch on the Nvidia Github that has VRWorks-Graphics-4.12 but no explaination on what it is.
@sharp swan But graphics meaning?
it was a lame joke dont worry about it ๐
I presume VRWork is specific rendering technologies to optimise VR. There was a page on Nvidia that described the features but I haven't read it for a while to comment on what was included
Your totally correct but they have a bunch of different tech like Multiresolution but this "graphics" thing is new.
I can't even find a blog post about it or anything in the Nvidia Developer page of their website.
Oh well, time to compile and see what its all about.
Well wait...
NVIDIAยฎ VRWorks โข VRWorksโข is a comprehensive suite of APIs, libraries, and engines that enable application and headset developers to create amazing virtual reality experiences. VRWorks enables a new level of presence by bringing physically realistic visuals, sound, touch interactions, and simulated environments to virtual reality.
If you look at the diagram and the explaination just below it its almost like its a combined branch of everything dealing with VRWorks.
Interesting.
ugh that meants bloat to me ๐
If its stricly VRWorks then all of it is gonna be useful since most of it is about improving performance.
But if they are including things like the new PhysX 3.3.4 SDK and VRWorks Audio then that's like the holy grail for VR Developers.
I'm going to download and compile it. I'll let everyone know what it is once I tinker with it a bit.
+1
maybe its a compound branch
like the funhouse one
wich is multires+lensmatchedshading+physX stuffs
looking at vrworks Graphics
it seems to refer to the package
That's what I was thinking too.
ue4 already has single pass stereo(in a non-nvidia-only way)
but that VR sli, on unreal?
multires is the normal multires branch wich is proven to be awesome
lens matched shading is just so it doesnt render the borders at all
but i think that is automatic on steamVR sdk
What's funny is I post an issue to get clarification on what it actually contains and someone just posts a link to the branch. "Yes...I know the branch exists. I need to know what it contains though."
I can't stand when people don't read lol
Which has nothing to do with you @wicked oak Was meaning the reply on GitHub.
i wonder how single pass stereo compares with the instanced stereo unreal already has
upsetting to see no Gear VR devs here ๐ฆ
it is possible, but i doubt it. Maybe if PSVR is a success and microsoft is pushed into doing it
becouse they have no VR development, but good communication with oculus
yet, oculus is 600+200 for the Touch, while PSVR is 350+150 or so
well, Rift is superior to PSVR
and Touch to PSMove
so I am sure if XBS users would try Rift+Touch, they'd go for it, even at $800
plus, MS could subsidize it
You think unreal will someday be able to quick export to every vr device ever? That'd be sweet.
it already does
i just switch vive and oculus and it works without a change
i just need to swap my hand actors to the other model, ofc
Oh snap. Maybe what I want is the same inputs across all of them. That's probably the thing that won't happen
wich is also done in unreal
motioncontrollerocmponent is same on all
the buttons are "trying" to be generic
but they arent for obvious reasons
at least the trigger is comon to everyone
Would it make sense to have ue-vr-gear channel and the like?
not really
I have a UE project that was working with the DK2, but when I try VR preview with the vive I just get a black HMD and a shitty slow ass mirror window
is there anything extra needed?
no