#virtual-reality

1 messages ยท Page 22 of 1

wicked oak
#

if its the newer version

dry fjord
#

hmm

wicked oak
#

you might need to do a "stereo on"

#

command

dry fjord
#

I did firmware update

#

ok

#

start in vr is checked too

wicked oak
#

what version?

dry fjord
#

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

rigid quiver
#

I got something like that once after I had messed with my super sampling. Set it back to defaults and it worked

dry fjord
#

sorry, hang on

#

nah still nothing

#

ok

#

yeah I do a ton of settings adjustment

#

nothing

#

turned all the console commands off

mighty carbon
#

Gear VR channel? It will be empty! (or maybe I would be the sole inhabitant of that channel)

dry fjord
#

I think the channel arrangement is good, we just need a project feedback and editor channel

rigid quiver
#

Nuuuuu. Maybe someday you will find someone @mighty carbon. Someday... So sad

mighty carbon
#

There are a few more devs on UE4 forums

#

1 active, several other - who knows what they are up to

dry fjord
#

yeah but they need discord to chat ever since their S7s melted their eyes

mighty carbon
#

S7 doesn't melt

#

Note 7 does

dry fjord
#

your specifics ruined my bad joke

#

good work

#

it needed ruining

mighty carbon
#

lol

#

๐Ÿ˜†

#

I like this Discord chat and the community

#

feels more social that forum and reddit, and ... Unity

dry fjord
#

reddit is toxic

mighty carbon
#

๐Ÿ™€

dry fjord
#

so many bad attitudes and trolls

mighty carbon
#

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 ๐Ÿ˜›

dry fjord
#

hahaha

mighty carbon
#

was testing "if you can't beat them, join them" theory

dry fjord
#

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

silk lodge
#

vive?

dry fjord
#

yeah

pallid echo
#

Do you see the white room in the headset before playing?

dry fjord
#

nope

silk lodge
#

sometimes now I've been having to start up steam vr and then ue

dry fjord
#

the headset mirror is up and it's black too

#

steam vr is running

pallid echo
#

Restart everything if you haven't already. Turn off headset mirror

dry fjord
#

all green

#

ok

pallid echo
#

Should just restart the computer just to be sure which will handle the "everything" aspect.

dry fjord
#

haha yes

#

I hardly ever restart, I need to talk gently to it first

#

just trying a steam restart real quick

pallid echo
#

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.

dry fjord
#

yeah that seems to have

#

now restarting UE

#

that was it! thanks!

pallid echo
#

๐Ÿ˜„

silk lodge
#

I only get a white light

#

'cuz I got a pre ๐Ÿ•ถ

spring pond
#

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

wicked oak
#

i think you can in 4.13

spring pond
#

I didn't have much success with it

#

it didn't seem to capture all interactions

still marsh
#

Did you turn on the Vive plugin in UE4?

#

Is SteamVR running?

#

Oh, all settled.

#

I have this scrolling-down problem with Discord apparently.

dry fjord
#

haha I have that problem too

spring pond
#

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

orchid hull
#

@spring pond thanks results are much better

abstract gale
#

@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?

pallid echo
#

@granite jacinth Yes?

granite jacinth
#

My freaking bad. Discord mobile is funky.

pallid echo
#

Lol, no worries.

granite jacinth
#

I am trying to figure out how to edit

#

Damn, I guess it is a very small window

pallid echo
#

Is that what I was summoned here for? Haha

sturdy coral
real needle
#

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?

mighty carbon
#

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.)

wicked oak
#

apple is also getting devs from other places, like google

#

its just how business works

#

they pay you more, you switch

mighty carbon
#

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?!

wicked oak
#

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

spring wolf
#

yeah it all depends

#

there's a lot of moving around in my field at least (iOS dev)

wintry escarp
#

mobile channel is totally dead

mighty carbon
#

never worked in hi-tech industry

#

where I worked salary hikes are not that crazy

#

@wintry escarp UE4 isn't really a mobile engine..

abstract gale
#

..but what about the flappy bird sample? ๐Ÿ˜ฎ

wicked oak
#

mobile with ue4 its super overkill

#

only if you are targetting high end mobile

wintry escarp
#

so what are people making gearvr games with

mighty carbon
#

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.)

wintry escarp
#

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

sharp swan
#

I have it muted lol

#

the mobile chan I mean. stupid scroll

neat cape
#

yeah I'm not interested in mobile dev either so it's muted for me too.

sharp swan
#

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.

spring pond
#

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

abstract gale
#

thanks for the tip

wintry escarp
#

oculus will only fall apart when they finally lock it to facebook accounts

spring pond
#

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

spring wolf
#

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 ๐Ÿ˜›

mighty carbon
#

@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.

spring pond
#

Their forums aren't super useful. Even the "special people" ones

mighty carbon
#

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 ๐Ÿ™„

spring pond
#

I wouldn't be surprised if Oculus is like 500-600 people now. I can only think of 4 from id.

mighty carbon
#

aren't most of Oculus staff located in CA ?

#

I recall Dallas is mobile only

spring pond
#

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?

mighty carbon
#

nah, I don't think there is anything of Oculus in Austin

wicked oak
#

dont people remember that oculus has CARMACK with them?

#

and abrash

hard light
#

assuming they don't get sunk by Bethesda

#

who are increasingly looking like they have a fairly valid case

wicked oak
#

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

hard light
#

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

wicked oak
#

they just want facebook money

#

carmack left becouse they didnt let him experiment with VR stuff

mighty carbon
#

that's what we know.. who knows what was going on behind the curtains

hard light
#

if Oculus is predicated on proprietary technology owned by Zenimax, everything else is irrelevant

wicked oak
#

took them years to do anything

hard light
#

doesn't matter

mighty carbon
#

I wonder if JC developed Oculus software at work or after work at home

hard light
#

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

mighty carbon
#

Fb could have just pay their way out

hard light
#

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

wintry escarp
#

anyone here in EU? is it possible to buy a snapdragon820 galaxy S7 here

mighty carbon
#

lol, is that why people developing for Vive mostly? ๐Ÿ˜›

wintry escarp
#

vive was the more complete system wasn't it

spring wolf
#

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

granite jacinth
#

Vive op...but Rift Motion Controllers...much sexy

hard light
#

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

mighty carbon
#

@hard light vblanco would disagree with you ๐Ÿ˜‰

granite jacinth
#

I like them due to form factor

wintry escarp
#

rift has a problem though

granite jacinth
#

They all have problems

wintry escarp
#

since touch aren't supplied you wont be able to assume gamers have it

hard light
#

this is true

granite jacinth
#

I was only comparing MoCons anyway

hard light
#

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

granite jacinth
#

Aye, that is a problem that Oculus created for themselves

wintry escarp
#

rift is already a tiny market, touch only is miniscule

granite jacinth
#

VR is a tiny market

hard light
#

they have to start bundling the controllers, or they're potentially dead in the water

granite jacinth
#

Always will be

#

AR/MR is the future

mighty carbon
#

mainstream VR is not dead, because it doesn't exist anyway ๐Ÿ˜ƒ

granite jacinth
#

AR probably more so

wintry escarp
#

MR?

granite jacinth
#

Mixed Reality

#

HoloLens

wintry escarp
#

AR

granite jacinth
#

Alternate Reality, Pokemon Go to an extent

wintry escarp
#

Augmented reality isn't it

granite jacinth
#

Yeah whatever

wintry escarp
#

anyone know if you can get snapdragon820 galaxyS7 in the uk?

granite jacinth
#

I have been thinking about multiverses for a few days

mighty carbon
#

Gear VR would be the closest to mainstream VR

wintry escarp
#

yup

#

ive been looking for sd820 S7, cant seem to get them here

#

would do gearvr and daydreamvr

granite jacinth
#

Samsung should just ship a GearVR to every house

mighty carbon
granite jacinth
#

Or bu dle them with purchase of Sphones

wintry escarp
#

Samsung are quite sucky

granite jacinth
#

Yeah, RawData had a lot of mo ey up front to do all their GameArt top notch

mighty carbon
#

~25k users

granite jacinth
#

And why do I keep missing letters

mighty carbon
#

not too shabby

spring wolf
#

nice, well made game it seems, i still gotta play more

granite jacinth
#

Also, they proced their game higher than most

wintry escarp
#

they had the big gearVR with note7 thing, that's cancelled here but still going in usa/india

spring wolf
#

and priced high compared to other games out there it seems

granite jacinth
#

Priced

spring wolf
#

yeah

granite jacinth
#

Yup

spring wolf
#

๐Ÿ˜„

granite jacinth
#

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

wintry escarp
#

i might just write off gearvr and get the Axon7, wait for daydream

granite jacinth
#

Lesson

wintry escarp
#

that was weird, I'm seeing things

spring wolf
#

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? ๐Ÿ˜›

#

yeah it was deleted

wintry escarp
#

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

spring wolf
#

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

wintry escarp
#

i had a bad feeling glow might look like its all on a plastic sheet infront of the scene

lapis glen
#

Is there a way to preview in VR without restarting UE4?

wintry escarp
#

why would you need to restart? cardboard doesnt

lapis glen
#

Because the ooption is greyed out

wintry escarp
#

hmm

#

can you selectively limit HMD movement in vr?

#

ie player tied to a chair clearly cant see all the way behind them

spring wolf
#

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

sharp swan
#

@wintry escarp that would be bad. so bad

abstract gale
#

anyone getting a room deal for oculus connect? ๐Ÿ˜ƒ

wicked oak
#

"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

dry fjord
#

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

spring pond
#

@abstract gale All the hotels beside the centre are like $500/night ๐Ÿ˜ฆ

abstract gale
#

hmm, not much of a deal is it

still marsh
#

@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.

wicked oak
#

a popular option is to make the screen black

#

or add a "out of bounds" message

dry fjord
#

inflict damage if they look the wrong way or go out of bounds

silk lodge
#

@wintry escarp you could black out the world if they look too far.

wintry escarp
#

that would break the claustrophobia effect I would be after

dry fjord
#

inflict damage and have a childs voice screaming "NO DADDY NO" if they look around

#

that'll be claustrophobic for some people

wintry escarp
#

does gearvr have headphones built in?

#

or just use phone speaker

#

giving up on ios, nothing I do gets a working osx

fleet veldt
#

Question for Vive owners: Do the motion controller buttons/pads map by default to generic gamepad support?

dry fjord
#

what's not working smiler?

wintry escarp
#

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

neat cape
#

@fleet veldt someone posted the button ue inputs and what they are assigned to on the controller, but that was a week ago :/

abstract gale
#

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

wintry escarp
#

can the gearvr use vulkan driver mode?

abstract gale
#

@upbeat kestrel any other assets planned? 9000 swords is fun great, would like to see more modular design like that from others

neat cape
#

@fleet veldt

abstract gale
#

pinned messages has vive ue4 mapping, for what its worth

fleet veldt
#

@neat cape awesome thanks!

neat cape
#

My pleasure to help

upbeat kestrel
#

@abstract gale Thanks - I'll answer you in #fab ๐Ÿ˜ƒ

pearl tangle
#

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

upbeat kestrel
dry fjord
#

bind the keys, make an event, do a print and see

upbeat kestrel
#

but that would be work!

wintry escarp
#

how do you force android to draw fullscreen? its leaving the 3 onscreen gadgets

#

is it an android thing or ue4?

fleet veldt
#

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)

dry fjord
#

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

abstract gale
#

@fleet veldt u were very serious about the music being loud.. VERY

fleet veldt
#

@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

abstract gale
#

@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

fleet veldt
#

thanks ๐Ÿ˜ƒ so you did that with a vive? oh yeah i setup W as a keyboard bind for tleeport and A/D to turn

abstract gale
#

yea Vive, just didnt use controller

fleet veldt
#

cool. ๐Ÿ˜ƒ 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

abstract gale
#

not sure on fps, but its very smooth and no issues. i use bottom of the line for benchmarking, radeon r9 290

wintry escarp
#

are android phones language locked to where you buy them? or do they have a list of languages you pick from?

fleet veldt
#

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

wintry escarp
pearl tangle
#

what did you get?

wintry escarp
#

axon 7 phone

#

half price the iPhone would have been

pearl tangle
#

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?

fleet veldt
#

@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

pearl tangle
#

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

fleet veldt
#

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.)

pearl tangle
#

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?

fleet veldt
#

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

pearl tangle
#

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

dry fjord
#

my dad is better at vr shooters than me, wtf.

#

first time he'd ever touched it

#

he's just turned 60

wintry escarp
#

maybe he used to be an Atari whiz

dry fjord
#

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

pearl tangle
#

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

dry fjord
#

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.

pearl tangle
#

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

dry fjord
#

arizona sunshine?

#

ah brookhaven

#

oh my god why don't I have trials on tatooine

dry fjord
#

that was slightly shorter than expected

wicked oak
#

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?

neon egret
#

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

heady tundra
#

Speaking of which, So many bow and arrow games

#

Soooo many

neon egret
#

Well, it's fun

heady tundra
#

I think it's partly due to there being a tutorial for it aswell ๐Ÿ˜ƒ

#

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

wicked oak
#

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

heady tundra
#

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?

wicked oak
#

just using the handle for everything

heady tundra
#

Yeah thats what I do now.

wicked oak
#

at least everything external. On items you are attaching to the hand i prefer kinematic movement

#

but then no physics

mighty carbon
#

@wintry escarp I thought you were after S7

#

Do Touch/Vive controllers have force feedback?

neat cape
#

Yes, same as the steam controller

mighty carbon
#

Cool

#

Btw, I wonder if it's possible to hook up lighthouse and controllers to Gear VR using PC as gateway?

neat cape
#

well you could try to access them via openVR

wicked oak
#

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

abstract gale
#

@wicked oak thats some shooting gallery

wicked oak
#

its using the topdownscifi assets. I didnt make it

#

its from a team member who gave me the map

fleet veldt
#

@wicked oak yeah i'm using those assets as well. I seem them turn up in a lot of games.

wicked oak
#

it is a good pack, has a lot of things

abstract gale
#

tmeks looked great

#

i like those guns @wicked oak

wicked oak
#

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

abstract gale
#

ahh

#

the manufactura k4 pack?

wicked oak
abstract gale
#

oh for the weapons, yea i meant the scifi topdown stuff

wicked oak
#

its just "scifi topdown"

abstract gale
#

yea i saw that

wicked oak
dry fjord
#

@vbkanco that shooting gallery, is that yours?

#

rather, can I have a copy to play please? ๐Ÿ˜„

#

I want to see what a level with good graphics looks like compared to H3vr

#

I should just make one

#

doing that

#

brb

wicked oak
#

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

granite jacinth
#

How does Hover Junkers keep their player on the vehicle if the vehicle is moving?

wicked oak
#

parenting

#

they parent the player to the vehicle

granite jacinth
#

Parent it on begin play or actually inside the pawn itself?

wicked oak
#

whenever, doesnt matter

dry fjord
#

I love the realism in h3vr but the graphics are so bad

#

they look amazing in vr but screenshots look awful

granite jacinth
#

Parenting it to root does nothing

dry fjord
#

made me wonder what a good set of textures would do

granite jacinth
#

But parenting to hmd...

wicked oak
#

no, not to hmd

#

you parent the pawn root to the platform

granite jacinth
#

O&h&hhh

#

Duh

#

I get it

#

Thanks

#

I was trying to do it in reverse

wicked oak
#

becouse ive done it lol

granite jacinth
#

Lol

wicked oak
#

but for vehicles

granite jacinth
#

Nice

neat cape
#

keep in mind that hover junkers is unity btw, not ue4

wicked oak
#

its the same

#

remaking hover junkers in ue4 wouldnt be too hard

neat cape
#

glad we had that talk

wicked oak
#

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

abstract gale
#

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

graceful junco
#

Yes, that's how TAA works.

wicked oak
#

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

dry fjord
#

doesn't UE do MSAA?

neat cape
#

nope, there is a MSAA implementation somewhere on the forums though I think...

dry fjord
#

that's a shame

granite jacinth
#

@wicked oak so, that did not work in 4.13

#

I am guessing it had to work with no capsule

#

With thr vr template

dry fjord
#

I'm looking at the VR template now. apart from adding BP_MotionController to your scene, what else do you need to do?

granite jacinth
#

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

dry fjord
#

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?

granite jacinth
#

So, the solutions i found was using sequencer

neat cape
#

maybe look in the update notes for 4.13 maybe it's linked there

dry fjord
#

ah it's that new? thanks

granite jacinth
#

Controllers and loco work in 4.13 just fine

#

Just need to figure out this stupid movement with something else

wintry escarp
#

OSX question. anyone know if you can use ue4 on mavericks, or does it need elcapitan?

spring wolf
#

10.9.2 or later the internets seem to say

wintry escarp
#

hmmmm

worn magnet
#

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.

dry fjord
#

hmm

#

can the base stations see the controllers?

neat cape
#

maybe this could help you

abstract gale
#

@worn magnet restarting the base stations, making sure the channels are correct -

#

what does steamVR compositor say?

wintry escarp
#

it says "we have your money....muahahahahahhahahahah"

abstract gale
#

I think its 30 days? return? and some warranty

#

30 days might be unopened ๐Ÿ˜ƒ

worn magnet
#

I got it figured out finally ty though!

abstract gale
#

nice

dry fjord
#

weird choice of survey image, HTC. maybe the survey ends in a threesome though.

empty sundial
#

@worn magnet just remember never to use a usb 3 port. vive components really don't play well with usb3

#

dunno why

worn magnet
#

That's strange. Everything I saw on the forums said otherwise. But I will keep that in mind!

fleet veldt
#

Does the Vive have a built in microphone like the Oculus CV1?

empty sundial
#

yes

#

it's right by the mouth, iirc

wintry escarp
#

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

dry fjord
#

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

pallid echo
#

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.

dry fjord
#

oh that's sweet

#

I take it all back

snow raft
#

heh, well thats a step in the right direction

neon egret
#

Platform or Hardware exclusive titles... I hate it

#

Hope they just open up all games for every hardware that supports it

wicked oak
#

well, oculus is paying the devs

#

without that money the games wouldnt be as good

dry fjord
#

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

wintry escarp
#

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?

wicked oak
#

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

wintry escarp
#

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

wicked oak
#

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

dry fjord
#

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

wicked oak
#

they decrease the risk of VR development by a massive amount

dry fjord
#

that's too much of a blanket statement, can you be more specific?

wicked oak
#

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

dry fjord
#

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

wicked oak
#

and if oculus sponsors you you are going to get bumped there

#

if they dont, you just release it also on Steam

dry fjord
#

but not everyone can get sponsored

#

yep, that's right

wicked oak
#

but steam visibility is also absolutely terrible

#

there are WAY too many games getting released

dry fjord
#

yeah, I don't think you can market yourself that effectively on steam itself

wicked oak
#

in that case, oculus even can do it better

#

at least is a VR only store

dry fjord
#

any numbers on how many titles are being sold on oculus home versus vr titles on steam?

wicked oak
#

ask the Chronos guys

#

i dont know

dry fjord
#

I don't know who they are

wicked oak
#

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

dry fjord
#

that'd be handy to know

#

you can be our test case then ๐Ÿ˜‰

#

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?

wicked oak
#

the whole reason i released VR multigames was to know stats

dry fjord
#

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

wicked oak
#

for example, right now few people other than like 10 ultradedicated people play it

#

even after several updates, cuz no one knows it exists

dry fjord
#

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

wicked oak
#

as a free VR game with 34 positive reviews 1 negative

#

thats why i want PSVR

dry fjord
#

mate I'll play it, I;'ll go find it

wicked oak
#

ive applied as playstation developer

#

couple days ago

dry fjord
#

cool, good luck!

wicked oak
#

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

dry fjord
#

so IMO while the vive is better, I think regular people might lean towards the oculus

wicked oak
#

"so im building a playstation exclusive, but i cant get devkits?"

#

people will lean towards the PSVr

dry fjord
#

haha how are you in the awards if you're not a developer?

wicked oak
#

becouse i showed them a Vive prototype

dry fjord
#

yeah, they probably will

wicked oak
#

Vive/Oculus in fact

dry fjord
#

oh nice

wicked oak
#

this is what i sent them

#

alongside a pitch document detailing the game

dry fjord
#

that's quality

#

and exactly the kind of thing I'd expect to see on the PSVR

wicked oak
#

it would be the only game of its kind on psvr

dry fjord
#

how is fast-scrolling to the teleport destination nausea wise? pretty good?

wicked oak
#

configurable

#

you can tell it to be instant

dry fjord
#

I mean how did you find it with it enabled?

wicked oak
#

but the dash is way more interesting on gameplay

#

no dizzyness

dry fjord
#

cool

wicked oak
#

becouse its only in short burst

#

you are not moving most of the time

dry fjord
#

that's good, a chance for your inner ear to settle

wicked oak
#

the cool thing is that it allows for fancy stuff like slashing enemies mid-air

dry fjord
#

oh yeah, genji style

#

I wonder how fast everyone is going to get bored with games like this

#

before they each need something distinctive

wicked oak
#

mine will have PVP multiplayer

#

as a extra mode

#

just deathmatch at release

dry fjord
#

I think multiplayer will help the lifespan a lot

wintry escarp
#

why doesn't psvr cause sickness if its only 60hz?

wicked oak
#

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

wintry escarp
#

how does that work when my tv only does 60

#

I call bullshit shenanigans

wicked oak
#

?

spring wolf
#

PSVR has nothign to do with your TV

wicked oak
#

it goes kind of "direct mode"

spring wolf
#

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

dry fjord
#

vive doesn't have sub-frame reprojection?

#

I did not know that

#

that's a genuinely good feature, they need that

wintry escarp
#

it all seems suspicious, my pc isn't good enough for VR yet a console that struggles to do full hd is fine

wicked oak
#

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

dry fjord
#

isn't reprojecting at 45 the same as oculus reprojecting at 37 on the DK2?

#

or does oculus do something trickier?

wicked oak
#

oculus timewarping is way better

#

becouse its async, it doesnt vsync you like the vive one

#

its also able to do positional timewarp

sharp swan
#

guys. what would cause billboards to only render in one eye in VR?

dry fjord
#

nifty

#

well, catch the fuck up vive

#

marc: do you wear an eyepatch?

sharp swan
#

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

dry fjord
#

got a screenshot of your setup?

sharp swan
#

nope. it's the boss' copy. Mine works :/

#

I have an updated blueprint over him tho. he is using a slightly older one atm

dry fjord
#

fix that first

sharp swan
#

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

wicked oak
#

might be instanced stereo

#

i had that same problem too

#

but mine also didnt work on a Material billboard

sharp swan
#

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. ^_^

wicked oak
#

ive just removed it for now

#

if i make it again ill make it a 3dmesh

sharp swan
#

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

wicked oak
#

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

sharp swan
#

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

wintry escarp
#

anyone know if new gearvr has improved optics, or just new connector and all black

mighty carbon
#

Yes, it has bigger lenses

#

Larger sweet spot

wintry escarp
#

its currently a freebie again with new edge7

mighty carbon
#

No

#

Not to my knowledge anyway

wintry escarp
#

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

wicked oak
#

note7 gear vr is living on the absolute limit

wintry escarp
#

note7 is same speed as edge7

mighty carbon
#

T-mobile in US stopped selling Note 7 until further notice

wintry escarp
#

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

mighty carbon
#

Because they might not have bt controller

wintry escarp
#

you mean they might not have a wired connector

mighty carbon
#

Your question sounds odd ๐Ÿ˜œ

wintry escarp
#

how?

real needle
#

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.

dusky moon
#

Yow guys! question is ... Can I sli one 980ti with a 1070 ?! Is it going to work ?

sharp swan
#

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

dusky moon
#

hmmm cool... but it's not going to do me any good in VR and UE4 right ?!

#

seems like it's not yet supported

sharp swan
#

nope UE doesn't work in a way that makes SLi more performant from what I have been told.

pallid echo
#

@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.

dusky moon
#

@pallid echo Yep I see ... we got to wait to get sli support . let's hope it comes in 2017

sharp swan
#

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

noble crater
#

has anyone built a 2-handed scale/rotate/translate?

upbeat kestrel
#

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?

upbeat kestrel
#

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

barren rose
#

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

upbeat kestrel
#

engine change is fine with me if you're willing to part with it

barren rose
#

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

upbeat kestrel
#

4.12 is probably fine too

upbeat kestrel
#

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

dry fjord
#

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?

pallid echo
#

@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.

dry fjord
#

true, that's a fairly good solution for some environments

pallid echo
#

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)

static merlin
#

@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

dry fjord
#

cool, good advice, thanks

#

I've got some things to try

static merlin
#

nps

granite jacinth
#

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

neon egret
#

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.

wintry escarp
#

is there a Samsung deal on in the usa? buy top phone get a free gearvr...until oct 5

upbeat kestrel
#

that doesn't sound like a question @wintry escarp ๐Ÿ˜›

wintry escarp
#

oct 5th is google presentation...timing seems a bit suspect

mighty carbon
#

@wintry escarp Saw on reddit someone got S7 Edge and free GVR

#

no word whether it was new 2016 GVR or older one

wintry escarp
#

here its the new black one

rigid quiver
wintry escarp
#

maybe I'm too suspicious, just seemed suspect the offer ends the day google will announce how good/bad daydream is etc

#

bbl

mighty carbon
#

more likely related to that

spring pond
#

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)

mighty carbon
#

Galaxy S8 is rumored to have 4k screen and dual cameras (like iPhone 7+)

#

hopefully they drop exploding battery feature ๐Ÿ˜›

pallid echo
#

Aw yeah

#

My Razer OSVR HDK 2 just got delivered.

#

Lets hope its better than the HDK 1's.

spring pond
#

If its based on the sensics dSight you better keep hoping :/

pallid echo
#

It probably is which would make me very sad.

fresh laurel
#

That looks really interesting

wintry escarp
#

s8 isn't until next spring though

mighty carbon
#

supposedly they are moving it for earlier release due to fiasco with Note 7

dry fjord
#

yeah it turned out the det cap in the S7 didn't always go off, they want the S8 to reliably explode

wintry escarp
#

how does an s7 edge last in vr?

dry fjord
#

all jokes aside, I hear they get very warm

#

lots of power usage

mighty carbon
#

hah ๐Ÿ˜ƒ

#

but yeah, phone get hot when used for VR

#

Don't expect Daydream phones run any cooler, @wintry escarp ๐Ÿ˜‰

wintry escarp
#

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

granite jacinth
#

One of a few vids from this past weekend

still marsh
slim raft
#

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?

still marsh
#

@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)

slim raft
#

Thanks Geoff, I'll give it a try

#

Do I have to rebuild lighting or just keep banging my head against the wall

dry fjord
#

real wall or virtual wall?

#

does the pixellation disappear if you get closer?

slim raft
#

real wall

#

it does go away when I get close to it

dry fjord
#

that looks like anisotropy to me

slim raft
#

it's just from across the home it looks fuzzy

dry fjord
#

try forcing it to 16x, a lot of automatic optimizations come in when you start VR

#

force it in the console maybe

slim raft
#

command?

dry fjord
#

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

slim raft
#

I can only force mip streaming

#

that's my only option on here

dry fjord
#

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

slim raft
#

NO MIPMAPS

#

eff

#

haha

#

won't let me change them

dry fjord
#

hehe

#

yeah

#

what dimensions is your carpet texture?

slim raft
#

about 500 sq ft

#

I'm just changing as much as I can to 4096 now

#

๐Ÿ˜„

#

Thanks for the help @dry fjord

dry fjord
#

haha

#

I mean what pixel dimensions

#

definitely always do power of two

#

then you get mipmaps

slim raft
#

this is my first 4k house and 2nd VR house

#

so it's been a "learning experience"

#

aka a test in my patience

dry fjord
#

hehe

#

well your texture size should be situational

#

don't just do everything 4k

slim raft
#

no, just the floors

dry fjord
#

and you really could just repeat a reasonable sized piece of carpet instead of having every pixel unique

slim raft
#

well most of the 2nd floor is carpet

#

I'm actually putting tile over some of it

dry fjord
#

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?

slim raft
#

what you see here is the 2nd floor

#

and it's all 4k

abstract gale
#

@still marsh yea set clipping planes doesnt seem to do..anything

dry fjord
#

cool

slim raft
#

as of now

dry fjord
#

show the UVs?

#

and consider getting rid of the specular and getting in a normal map

slim raft
dry fjord
#

ah yes

#

ok

#

that's not just your lightmap UVs right?

#

that's your actual texture UVs?

slim raft
#

this is chan 0

#

first one was chan 1

#

I had to change pretty much everything to chan 1 to keep it looking consistant

dry fjord
#

yeah

slim raft
#

when the file was imported from revit there was a lot of cleaning up to do

dry fjord
#

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:

slim raft
#

yes

dry fjord
#

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

slim raft
#

ok, pm you

dry fjord
#

ok

full junco
#

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?

upper locust
#

steam did say they wanted to support vulkan

#
full junco
#

thats about doom

upper locust
#

doesnt mention vr

#

im sorry

#

so

full junco
#

doom isnt related to valve

upper locust
#

it doesnt quite look like it

dry fjord
#

yeah valve makes overwatch, not doom

full junco
#

does doom have a vr mode?

dry fjord
#

one is coming apparently

#

they demoed it at GDC

upper locust
#

valve doesnt make overwatch

full junco
#

I heard about that, but is it released already?

dry fjord
#

sorry I mean league of legends

upper locust
#

THATS BLIZZARD FFS

dry fjord
#

fantastic valve game

upper locust
#

THATS RIOT

dry fjord
#

you're riot

full junco
#

lol

#

valve makes dota

#

not LoL

dry fjord
#

that doesn't sound right. dota is warcraft

upper locust
#

um

#

what

dry fjord
#

I'm fucking with you

full junco
#

"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"

full junco
#

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

dry fjord
#

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

full junco
#

I don't mean adding vr support to vulkan, thats hopefully done, I mean making the steamvr sdk and oculus sdk support vulkan

dry fjord
#

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

upper locust
#

if vulkan doesnt have vr support, thats stupid

dry fjord
#

it's a graphics api

upper locust
#

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

dry fjord
#

I imagine VR support is up to the engine built on it

upper locust
#

i thought vulkan was an api

dry fjord
#

yeah

#

I changed it right after I said it ๐Ÿ˜‰

full junco
#

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

dry fjord
#

just out of curiosity I think it's a good question. email gaben

#

but do it in ghetto lingo

#

he loves that

full junco
#

I'm always reading through all commits regarding vulkan in the ue4 master branch... I love to see the progress

dry fjord
#

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

full junco
#

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?

upper locust
#

sm5?

full junco
#

shader model 5

dry fjord
#

I imagine sm5 makes a big difference

full junco
#

difference to what?

dry fjord
#

at least in speed

full junco
#

well sm4 is faster since it supports less features ๐Ÿ˜›

#

some advanced rendering stuff just gets disabled when you run your game in sm4

dry fjord
#

haha

#

like VR? ๐Ÿ˜‰

#

who needs two eyes and stereo instancing anyway

neat cape
#

@dry fjord you goddamn magnificent troll :P I chuckled

dry fjord
#

๐Ÿ˜‰

real needle
#

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? ๐Ÿ˜ƒ

upbeat kestrel
#

Where and when is that again?

shadow vault
#

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?

dry fjord
#

I just tried the VR editor for the first time. my word.

#

right, bedtime, night

real needle
#

@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.

storm vortex
#

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!

real needle
#

@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.

upbeat kestrel
#

ah nice ๐Ÿ˜ƒ

snow raft
#

do you have to be in VR mode to use motion controls in the editor?

upbeat kestrel
#

for the vive, the HMD needs to be active in order for motion controllers to work

snow raft
#

cheers

slim raft
#

I have the mipmap set to 0 and it's a 4096 texture

sharp swan
#

tiling a bit wierd?

slim raft