#virtual-reality
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hmm
what version?
4.13
I was setting a res useful for the rift too, turned that off
still black
hmm
wait, got distracted and didn't try stereo on
I got something like that once after I had messed with my super sampling. Set it back to defaults and it worked
sorry, hang on
nah still nothing
ok
yeah I do a ton of settings adjustment
nothing
turned all the console commands off
Gear VR channel? It will be empty! (or maybe I would be the sole inhabitant of that channel)
I think the channel arrangement is good, we just need a project feedback and editor channel
Nuuuuu. Maybe someday you will find someone @mighty carbon. Someday... So sad
There are a few more devs on UE4 forums
1 active, several other - who knows what they are up to
yeah but they need discord to chat ever since their S7s melted their eyes
lol
๐
I like this Discord chat and the community
feels more social that forum and reddit, and ... Unity
reddit is toxic
๐
so many bad attitudes and trolls
well, not in UE4 reddit
at least I didn't experience that
although I did experience it in Gear VR reddit
tried trolling the trolls ๐
hahaha
was testing "if you can't beat them, join them" theory
sadly bullies negotiate the "you have joined us" route by hazing you
they're not the worst either. it's the guys who feel slighted and can't get over it
oh no my internet image, what will the billions of people think of me
hey I'm getting a black HMD screen even on the VR template project
all my shit is lit up green
HMD has a green light on it
vive?
yeah
Do you see the white room in the headset before playing?
nope
sometimes now I've been having to start up steam vr and then ue
Restart everything if you haven't already. Turn off headset mirror
Should just restart the computer just to be sure which will handle the "everything" aspect.
haha yes
I hardly ever restart, I need to talk gently to it first
just trying a steam restart real quick
I get that all the time but the difference for me is the indicator light turns red which means the Vive isn't communicating with the computer.
I usually end up trying just restarting the project but most of the time a SteamVR AND Steam client restart fixes it.
๐
boy i wish you could just sequence every actor / interaction in your VR game and play it back
recording footage in UE4 for VR is kinda a pain
i think you can in 4.13
Did you turn on the Vive plugin in UE4?
Is SteamVR running?
Oh, all settled.
I have this scrolling-down problem with Discord apparently.
haha I have that problem too
Hot tip. If you are using fonts in your VR game and use Temporal AA make sure "Responsive AA" is set in the material. World of difference
@spring pond thanks results are much better
@spring pond is that only if transparency is enabled?
this default material, DefaultTextMaterialOpaque, in TextRenderer, doesnt appear to have translucency enabled, and thats where that option is? Under Translucency Settings?
@granite jacinth Yes?
My freaking bad. Discord mobile is funky.
Lol, no worries.
Is that what I was summoned here for? Haha
@abstract gale this answer hub has some settings: https://answers.unrealengine.com/questions/217285/strange-artefarcts-with-temporal-aa-and-text-in-mo.html
Hey guys,
Was wondering if there's finally a way to use the low latency update of the controllers to drive an animation, or are we doomed to disable the low latency and have laggy controls?
do you think Oculus is falling apart ?
(I keep seeing Apple pouching devs from Oculus; it's impossible to get a hold of Audio devs any longer on their forums; etc. etc.)
apple is also getting devs from other places, like google
its just how business works
they pay you more, you switch
not always
if your at a workplace that is fun, with good insurance and options, good work environment, why switch to higher paid job if you have no clue what it will be like there?!
if they pay high enough..
i might be ok in my current job, but if i get an offer for 3 times the salary, goodbye
mobile channel is totally dead
never worked in hi-tech industry
where I worked salary hikes are not that crazy
@wintry escarp UE4 isn't really a mobile engine..
..but what about the flappy bird sample? ๐ฎ
so what are people making gearvr games with
I am that close to stop messing with Gear VR stuff because I find myself fighting engine a lot more than making my game/app..
(not only because it's not as optimized for the platform as Unity, but also because of too many issues moving project from version to version and having a lot of assets breaking, etc.)
is the s7 a decent fast phone, without vr...just normal dev
keep hearing android is slow crap compared to ios
ive never had an android phone
meh, if I remove gearvr from the equation then the axon7 is the value android to get
yeah I'm not interested in mobile dev either so it's muted for me too.
I would be more interested if I didn't have so much to learn about just the pc creation process. It's been a rough road just learning VR concepts on top of it all but when you factor in all the mobile stuff too, it's just something that I would need time to work with.
Apple is hiring from oculus, magic leap, etc.
Oculus is totally not falling apart. It's hilarious every time i hear that
I'm actually really hype for where oculus goes next. They have loads of smart people and I feel like they got knocked on their butts this round. They are going to come out swinging next gen
@abstract gale Re: ResponsiveAA: yes only translucent and additive. Having your font be slightly emissive also does a lot for legibility IMO
thanks for the tip
oculus will only fall apart when they finally lock it to facebook accounts
That probably isn't that much of a problem
Gamers hate it, but they have 1billion users. You can't use an xbox without a microsoft account and nobody really cares
think people hate FB more than MS
but again, that may still be quite the minority
i know people not on FB but have MS accounts at least ๐
@spring pond I sure hope they are just busy with something as I have not seen any activity in the Audio section of their forum and so far only 1 Oculus dev was trying to respond to all kind of questions.
Their forums aren't super useful. Even the "special people" ones
true :/
a lot of Oculus folks are from idSoftware (in Dallas department at least), so I guess legacy of not talking to users carried over ๐
I wouldn't be surprised if Oculus is like 500-600 people now. I can only think of 4 from id.
Headset staff are mostly menlo park (FB) some in irvine still. There is a big research office in Seattle (Abrash & co) and game dev in Seattle and some other SDK folks. Mobile in Dallas. Another research office in Pittsburg
I feel like their might even be a wing of the game studio in Austin?
nah, I don't think there is anything of Oculus in Austin
assuming they don't get sunk by Bethesda
who are increasingly looking like they have a fairly valid case
bethesda cant do shit against facebook
i guess it will be like all of those eternal litigations
like samsung vs apple or oracle vs google
after all, it works like that. Keep suing them until you win
and facebook has more budget for that than Zenimax
Zenimax, in terms of equity, are not that much smaller than Facebook
if they have a valid claim, they can totally sink Oculus should they so desire
they just want facebook money
carmack left becouse they didnt let him experiment with VR stuff
that's what we know.. who knows what was going on behind the curtains
if Oculus is predicated on proprietary technology owned by Zenimax, everything else is irrelevant
took them years to do anything
doesn't matter
I wonder if JC developed Oculus software at work or after work at home
they could have waited ten years for all it matters
it doesn't matter where he did it, most contracts stipulate that work you do at home still belongs to the company
Fb could have just pay their way out
BS, I know, but that's what contracts often say
FB might not be able to afford to pay out, depending on what Zenimax are demanding
they may settle, but it may come with a substantial royalty
we'll see how it plays out anyway, but yeah, it could potentially sink Oculus
anyone here in EU? is it possible to buy a snapdragon820 galaxy S7 here
lol, is that why people developing for Vive mostly? ๐
vive was the more complete system wasn't it
yeah i chose to buy vive because of the room scale aspect, was WAY more compelling after everything i read about it
and boy is it
Vive op...but Rift Motion Controllers...much sexy
Oculus Touch isn't that great
they're very lightweight and don't seem to track as well as the Vive does
probably because the Oculus camera was never intended to track motion controls
@hard light vblanco would disagree with you ๐
I like them due to form factor
rift has a problem though
They all have problems
since touch aren't supplied you wont be able to assume gamers have it
this is true
I was only comparing MoCons anyway
you'll have to either make a game and target only motion controller users, or ignore the motion controls
it's an interesting catch 22
people won't buy the $200 controllers for lack of games, and developers won't target them for lack of users
Aye, that is a problem that Oculus created for themselves
rift is already a tiny market, touch only is miniscule
VR is a tiny market
they have to start bundling the controllers, or they're potentially dead in the water
mainstream VR is not dead, because it doesn't exist anyway ๐
AR probably more so
MR?
AR
Alternate Reality, Pokemon Go to an extent
Augmented reality isn't it
Yeah whatever
anyone know if you can get snapdragon820 galaxyS7 in the uk?
I have been thinking about multiverses for a few days
Gear VR would be the closest to mainstream VR
yup
ive been looking for sd820 S7, cant seem to get them here
would do gearvr and daydreamvr
Samsung should just ship a GearVR to every house
Or bu dle them with purchase of Sphones
Samsung are quite sucky
Yeah, RawData had a lot of mo ey up front to do all their GameArt top notch
~25k users
And why do I keep missing letters
not too shabby
nice, well made game it seems, i still gotta play more
Also, they proced their game higher than most
they had the big gearVR with note7 thing, that's cancelled here but still going in usa/india
and priced high compared to other games out there it seems
Priced
yeah
Yup
๐
So...it is like NMS
They made a shiton of money, but only because they sold it higher price
So, let that be a leason
i might just write off gearvr and get the Axon7, wait for daydream
Lesson
that was weird, I'm seeing things
wonder what the plausible far-future VR(or whatever can transport you to entirely diff world) would be... like where you can actually move anywhere normally etc
brain interface? ๐
yeah it was deleted
woo
now it looks like youre saying your brain interface was deleted
ah something i meant to ask before
are things like glow overlaid? so they look wrong in vr?
or do screen effects still work right
think it might depend, i'm still learning but i was asking about an object outline which used custom render depth(i think) and post processing which i was told it'd probably not work right
vs doing some other method of highlighting like material changes/etc
i had a bad feeling glow might look like its all on a plastic sheet infront of the scene
Is there a way to preview in VR without restarting UE4?
why would you need to restart? cardboard doesnt
Because the ooption is greyed out
hmm
can you selectively limit HMD movement in vr?
ie player tied to a chair clearly cant see all the way behind them
i've had VR/etc grayed out in UE4 if SteamVR isn't open before I open UE4... don't know about other platforms though
@wintry escarp that would be bad. so bad
anyone getting a room deal for oculus connect? ๐
"can you selectively limit HMD movement in vr?
ie player tied to a chair clearly cant see all the way behind them
"
never do something like that
you can add a postprocess like "you are out of bounds"
or block it with the chair geometry
but you should never ever block the player head or disrupt its movement
I reckon you should shake the camera about and then start zooming around the room
but only do it if they pirated it
but yeah, the static loading image on elite dangerous makes me want to puke
@abstract gale All the hotels beside the centre are like $500/night ๐ฆ
hmm, not much of a deal is it
@wicked oak @wintry escarp Yeah, never move their camera for them (including falling over on death etc.) It shouldn't be too hard to check if they can see an object and block their screen or something or hide it when they try to look at it.
inflict damage if they look the wrong way or go out of bounds
@wintry escarp you could black out the world if they look too far.
that would break the claustrophobia effect I would be after
inflict damage and have a childs voice screaming "NO DADDY NO" if they look around
that'll be claustrophobic for some people
does gearvr have headphones built in?
or just use phone speaker
giving up on ios, nothing I do gets a working osx
Question for Vive owners: Do the motion controller buttons/pads map by default to generic gamepad support?
what's not working smiler?
i tried the ssh compile into a VMware osx, but it can't see the free provisioning profile
unity see's it no problem :/
i thought the point of the ssh was not to need provision profiles on windows
it complains i don't have one, but xcode clearly sees one in osx
a high end android can't be that much worse than an iphone
@fleet veldt someone posted the button ue inputs and what they are assigned to on the controller, but that was a week ago :/
no sticky?
chances are you probably want to setup mapping or make sure of what it is anyway.. pretty easy in action or axis mapping
not sure on the defaults
can the gearvr use vulkan driver mode?
@upbeat kestrel any other assets planned? 9000 swords is fun great, would like to see more modular design like that from others
Vive Controller input mapping https://forums.unrealengine.com/attachment.php?attachmentid=87367&d=1460020388
@fleet veldt
pinned messages has vive ue4 mapping, for what its worth
@neat cape awesome thanks!
My pleasure to help
ah that pic is quite helpful thanks @neat cape I was doing some testing yesterday and using the shoulder button which I had assumed was the grip buttons since it's on the side and seems logical for a "shoulder" to me hah
are the images in the steamvr template relevant to ue4 in general?
im assuming yes?
bind the keys, make an event, do a print and see
but that would be work!
how do you force android to draw fullscreen? its leaving the 3 onscreen gadgets
is it an android thing or ue4?
Anyone willing to give an early build of my VR game a try? I've only tested it on Oculus but I'd love to know if it works on a Vive as well. The controls are fairly simple. It uses look to teleport for navigation and a single button for activating 3D ui elements and picking up physical objects.
You can download a packaged build here: http://ghostvector.com/ghostvector0.01.zip
here's a video clip as well: https://www.youtube.com/watch?v=K7Cl3jnwKk8 (warning music is a bit loud)
I've moved my lighthouses, now I'm trying to recalibrate and I won't start the floor step, it just sits there
has anyone else had that happen?
eh. restarting it fixed it
that's not how geometry works, vive
@fleet veldt u were very serious about the music being loud.. VERY
@abstract gale yeah, it's youtube music.. I added it to the video because otherwise my VR headset mic just picked up a very overweight programmer grunting and breathing heavy which I am certain you would have found much more offensive lol
@dry fjord yea, same thing, was gonna say keep restarting it and make sure everything is visible.. something with base stations it seems
lmao
may want to mute mic regardless if its not intended to hear
@fleet veldt yep it worked. ue4 crashed on exiting the app through steam for me
looks great
w - works out as the teleport
thanks ๐ so you did that with a vive? oh yeah i setup W as a keyboard bind for tleeport and A/D to turn
yea Vive, just didnt use controller
cool. ๐ did it seem fluid for you? (no dropping below 90fps etc, and relavent to that is what graphics card you have?)
@abstract gale and i wonder if you could direct message me the log file under GhostVector\Saved\Logs so that i might try to trouble shoot whatever was causing the crash
not sure on fps, but its very smooth and no issues. i use bottom of the line for benchmarking, radeon r9 290
are android phones language locked to where you buy them? or do they have a list of languages you pick from?
i have a note4 and under settings->general i can pick from Duetsch, English, Spanish, French, Italian, Chinese and Japanese
@wintry escarp settings->general->language i meant
what did you get?
thats the story with most phones vs iphone hah
@fleet veldt im sticking on 90 but im running an overclocked 1080. no controllers showing up for me though to jump around to see if it changes?
@pearl tangle Hi! yeah i only have an Oculus so i didn't know how to setup the vive controllers. if you have a wireless gamepad you can use the A and B buttons to teleport and interact, or left and right buttons on mouse, or W and E on keyboard
should give the VR template 1 a go for it. Should just by default let you have the teleport working perfectly and the controllers
works on both oculus and steam vr
yeah i've looked at that and it actually has different pawns for each. (I actually borrowed most of the teleport code from the template.)
if you throw the controller stuff back in quickly I can give it a test out and see if there are any frame drops
im quite surprised the live updating render to texture 1 is performing so well. Whats your resolution on that screen?
it's rendering at a very low resolution but then i'm puting that targeting overlay on it to make it feel a bit higher res than it is.
i think the scene render is 512x256
and the white targeting overlay is 2048x1024
i won't be able to update that tonight about to fall asleep on keyboard heh but .. you could use a gamepad, or even just hold your mouse and press the right button to activate teleporting. I had hoped the B button on the gamepad would map to some default Vive controller button press.
@pearl tangle oh, also i'm am throttling the updates of that rendertarget to 30fps
ah gotcha yeah thats a smarter move. I tried doing that before back with DK2 on 970's and it was still a struggle with a 512 texture
my dad is better at vr shooters than me, wtf.
first time he'd ever touched it
he's just turned 60
maybe he used to be an Atari whiz
yeah he was always big into games
mostly strategy though
I want to make some levels with better, more realistic lighting for HHH
he should support mods
hes probably better at shooting in real life. thats what I find interesting seeing people that know how to do the stuff for real pick it up very quickly. my dad loved the brookhaven experiment. most of my friends are shit because they have no idea how to actually use a gun though hah
what's the brookhaven experiment?
I figured out all the guns real fast. couldn't do the zippo though. that took me two days.
ah cool, survival shooter
I doubt I'll ever play a horror VR game though. I'm bad enough with them on a screen.
its the zombie 1 thats actually decent
although i enjoyed the demo more than the full version but i haven't played much of the full 1 yet. have been doing too much work in VR to get home and relax playing games with it lately hah
that was slightly shorter than expected
ive never used a gun, but i have really good aim in VR games
i find that its harder to aim in games that have really fast bullets. like in that multiplayer junkyard game
im currently adding training missions to my game, to prepare for its showing. Any ideas what a shooting galery should have?
Aiming in VR is only easy if you have no spread
I find my self not hitting a lot in RawData
While bow and arrow works perfectly
Well, it's fun
I think it's partly due to there being a tutorial for it aswell ๐
Has anyone set up physics based handling of objects for their VR game? I got it pretty much all set up but I got an issue with rotation that I cant figure out hwo to fix.
Movement works great but rotation is messy
depending on the object being used
For example, standard object, works great.
A door or a constrained thing, Chaos, you can hold your hand still and rotate the controller and it transfers, in fact, it conflicts with the movement too
if i remove rotation those objects work great, but then i cant rotate objects
First section is without rotation, second with
physics handle
the component
that one works quite well for everything
but it has some lag, so using it for the actual hands or held objects isnot very good
unless you go 100% fuckit like VRFunhouse or other games do, and make the hands physical
Ive adjusted the settings for the handle itself so now it sticks pretty well though, but what do you suggest instead? A mix between hard attach and physics handler for drawers/doors etc?
just using the handle for everything
Yeah thats what I do now.
at least everything external. On items you are attaching to the hand i prefer kinematic movement
but then no physics
@wintry escarp I thought you were after S7
Do Touch/Vive controllers have force feedback?
Yes, same as the steam controller
Cool
Btw, I wonder if it's possible to hook up lighthouse and controllers to Gear VR using PC as gateway?
well you could try to access them via openVR
some new gameplay from a shooting gallery i made today. As im going to show the game around, gotta have some kind of tutorial thing
@wicked oak thats some shooting gallery
its using the topdownscifi assets. I didnt make it
its from a team member who gave me the map
@wicked oak yeah i'm using those assets as well. I seem them turn up in a lot of games.
it is a good pack, has a lot of things
scifi weapons dark
i like the shotgun, but i want the rifle to be original, and the pistol too
the problem is the scope
gets everyone confused
7 Sci Fi themed weapons
oh for the weapons, yea i meant the scifi topdown stuff
its just "scifi topdown"
yea i saw that
Comprehensive set of modules to build interior scenes in the sci-fi style: corridors, laboratories, warehouses, spaceships.
@vbkanco that shooting gallery, is that yours?
rather, can I have a copy to play please? ๐
I want to see what a level with good graphics looks like compared to H3vr
I should just make one
doing that
brb
h3vr has very serious gun stuff, with its realism
im going full arcade
weapons dont even reload, and they are like plasma weapons or laser weapons
hell, you even have a laser sword and time slow in the game, and you can use it to block bullets midair
in fact, you can also shoot enemy bullets with your own
that map was created to be a mobile map
from a prototype the artist made long ago
i repurposed it for VR
its Base Pass takes 2 milliseconds
How does Hover Junkers keep their player on the vehicle if the vehicle is moving?
Parent it on begin play or actually inside the pawn itself?
whenever, doesnt matter
I love the realism in h3vr but the graphics are so bad
they look amazing in vr but screenshots look awful
Parenting it to root does nothing
made me wonder what a good set of textures would do
But parenting to hmd...
becouse ive done it lol
Lol
but for vehicles
Nice
keep in mind that hover junkers is unity btw, not ue4
glad we had that talk
its basic mechanics are simple. I think you could do the whole "flying arond shooting people" in a couple days at most
of course, from basic prototype to full game there is quite a leap
anyone get trails with AA Method enabled, TemporalAA in post process? I get it in editor too when moving objects around
None or FXAA does not produce same result
Yes, that's how TAA works.
yup, thats what it does
it can work on some scenes, very well
not in others
on VR its kind of hit or miss
depends on the scene
and takes too much, like 1.5 ms out of 8 you have
im using it on that video, becouse its a very basic environment and i can afford it
FXAA takes nearly nothing
but looks worse
not even nearly as good as unity games that are using MSAA
or gearVR games that use it
doesn't UE do MSAA?
nope, there is a MSAA implementation somewhere on the forums though I think...
that's a shame
@wicked oak so, that did not work in 4.13
I am guessing it had to work with no capsule
With thr vr template
I'm looking at the VR template now. apart from adding BP_MotionController to your scene, what else do you need to do?
No idea
But out of the box, I cant get it to move on a moving platform
Maybe I am being dumb
I spawn the damn thing on top of a moving platform
did you get the controllers and basic locomotion working?
the first time I put the BP into a basic platform level it was ok, but one hand was offset
the second time it embedded me in the platform
my room setup is fine though
oh and the second hand didn't show
and no interactivity
is there a tutorial that goes with the template that I can't find?
So, the solutions i found was using sequencer
maybe look in the update notes for 4.13 maybe it's linked there
ah it's that new? thanks
Controllers and loco work in 4.13 just fine
Just need to figure out this stupid movement with something else
OSX question. anyone know if you can use ue4 on mavericks, or does it need elcapitan?
10.9.2 or later the internets seem to say
hmmmm
Just got a vive the other day. I cant get the controllers to pair. I have a usb 3.0 pci-e card. I have reinstalled steam. and steamvr. I have no idea why they wont pair, they also keep saying they need a firmware update. Ive done the same firmware update dozens of times. I am really at a loss here.
theres a little guide on reddit https://www.reddit.com/r/Vive/comments/4dnvzc/psa_things_to_try_if_youre_having_controller/
maybe this could help you
@worn magnet restarting the base stations, making sure the channels are correct -
what does steamVR compositor say?
it says "we have your money....muahahahahahhahahahah"
I got it figured out finally ty though!
nice
@worn magnet just remember never to use a usb 3 port. vive components really don't play well with usb3
dunno why
That's strange. Everything I saw on the forums said otherwise. But I will keep that in mind!
Does the Vive have a built in microphone like the Oculus CV1?
rift is locked down isn't it, can only distribute games on their store, same as the gearvr
hopefully I can have a look at one on Tuesday when they go on sale here
gnighty
games from the oculus store only run on the rift I think, even if they're also available on steam for the vive
there was a library that lets you use the vive on the oculus store but I don't think it always works
like they're doing anything they can to block it from oculus home
Anything bought from Oculus Home is allowed to be played on any HMD if the game supports it.
However there are some games that will be exclusive to Oculus Home and can only be sold/distributed through 'Home' but they are still allowed to be played on any HMD.
There was a period of time where Oculus tried to have exclusive titles only for the Rift but they got a ton of crap from consumers. Not to mention any DRM methods they used were broken immediately after they were implemented.
heh, well thats a step in the right direction
Platform or Hardware exclusive titles... I hate it
Hope they just open up all games for every hardware that supports it
yeah but you're potentially giving up a lot of income
there is and always will be a big fucking push against secondary game aggregators like uplay, origin, etc
as shitty as it is, if you deviate from steam you're asking for trouble
I was thinking more that rift is a desktop device, if I write a desktop game it should be freely distributable any way I see fit
you can do as you like with vive cant you?
no, you are earning more
becouse if oculus gives you money
they want it back
so they give you exposure
oculus doesnt want you to get hidden deep in the store with no marketing, becouse then they wouldnt get their money back from oculus store 30%
so if oculus gives you money, they are going to "sponsor" you for sure with marketing and stuff
valve has done this too
and Sony too, wich is what im applying for
it still sucks, you can spend a year making a game and oculus say "we don't feel its right for our store"....you're screwed
i mean, the winner of Playstation Awards gets 10k in cash, but has to sell exclusivity
10k for exclusivity its a inmensely bad deal
but they sponsor you with marketing and stuff, and thats WAY more worth it
if its not right for oculus store you release in Steam and done
what im saying basically, is that right now there is a shit ton of games getting released on steam
a ridiculous amount of small VR games
if oculus sponsors you, they give you marketing, AND money to stand out from that small crowd
what makes you think the oculus store is about profit?
I mean, short term profit
why would anyone care a whit about profit right now when everyone's goal is to dominate the future, millions of times larger VR market?
this is literally just a "we have more games" PR stunt
they decrease the risk of VR development by a massive amount
that's too much of a blanket statement, can you be more specific?
the absolute biggest success you can do on VR atm is raw data
wich has got 1 million in sales
that is a game that more or less 1 in every 4 vive owners have
compare it to a console or pc game
there's no denying that good marketing and good reviews work
but that's actually the example that the oculus store isn't that great for developers
it has a pecking order, and now raw data is at the top
it's an artificial pecking order
if oculus don't like your game, it either won't make it on the store, or they'll simply accept it to fill out the catalogue
and if oculus sponsors you you are going to get bumped there
if they dont, you just release it also on Steam
but steam visibility is also absolutely terrible
there are WAY too many games getting released
yeah, I don't think you can market yourself that effectively on steam itself
any numbers on how many titles are being sold on oculus home versus vr titles on steam?
I don't know who they are
but ive heard it has good sales
ill release my VRMultigames on the steam store ported to oculus, for free
that way ill see the comparaison
that'd be handy to know
you can be our test case then ๐
there's a few factors I think that can push it in either direction in the long run
the vive works better with steam and the rift works better with oculus home
that's obvious, right?
the whole reason i released VR multigames was to know stats
when you put on your headset you're going to prefer the dashboard that it supports as opposed to the one where you have to manually launch it and then throw on the headset
for example, right now few people other than like 10 ultradedicated people play it
even after several updates, cuz no one knows it exists
and when it comes to which HMD consumers choose, they're going to go with the cheapest and easiest one to use, even if it's of lower quality
mate I'll play it, I;'ll go find it
cool, good luck!
given that im already in playstation awards spain, it would be odd to get denied
in fact, it would make no fucking sense at all
so IMO while the vive is better, I think regular people might lean towards the oculus
"so im building a playstation exclusive, but i cant get devkits?"
people will lean towards the PSVr
haha how are you in the awards if you're not a developer?
becouse i showed them a Vive prototype
yeah, they probably will
Vive/Oculus in fact
oh nice
it would be the only game of its kind on psvr
how is fast-scrolling to the teleport destination nausea wise? pretty good?
I mean how did you find it with it enabled?
cool
that's good, a chance for your inner ear to settle
the cool thing is that it allows for fancy stuff like slashing enemies mid-air
oh yeah, genji style
I wonder how fast everyone is going to get bored with games like this
before they each need something distinctive
I think multiplayer will help the lifespan a lot
why doesn't psvr cause sickness if its only 60hz?
becouse its not 60 hz
its 120
games can chose to render at 90 or 120
i think also 60 but its ill advised
then it just timewarps it
like oculus async timewarp
wich, btw, its FAAAAAR better than htc vive software
my game runs way better on oculus than on vive
its inmediately noticeable
?
PSVR has nothign to do with your TV
it goes kind of "direct mode"
think maybe that box has an output for the TV (3rd camera/etc) and output for PSVR?
not sure if that's hwo it wires up or not
just knwo it does do split
so people can watch
vive doesn't have sub-frame reprojection?
I did not know that
that's a genuinely good feature, they need that
it all seems suspicious, my pc isn't good enough for VR yet a console that struggles to do full hd is fine
no they dont
if you are near 90 fps, it locks you to 45
and uses reprojection
but if you are at 90 fps it doesnt have any kind of reprojection
its annoying as fuck
becouse if you go past 8.5 miliseconds it goest to 45 fps
oculus just async timewarps everything smoothly
isn't reprojecting at 45 the same as oculus reprojecting at 37 on the DK2?
or does oculus do something trickier?
oculus timewarping is way better
becouse its async, it doesnt vsync you like the vive one
its also able to do positional timewarp
guys. what would cause billboards to only render in one eye in VR?
only on my anus but anyway.... this billboard was working before updating to 4.13 . Now I know it's not 4.13 per se because I have tested it in a blank project in 4.13 and it works. So there must be some setting that is causing it
got a screenshot of your setup?
nope. it's the boss' copy. Mine works :/
I have an updated blueprint over him tho. he is using a slightly older one atm
fix that first
i've been trying to get him to use the updated blueprint for a while but his works usually. The thing is, the method I am using is the same so there is not going to be a difference. It's just for some reason on his build, the Billboard only renders in one eye. It worked in 4.12, but he just updated (which could be the problem as he's not the best with code management). Maybe he fixed something else and broke this. Im not sure so I thought I would ask. See I know people have wanted to render billboards in one eye for a while so I thought they might have added a flag for that
I just got him to switch to Material Billboard and that rendered fine. So this seems to be something with the Sprite Billboard which has had a history of buggyness with Stereo Instanced Rendering. I wonder if that bug has popped up again
might be instanced stereo
i had that same problem too
but mine also didnt work on a Material billboard
yeah I told him that might be the problem and to turn it off and see but he was reluctant so he switched to material bb and it worked.
it's lucky I built it with sprites, material or mesh icons. ^_^
it still begs the question. why would SIR fuck up a sprite rendering ?
and why doesn't it do the same thing on my version
probably becouse the sprite is rendered as a screenspace quad
instead of a 3d mesh in the game world
kind of like a interface element
that doesn't really explain why it works in 4.12 with SIR enabled nor why it works in my copy of 4.12 and 4.13. Unless it's bugged
anyone know if new gearvr has improved optics, or just new connector and all black
its currently a freebie again with new edge7
I also see it has a passthrough usb port, so you can plug in your gamepad
its a freebie in the ik, from sept14 to oct 5
uk
maybe to make up for note7 fiasco
note7 gear vr is living on the absolute limit
note7 is same speed as edge7
T-mobile in US stopped selling Note 7 until further notice
same here
ffs, gearvr lets you move it back/forward but no ipd
ive got a huge noggin
why are people using by controllers with gearvr when android lets you plug a gamepad straight in
bt
Because they might not have bt controller
you mean they might not have a wired connector
Your question sounds odd ๐
how?
Hi is anyone able to help me with attaching objects to the motion controllers? I have used the motion controllers in the VR template and I have managed to get it so I pick them up but I cant drop them. Furthermore in the VR template it attaches the root component of the item to the controller but that doesn't work and I have to attach the static mesh instead.
Yow guys! question is ... Can I sli one 980ti with a 1070 ?! Is it going to work ?
I recall something about multi-card SLi a while back but I dunno if they implemented it yet. I would think it's only sharing ram and cores anyway (from performance in Sli that I have seen) so technically it sounds feasible
hmmm cool... but it's not going to do me any good in VR and UE4 right ?!
seems like it's not yet supported
nope UE doesn't work in a way that makes SLi more performant from what I have been told.
@dusky moon I'm pretty sure the ability to combine two unmatching cards works no problem. However like Marc said, won't do you any good in UE4.
@pallid echo Yep I see ... we got to wait to get sli support . let's hope it comes in 2017
Sli support probably aint gonna happen in UE. I mean it can do it , but if there is no advantage then there is no priority on the roadmap
has anyone built a 2-handed scale/rotate/translate?
anyone know what kind of controls we have for the display mirror yet? Is it possible to give it its own UI and that kind of stuff?
@barren rose didn't you do some kind of stuff with this?
dafuq
is there no way to unlock the camera from the HMD anymore?
I need a static view from a camera, and the HMD location and rotation should just be discarded
disabling "Lock to HMD" on the camera makes no difference at all
that seems like it's broken
I have a plugin that lets you render an arbitrary render target to the game viewport seperate from the hmd
But it requires an engine change
I submitted a PR but it was put on hold / rejected without closed due to possible mixed reality changes that haven't happened yet
engine change is fine with me if you're willing to part with it
Aye, I haven't tried it in 4.13 yet, I need to change some code due to some engine changes, but aye
Will let you know after I've done that
4.12 is probably fine too
in the meantime... is there really no way to unlock camera from HMD?
that seems like a bug
confirmed in 4.13 and 4.12 with a vive
4.11 locks location, but not orientation
er
unlocks I guess?
no, wait, that seems to be consistent.
unchecking "Lock to HMD" in a camera component makes sure the camera location stays where the component is located, but it still follows HMD orientation.
in 4.13 it doesn't even do that - it just ignores the setting completely
got a design question, since I haven't played a game with an example of this yet. how do you stop the player teleporting near a wall and then walking through it?
does physically blocking the camera progression cause nausea?
@dry fjord Have to do some hacks since there is no real way to stop the camera. One way is to restrict the player from getting close enough to the wall.
true, that's a fairly good solution for some environments
Another is during teleportation you setup checks to say If player is too close to the wall (based on whatever you want) then you define a teleport location and force the player to go there instead (i.e. take location of the spot they are not supposed to go and push them back a few units)
@dry fjord an interesting one I've seen
is when they are colliding
you move the base actor in the opposite direction
until they aren't colliding anymore
I believe that is something the game "Vertigo" was experimenting with
otherwise there is always the option to disable their hands if they are colliding
something "Gnomes and Goblins" does
nps
Man
What an amazing amd crazy weekend at Seattle VRHackathon
And
Going on just 6 hr of sleep for the past 4 days....sigh
And still got to get to school by 11am
Tomorrow
Op
Found out that if you place your character in the szene and select it, the camera gets moved by moving the HMD, even without hitting play.
is there a Samsung deal on in the usa? buy top phone get a free gearvr...until oct 5
that doesn't sound like a question @wintry escarp ๐
oct 5th is google presentation...timing seems a bit suspect
@wintry escarp Saw on reddit someone got S7 Edge and free GVR
no word whether it was new 2016 GVR or older one
here its the new black one
Looks like this one goes until oct 9. https://samsungpromotions.com/
maybe I'm too suspicious, just seemed suspect the offer ends the day google will announce how good/bad daydream is etc
bbl
As much as I don't plan to target GearVR I am really interested to see what is announced there
I hope GearVR forces DayDream and more broad solutions to up their game (with positional tracking)
Galaxy S8 is rumored to have 4k screen and dual cameras (like iPhone 7+)
hopefully they drop exploding battery feature ๐
Aw yeah
My Razer OSVR HDK 2 just got delivered.
Lets hope its better than the HDK 1's.
If its based on the sensics dSight you better keep hoping :/
It probably is which would make me very sad.
Android head mounted device HMD
Android head mounted device HMD
That looks really interesting
s8 isn't until next spring though
supposedly they are moving it for earlier release due to fiasco with Note 7
yeah it turned out the det cap in the S7 didn't always go off, they want the S8 to reliably explode
how does an s7 edge last in vr?
hah ๐
but yeah, phone get hot when used for VR
Don't expect Daydream phones run any cooler, @wintry escarp ๐
its seems unlikely they would block a very fast phone from daydream for not having the right chip in it, its a worry about EU galaxyS7
its uses Exynos, not snapdragon
Check out @victorburgosG3's Tweet: https://twitter.com/victorburgosG3/status/777622218675097600?s=09
#windowskey sucks #ue4 #vr game I dev'd in just 36 hours at #SeaVRHack. #unrealengine @UnrealAlexander @UnrealEngine https://t.co/6yqFWCrqXr
One of a few vids from this past weekend
Anyone know why this doesn't work? https://docs.unrealengine.com/latest/INT/BlueprintAPI/Input/HeadMountedDisplay/SetClippingPlanes/index.html
Set Clipping Planes
Hello, I'm trying to improve the image quality while I'm looking across my model home. It looks grainy and pixelated when I'm on the other side of the home. Anything I can do to fix this?
@slim raft Change anti-aliasing from TemporalAA to FXAA or vice versa
If you have a post process volume in the room (or the one on the player camera) you can see it there, just search "Anti" on the post process settings
(AFK now - just look at Anti-Aliasing, that's usually the cause.)
Though if you're using VR, be careful. AA is expensive, but it sounds like you have a small area so it should be ok. (afk)
Thanks Geoff, I'll give it a try
This is the issue here, you can see the pixilation on the carpet
Do I have to rebuild lighting or just keep banging my head against the wall
that looks like anisotropy to me
it's just from across the home it looks fuzzy
try forcing it to 16x, a lot of automatic optimizations come in when you start VR
force it in the console maybe
command?
no idea, have to google it
you could also check out the mip levels of the carpet
make sure they've all been created
fool with the mip bias in the material for the carpet
is this in the editor?
I see editor gizmos
you should be able to open the texture and see how many mips were created for it. if it's not power of two, it won't have made any
about 500 sq ft
I'm just changing as much as I can to 4096 now
๐
Thanks for the help @dry fjord
haha
I mean what pixel dimensions
definitely always do power of two
then you get mipmaps
this is my first 4k house and 2nd VR house
so it's been a "learning experience"
aka a test in my patience
no, just the floors
and you really could just repeat a reasonable sized piece of carpet instead of having every pixel unique
well most of the 2nd floor is carpet
This is my carpet
I'm actually putting tile over some of it
that's fine, but you could repeat a small piece of it and save a ton of memory
or have ultra high detail carpet
make that small piece 4k
is that what you're doing already?
@still marsh yea set clipping planes doesnt seem to do..anything
cool
as of now
UVs
ah yes
ok
that's not just your lightmap UVs right?
that's your actual texture UVs?
this is chan 0
first one was chan 1
I had to change pretty much everything to chan 1 to keep it looking consistant
yeah
when the file was imported from revit there was a lot of cleaning up to do
so, how to explain this
right now each polygon of your floor uses a different part of the terxture
that's massively wasteful
for texture UVs you can stack them and re-use parts of the texture
so you could increase the detail in the carpet, still use a 4k texture, but repeat it across the floor
what it'll end up looking like is the UVs will be way larger than the texture, and stacked
lemme find an example
so here's my texture UVs for a vase:
yes
and here's my lightmap UVs:
only lightmap UVs NEED to be laid out like that, OR if you really do have a custom texture, say like a mech, a car, or a person
but floor? that wants to be high detail and can afford to repeat
sam,e for tiles
you'd only do one tile in the texture, then repeat it
right now you're sacrificing pixel density to make each part of it unique
but nobody would ever know if you took a meter of it and repeated it
that meter can then have way more detail
for VR that matters
ok, pm you
ok
does the steamvr or the oculus sdk already support vulkan or only dx11?
so if the vulkan support in ue4 would be finished, would we still have to wait for them to support it in their sdks or could we start using vulkan in out vr games?
steam did say they wanted to support vulkan
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thats about doom
doom isnt related to valve
it doesnt quite look like it
yeah valve makes overwatch, not doom
does doom have a vr mode?
valve doesnt make overwatch
I heard about that, but is it released already?
sorry I mean league of legends
THATS BLIZZARD FFS
fantastic valve game
THATS RIOT
you're riot
that doesn't sound right. dota is warcraft
I'm fucking with you
"Dota 2 is a free-to-play multiplayer online battle arena (MOBA) video game developed and published by Valve Corporation for Microsoft Windows, OS X, and Linux"
since vulkan is basically the main API of doom now (right?) once they release the vr thing they have to support vulkan in vr, right?
so by that time steamvr and oculus sdks have to support vulkan if they don't now
I can't imagine that adding VR support to vulkan is that hard
but it might be a custom implementation
doom does some freakay shit
I don't mean adding vr support to vulkan, thats hopefully done, I mean making the steamvr sdk and oculus sdk support vulkan
but I would imagine vulkan and VR is on the cards for everyone
yeah I know
best place to ask is steam and oculus developer support
there might be a roadmap
if vulkan doesnt have vr support, thats stupid
it's a graphics api
i mean, they built it off of mantle, which was a pretty decent api, it just had to also work with nvidia gpu, and adding vr support isnt that haard
I imagine VR support is up to the engine built on it
i thought vulkan was an api
well its not so important that I would ask valve or oculus directly since atm ue4 doesnt even support it fully
but hopefully they finish the vulkan support soon
just out of curiosity I think it's a good question. email gaben
but do it in ghetto lingo
he loves that
I'm always reading through all commits regarding vulkan in the ue4 master branch... I love to see the progress
and tickle his belly while you do it
it might be a good question for Epic then
they'll have a good idea of what's coming
currently they don't support vulkan on sm5 and sm5 is needed for vr I think
not sure if you can do vr with sm4?
sm5?
shader model 5
I imagine sm5 makes a big difference
difference to what?
at least in speed
well sm4 is faster since it supports less features ๐
some advanced rendering stuff just gets disabled when you run your game in sm4
@dry fjord you goddamn magnificent troll :P I chuckled
๐
Hey fellows,
Finally booked my flights for Oculus Connect, now looking for a palce to crash. Anyone have a couch I could use for a couple of days? ๐
Where and when is that again?
I've been trying to package a Google VR game, it's currently an empty project and I've followed the Google VR quickstart guide pretty much down to the word.
But the packaging keeps failing. Is it okay to have later versions of NDK, JDK and Android SDK or do I need to have exactly the versions installed specified in the guide?
@upbeat kestrel Hey,
It's on October 5 - 7, San Jose, CA
Flying there from Sweden on the 3rd, and the team has a room for the duration of the event only, so looking for a place the rest of the nights.
Does anyone know if it is possible to use the features of the vr template but temporarily use mouse control when a vive is unavailable? We only have one in my office with multiple vr projects going on at once!
@storm vortex you should be able to check for a vr headset and set the camera and inputs accordingly.
I think the VR template has the check in BP somewhere to see which headset is connected.
ah nice ๐
do you have to be in VR mode to use motion controls in the editor?
for the vive, the HMD needs to be active in order for motion controllers to work
cheers
Hi all, I just added this 4k flooring to my model and it's not looking very 4k
I have the mipmap set to 0 and it's a 4096 texture
tiling a bit wierd?