#virtual-reality

1 messages · Page 23 of 1

slim raft
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I did the u v tiling but it makes it look like it did in the first picture I sent this morning

silk lodge
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lol

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you could totally make a keytar game

tender notch
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is there some way to make a round 3D widget? I want a kind of curvy menu.

dry fjord
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Yes, use round polygons

tender notch
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can I changethis in properties or blueprint? I can't see a option here to change the widget "plate" to another mesh

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@dry fjord

dry fjord
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Not sure sorry, I'm on the train

tender notch
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Ok

fresh laurel
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Really cool

wintry escarp
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suntemple demo runs like crap on my edge7 in cardboard vr mode

wintry escarp
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this cant be normal, performance is terrible

dry fjord
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can we access the vive camera in UE?

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I think I asked this but I never hang around to see the response

wintry escarp
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I think this phone is going back tomorrow

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hmmm, the shit tracking seems to be a ue4 issue

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unity is fine

balmy creek
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Thought this would be worth sharing if it hasn't been already.

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UploadVR

Treehouse is a company that provides 12 month, intensive courses for those aspiring to join the technology sector. Its current programs include JavaScript, Python, iOS, and Android development. Now, the organization has announced that it will be providing a course in virtual reality development. According to Treehouse: “Treehouse, the online coding school, is today introducing VR Techdegree, a first of its kind online certification aimed at aspiring virtual reality developers…The VR Techdegree will be avail...

dry fjord
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that looks awesome

wintry escarp
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I wonder if epic know their cardboard plugin is broken on Samsung s7

dry fjord
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we sure do

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maybe head to answerhub and see if it's a problem or if it's misconfiguration

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cardboard is sort of defunct now isn't it? does daydream replace it?

wintry escarp
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daydream still isn't out and will only work on top end phones

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most of the current top end might not work at all

dry fjord
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ok

midnight tree
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oi gents, hows it going. just found this discord. hope to learn some things from you guys. got my vive and am working on a project with a group but in unity. want to start a personal project in ue4 soon. anyways glad to have found this.

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has anybody here done any locomotion tests they would be willing to share? i'm trying to figure what is the best way and really dont like teleport. would be cool to see what ideas are floating around

granite jacinth
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DevilDog?

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w00f

midnight tree
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im just THE dog 😛

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but woof

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to you too sir

fleet veldt
midnight tree
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nice let me take a look

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so you point where you wanna go and it moves there?

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neat system

fleet veldt
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yeah, kind of like how you would control a unit in Dota2 or Starcraft.

midnight tree
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no motion sickness i'm assuming?

fleet veldt
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but in first person

midnight tree
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nice

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yeah

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i haven't used that system yet personally but i'm seeing a few projects use this. def gonna give it a try at some point

fleet veldt
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for some people for sure. that's why i'm offering three modes, includeing teleportation

midnight tree
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i'm trying to combine the fps templates locomotion with the vr templates hands right now but no luck so far...

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will try again throghout the week

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i played with it for a bit, the fps templates locomotion, and didnt get sick at all. even had wifey try it and she was fine

ancient chasm
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Hi guy. Today i try to build my game. When i launch the game on my computer display, i haven't any problem but in my headset i stay in HTC show room. Do you already have this error ?

sharp swan
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have you tried clicking the window to make sure it's active? I have had trouble with running the game and it not being focused. That would cause it to goto the show room I think.

graceful junco
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Elencrak, in packed builds you need to run the console command "stereo on".

neon egret
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Question: I only have one Adapter/Slot for HDMI atm.
I normally use that for my TV + Sound, but my Vive needs it.
Always changing that at the GPU itself is annoying.
Can I actually put the TV HDMI into the Vive control thing or is that only
usable with the Vive?

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And yes, I could simply test it ,but better save than sorry

ancient chasm
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@sharp swan Yes i have the focus i wil check the stereo mode.

sullen stirrup
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there's a run in VR option/setting

ancient chasm
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@graceful junco Ok it was stereo activation problem. I use the command and it's work perfectly thanks 😃

neon egret
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@sullen stirrup How are you refering to

sullen stirrup
ancient chasm
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Thanks adam. Options are in world setting or editor settings ?

sullen stirrup
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it's under project description

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Project settings -> desc

ancient chasm
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Ok i build the game i will test it and i touch you inform

neon egret
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Seems like I can't just hook my TV into the HDMI Vive Control Port. TV doesn't get the next port.
Guess I'm stuck to crawling under my table

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Ok, TV finds it ,but unknown format. Fair enough, was worth a try

ancient chasm
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It works perfectly

sullen stirrup
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😛

ancient chasm
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😗

neon egret
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Did someone play around with the FunHouse Mod kit?

midnight tree
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Hey @cedric_exi

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Check that

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Its a hdmi switch

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I use it for my vive bevause i have a quad monitor setup

neon egret
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Thanks, buddy (:

midnight tree
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This allows me to switch to triple+vive

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With just a button click

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No unplugging or what not

wicked oak
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that is useful

midnight tree
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Its great

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Sometimes i do get an issue where i have to click the button twice for my monitors tk get detected

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But otherwise no issue

spiral zephyr
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@neon egret you got yourself a vive..nice!! Had mine for a couple months now. Prototyping weird physics and everything is too fun! And beautiful. If you ever used a DAW, look into "Soundstage VR". PS PLEASE, for the love of the people and things, conjure up a 4.13 roomscale vr sound visualizer demomap<3

neon egret
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You want me to combine VR with my SoundVis Plugin?

spiral zephyr
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btw: has anyone thought up any non-shitty ways to handle falling off platforms, in roomscale?

hard light
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yeah, my solution is to not do games where you can fall off platforms 😉

spiral zephyr
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I'd pay 20$ for something like it on marketplace;)

hard light
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not helpful, I know

spiral zephyr
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np

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hehe

neon egret
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I'm playing aroundw ith Flex atm

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Haven't achieved anything great yet due to ue4 being ue4

spiral zephyr
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combining fluid dynamics sim with sound visualization and VR....mmmmm

neon egret
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Well

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I would love to move my physics stuff with the fluid

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but although it collides etc

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it seems to not apply any mass

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.>

spiral zephyr
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fluids are just a bunch of balls anyway

neon egret
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yes

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but it has a mass value

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though it doesn't do shit with it

spiral zephyr
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it should just transfer to boundary balls

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for sim effectivity treat as whole though

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gotta bake or calculate

neon egret
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i don't get it

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Why does each particle have a mass factor

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if it's not having any effect

spiral zephyr
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i dont know anytrhing about flex, I'm talking generally about particle simulating

neon egret
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Alright. guess that's totally undocumented

spiral zephyr
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well a factor needs another value somewhere

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it relates to something

neon egret
spring pond
neon egret
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Wasn't on purpose

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Mass = 0.0 seems to be a bad idea

neat cape
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oh my god, looking at the shading.... we need toystory VR

neon egret
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Well, seems to not work. I don't know if that's even possible

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Can't get the Flex stuff to apply mass to physic objects, aka filling something with flex fluid and making it heavier

full junco
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any idea when oculus and valve will support vulkan in their vr sdks?

hard light
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mass for the fluids is used to do calculations on the fluid; it's not imparted on anything else

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there should be a setting that allows fluids to impart forces onto other physics actors

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however the fluids won't necessarily have weight

spring pond
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@full junco No idea for oculus, given that they are really windows focused, but I can see Valve supporting it soon, they are a big part of vulkan and have already shipped vulkan stuff (DOTA2, not in VR mode tho)

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at least when i tried running DOTA2 VR in vulkan it didn't start

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I'll ask at Connect and Dev days

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which reminds me I need to book some flights

neon egret
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@hard light Hmpf. Would've been cool

hard light
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it's not like it works that way for rigid bodies either

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if you fill a bucket with spheres, it makes no difference

neon egret
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If I take a normal physics actor, it applies mass

hard light
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it has a mass, it does not strictly have weight

neon egret
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It does though

hard light
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picking up that bucket with a physics handle will be the same either way around

neon egret
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Putting physics actors in one of the sides makes it tilt

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Putting more weight into the other side lets it tilt back

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So that is in fact working out of the box

hard light
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that's an example where it works, but it isn't consistent across the physics engine

neon egret
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Though i want to fill a side with fluid and make it tilt

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And that doesn't work i guess

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So /shrug

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Back to the idea board

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(could fake it but not worth the time)

real needle
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Hi there

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do you know which things are most likely to save ms/frames in VR? I would guess that it's dynamic lighting/shadows for example, but I don't know

neat cape
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@real needle LODs, material complexity, entity count, and mostly blueprint logic that loops

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particles, alpha overlap and lightning are very important too

real needle
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@neat cape thanks. I will have a look on those topics to optimize my project 😃

neat cape
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you can see in that screenshot that the sky is complex, but alpha test even more

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I'm not sure if you're using lightmaps, but those should be blue whenever possible

real needle
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According to shaders the fire effects are pretty heavy and bright/red.... the same as the glass I use. My lightmaps are mostly blue, but what does it mean when it's green? Okay, but not well?

spring pond
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green on shader complexity? You're fine

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red+white = bad

real needle
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@spring pond I know, the shader complexity tells me that, but there is no color explanation about the lightmap colors

spring pond
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oh its probably lightmap res or efficiency

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I'd guess efficiency

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checks his lightmaps

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Which one are you looking at? Lightmap complexity? Green is bad

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I mean "Light complexity"

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it shows how many overlapping lights are one a surface dark blue (best) -> blue ->green (bad) -> white(?) really bad

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I have a little green patch in my level 😦 Time to call an artist!

hard light
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lightmaps are density

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colour scale is the same

real needle
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Light complexity is mostly (dark) blue. My level has only one spot which is green

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of fuck xD Now I know why my framerate drops so hard when I use a specific chandelier xD Light complexity turns to orange, red and violet 😯

neat cape
real needle
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Aaaaand since I asked here: Why are there different colors in the wireframe perspective? Do they also tell you if something is heavy on polygons and stuff?

neat cape
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keep in mind lightmap density also dictates how detailed static lightning is, so if needed you can increase the lightmap of certain meshes, but general rule of thumb: keep it as low as possible

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stationary and movable lights should be kept sparse when possible.... e.g. that led strip does not need 200 movable lights

real needle
neat cape
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red and violet is really bad, changing the lights to static and decreasing the overall light count will help a lot.

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if your chandelier has like 20 candles with a cluster of 5 each, make a single static light for each cluster.... stuff like that really improves framerate

real needle
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@neat cape that's my problem 😄 my boss wants realistic lighting and dynamic shadows so stuff looks good xD And then there is this chandelier with 5 lights and their dynamic lighting besides the fireplaces/chimney ^^"

neat cape
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a single dynamic light suffices most of the time

real needle
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yeah, have to look into that and make a decision about the lighting. Maybe my boss gets mad because he doesn't get what he wants =/ well. Time to cut corners I guess

wintry escarp
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anyone here got a gearvr? do you need to remove the phone from protective cases to put it in?

neat cape
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your boss has to decide between nausea because of poor performance or slightly less visual fidelity.... which mostly doesn't matter in VR anyway since only nearfield is important... you can create ridicilous LODs for a lot of models.

acoustic breach
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@wintry escarp i don't have one. but as far as i know, yes you have to put it in bare.

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i could be wrong

full junco
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@spring pond ok 😃

mighty carbon
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@wintry escarp yes, no cases

wintry escarp
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hmmm I might go for a wallet case then, better protection and they usuallu pop in and out

acoustic breach
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I never had a protection case for my phones

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Just a pouch

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but the phone it self is bare. i hate the altered feeling when using a cover or case.

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Also never dropped a phone in like 6 years now

mighty carbon
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UE4 sucks for mobile VR

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now I wish I never touched it with a long stick (for mobile VR that is)

pallid echo
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@mighty carbon Blasphemy!

mighty carbon
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truth !

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if basic stuff used - no problems. However none of the stuff like (H)ISMs and foliage work.

wintry escarp
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whats (H)ISMs ?

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I wouldn't expect filoage and landscapes to work

mighty carbon
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Hierarchical Instanced Static Mesh Component / Instanced Static Mesh Component

lucid pecan
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yeah support for HISMs on mobile would be great. Especially if you would like to do runtime generation of level geometry..

mighty carbon
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I'd be happy if ISM just worked and didn't bog down fps

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at this point I am just gonna have to merge meshes

still marsh
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Should I be using the PC renderer if I'm on PC?

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I've been using the mobile renderer and it's seriously limiting the look of my game (but the framerate is nice!)

mighty carbon
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I don't believe you have a choice.

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While you can preview in ES2, once you deploy, it will use PC renderer (DX or Vulkan, whatever you choose)

spring pond
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@still marsh How long before you launch your game?

still marsh
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@spring pond I dunno, it's sort of a VR side project right now to my main project (non-VR)

spring pond
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The first version of the PC forward render is coming in 4.14

still marsh
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@spring pond Neat, any ETA on that?

spring pond
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(its already there in an extremely rough way in 4.13, but in 4.14 it's more complete and has nice AA)

still marsh
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How do I use it in 4.13?

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I don't mind a little experimentation

spring pond
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Whenever 4.14 is ready.... they release what, every 2 months? So sometime in Nov?

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In your project settings -> rendering check "Forward render" under experimental settings. You will need to restart and recompile all shaders

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a bunch of shit is broken in VR tho.

empty sundial
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Is FXAA confirmed for 4.14?

granite jacinth
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Aliens are

still marsh
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Oh, I have that on.

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Which AA works with that mode?

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Or is that only 4.14?

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Because I'm so tired of jaggies

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😄

spring pond
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none

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MSAA will work in 4.14

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(it is in the master branch if you feel adventurous)

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but get ready for material, esp specular, aliasing to return!

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@empty sundial What do you mean? When did FXAA leave?

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I've run our project tons with FXAA... just change the AA type in your post process volume and make it unbounded

empty sundial
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Err, I think I am mixing up my AA

still marsh
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@spring pond Great to hear, thanks for the info and stuff. 😃

wicked oak
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i tried the master branch and couldnt find it

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msaacompositingsamplecount did nothing

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it was also flashing black

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and lights were broken

pallid echo
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How many of us here use headphones/earphones while playing a VR game?

rigid quiver
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/raises hand

still marsh
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Not me, but I want to. Too much of a hassle to take on and off during dev.

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If i'm 'playing a game' definitely.

mighty carbon
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o/

wicked oak
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not me becouse i have oculus

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and they come integrated

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if i dev for vive, i still use earphones

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becouse sound its critically important in VR

granite jacinth
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Headset ftw

midnight tree
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noice canceling surround headset ftw^^ immersion x 1000

dry fjord
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I want audio pass-through on the vive so I can stop yelling at people trying my headset out

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earphones all the way though

scenic mason
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@midnight tree I combined my JBL Harmans to the Vive.. Yea its Amazing.

granite jacinth
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Showing off the VR game I worked on last weekend, won Best In Sound

wintry escarp
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huh, android calendar app is a pure suckfest compared to windows phone

midnight tree
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@scenic mason nice man

scenic mason
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Im posting the Code shortly for the Harmans JBL Everest Elite700 so you can control it from a Website, utilizing it right now in some Conferencing Software i`m developing with WebVR

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i`ll send ya a C++ Build of it, should work perfectly in your unreal engine build if your running 4.13

midnight tree
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Anybody able to share some locomotion projects? Would love to see how people go about it. Im a 3d artist trying to learn and locomotion is the key issue right now. Trying to get the movement from fps template but the grip mechanics from vr template.

granite jacinth
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You uh, learn locomotion techniques like everyone else 😃

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Trial and error

dry fjord
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HEAD BASH TELEPORTATION ACTIVATED

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if only the HMD was lighter and afixed more firmly to faces

wraith sky
granite jacinth
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Too bad 90% of their books are trash

mortal current
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what's the ideal graphics card to get for vr development? a gtx 1080?

granite jacinth
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I should write a book for them, people would be amazed

pallid echo
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If you have money, just get a GTX 1080. @mortal current

granite jacinth
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@mortal current Ideal is 970

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Since you should have one for min spec

pallid echo
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However, Nvidia should be releasing the GTX 1080Ti in the coming months.

granite jacinth
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Now, you can get anything else above that obviously

mortal current
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hnng, I've got an idea I'm playing around with right now and I'm probably going to drop $1500 to test it out very soon

pallid echo
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Like Victor said though, GTX 970 is minimum, anything above that (GTX 1060, 1070, or 1080) would be better.

granite jacinth
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If you have two rigs

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get one 970

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and another 1070/1080ish

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There is really no need to hold out for that 1080ti

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if those rumors are true

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But, we'll see when they officially release specs

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I was holding out...

mortal current
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If I have one rig, should I just get the 1080? I'm wondering what the longevity of the 970 will be for vr

granite jacinth
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But now, I think I am just going to grab a 1070 on sale for Black Friday

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Well, the thing about VR dev

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you have to think about Min Spec

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You need to think about what you're customers will have

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Good chance they would have upgraded to 1070

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But technically 970 is the min

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And you'll never be wrong DEVing for a 970

mortal current
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I have a gtx 780 right now, and the VR project I'll be working on won't be graphically intensive. I wonder if I could just deal with what I have.

granite jacinth
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If that makes any sense

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That's why it's nice to have two rigs

dry fjord
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I'd at least wait for the 1080Ti for the price drop on the old 1080

granite jacinth
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Althought I only have a 950 on the other one 😉

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980 on this one

pallid echo
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I used a 760 for a while and was getting about 60FPs on a well optimized map. I dealt with it but 90FPS is soooo much better.

granite jacinth
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I need to fix that soon

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I don't think the 1080 price will come down @dry fjord

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they will just drop it between 1080 and TitanX price

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So 750?

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or 800

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what's a 1080 run now

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$650

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TitanX 1000

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So, yeah, about $800 for 1080ti

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Maybe a bit more

dry fjord
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yeah good point

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I think that leak was bullshit though

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or someone forgot to add the right ram type

granite jacinth
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If it's 5 and not 5X, it's boned

dry fjord
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no way will they bone themselves

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that's AMDs job

granite jacinth
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If it's 5X, then it's got a shot at creaming every card

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Man, I remember buying my 980 at $550 when they came out

dry fjord
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I have been hearing industry rumbles about the push for more vram though. they're trying to reach 128GB on consumer cards by the next gen.

granite jacinth
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1080...$650

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😢

mortal current
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btw, are there any disadvantages for buying a Vive on amazon rather than steam?

dry fjord
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I got mine from HTC Vive

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direct

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good customer service there

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amazon are good for that too though

granite jacinth
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damn

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Now I might get a 1080

mortal current
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I think it was added to amazon a few days ago

granite jacinth
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noooooooooo

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1070s are so cheap

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$400...

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like wtf

dry fjord
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I have a machine here with a couple of the 24gb quadros in it and two gtx 1080s. I don't know why I'm too lazy to use it for rendering.

granite jacinth
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Wait, why didn't I get one yet.... I can get GoW4

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Ah that's right, now I remember, I was going to get a 1070 Alienware Laptop

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I'm trying to give myself a reason to buy one for my desktop, someone give me one

granite jacinth
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Anyone have a case for the Vive?

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for travel?

dry fjord
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probably not a bad idea to get one

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cut some foam for it

granite jacinth
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Yeah, probably going to just get a pelican

dry fjord
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so expensive

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but the best option

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I've heard if you get plastidip spray and hit the foam with it after that it takes on this nice texture and holds its shape forever

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never tried it though

wicked oak
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the 1070 is the sweet spot i think

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its absurd power with all the nvidia VR features

wintry escarp
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its nice , its overpriced

zinc violet
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isn't that where steam links too?

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or do they allow buying the headset within steam nowadays?

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when it launched, the steam page linked just to htc order site

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sigh.....

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this is second time today that I forgot to scroll down...

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at this rate, I'll do my own discord client soon

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I just have way too many annoying UX issues with the desktop client

spring pond
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OMG hmd mirror mode 4 on the oculus I love you

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(for test footage)

zinc violet
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also re: forward rendering on 4.14 and 4.13

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4.13 has it, but it didn't package for me

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FXAA might work as it's just screenspace thing

spring pond
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its so crazy early in 4.13 i'm amazed they even put a checkbox for it

zinc violet
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4.14 has MSAA

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I and few others have used it from promoted builds

spring pond
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you should, theoretically, be able to do MSAA + FXAA or TAA, but I'm not sure if the velocity stuff required for TAA is rendered out in fwd mode

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yeah. I have MSAA in my master branch build

zinc violet
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last time I checked though, there was still issues with 4.14 forward + translucency sorting and also if I put dynamic lights on, I didn't get any shadows

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I did get dynamic shadows with stationary and static light settings but I didn't test that on packaged game

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MSAA was amazing though

spring pond
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last time i checked there were still visual issues between eyes. I know its also overdrawing like crazy

zinc violet
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I got 300fps full screen on PIE with MSAA enabled on my medium spec computer 😄

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on regular deferred setup, editor framerates never go past 120

spring pond
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there are some settings at the material level for translucency in 4.14 like a new high quality mode and such

zinc violet
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@fleet veldt has been using that 4.14 forward on VR for a while

spring pond
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look for merges from //dev/rendering-ue4 into master and read the patch notes. Daniel.W is the person doing most of the work on that

zinc violet
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there was some issues with point lights for another eye I think

spring pond
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but yea 4.14 looks amazing

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tho now we have to deail with material/specular aliasing again :/

zinc violet
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yeah, I'm not really worried about the issues atm

spring pond
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yah, we had a laser pointer that didn't work

zinc violet
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it's still early development

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and it'll be amazing when it's done

spring pond
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other than that, amazing. When we release on steam im going to make the "beta" version of our thing an early build of the 4.14 fwd render

zinc violet
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I don't expect it to be even feature complete on 4.14

spring pond
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me neither

zinc violet
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also, I'm not using it for VR atm, but love the fact that I finally get working AA solution

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and good framerates on lower spec hw

leaden jackal
neat cape
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I got told yesterday that vertex painting now works at runtime, so you can try that.

neon zenith
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It works in runtime, yep

normal thorn
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did anyone get a tutorial up for the VR menu/widget system? Or are there docs on that, I think its new in 4.13

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I found the VR Keyboard widget docs but thats not really helpful by itself

sullen stirrup
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what do you want to achieve exactly

normal thorn
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well a menu that players can select a level

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show high scores per level

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think angry birds

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lots of small levels

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I started making it as a ver level with objects but thats getting silly

sullen stirrup
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you need a widget component + an interaction component

normal thorn
#

thanks I'll look that up

leaden jackal
sullen stirrup
#

you were able to click world widgets directly before 4.13 but the entire thing changed with interaction components

leaden jackal
#

@neat cape @neon zenith Awesome, thanks. Do you know of any tutorials for it?

#

FYI if your click events arent firing after you set up the 3D widget interaction, try with OnPressed event instead. Seems to be related to interaction with nested widgets.

neon zenith
#

I only know where you wanna look in C++ code to do realtime vertex color manipulation 😛

wicked oak
#

@spring pond dude please tell me how, or please send me the code for that

#

becouse i did grab Master a few days ago and couldnt figure how to enable MSAA

wicked oak
#

in fact, last time i grabbed Master was an absolute disaster

fleet veldt
#

@wicked oak you have to enable forward rendering and select msaa as aa type in project setings. Then you can specify r.MSAACount=0,2 or 4

wicked oak
#

i didnt have that

#

on the "master" build i had

#

yes, i did have forward, but not msaa

spring pond
#

i used the console

#

its like R.msaasamplecount or something. search through the master github for the actual name (I'm about to run to the bus)

pearl tangle
#

hey guys. Running an activation in Singapore at the moment for Fiji Airways, if anybody is in Singapore come and check it out.

#

Running room scale setup with HTC Vive with physical space that exactly matches the virtual space so its pretty cool

#

doing projection mapping on the outside of it so you see it 1:1 scale

dry fjord
#

mean!

abstract gale
#

@pearl tangle cool as hell

#

-Whether it’s skiing down alpine slopes, surfing huge river waves, riding your stallion through a safari adventure or cruising through mountain roads, our Totalmotion system is taking virtual reality entertainment to the next level through simulated motion and fully body controls.

dry fjord
#

riding your stallion? risky click

#

I wonder if they could mate that with a sybian

abstract gale
#

lmao

#

im sure out east atleast adventure club -xxx- is on its way in updated fashion

#

please use a disposable vpn sandbox onion if your sensing risk

dry fjord
#

haha

midnight tree
#

Hm finally got it. Got locomotion from fps template and grab mechanics from VR template. Babysteps

dry fjord
#

nice work

midnight tree
#

thanks, i know its probably a simple task for a lot of people here

#

still having a few issues though

#

whats a good way to deal with collision/ clipping. i'm currently able to use room scale to walk through walls

#

could i just attach a collider to the camera?

dry fjord
#

I've asked that, everyone says limit the distance players can get within solid objects

#

so they can't just walk through them

#

it means a very open level design though

#

I thought it'd be fun to hit their health pool if they go into a wall

#

alternately model the inside of the machines or walls or whatever and just be a ghost

#

give them something to look at while they break the experience at least

#

apparently blocking the camera from moving is the worst choice by far, it'll induce nausea

abstract gale
#

or print cracked glass decals all over the pov

dry fjord
#

that'd be a good indicator, yeah

pearl tangle
#

@abstract gale are you working on that futuretown stuff?

midnight tree
#

i was thinking doing it similar to onward. attach a collider and then black the screen if it goes through. would have to tinker with it though

dry fjord
#

yeah, that's not a bad idea

#

oh

#

I've had no problem with blocking movement

#

but this wasn't with a teleportation movement scheme

#

you just stop them moving forward

#

then do your black overlay for if they lean into it

midnight tree
#

Sounds good. Im gonna have to toy with it. Im fairly new to things.

#

Ill let ya know

abstract gale
#

@pearl tangle nah just thought it was cool, had some ideas like that - like im sure most of ya have

mortal current
#

hey, what's text legibility like in the vive?

#

I don't have a headset yet, but I'm wondering what text sizes work well given the resolution.

dry fjord
#

that's a good question

#

remember how Elite Dangerous was unusuable in the DK2?

#

like you couldn't see the menus from the default position?

#

that's better in the vive

#

so about that much

#

but there's some techniques for improving text readability in UE VR too

mortal current
#

I just ordered a headset, but haven't spent much time in vr personally to be familiar with many games

dry fjord
#

did you get a vive?

mortal current
#

of course 😉

dry fjord
#

good choice

#

expect the first week to consume your life

#

avoid Hot Dogs, Horseshoes and Hand Grenades, you may never return to the real world

mortal current
#

planning to spend that time developing an idea I have, but I'm sure I'll get too hyped, lol

#

those game prices tho

dry fjord
#

some are cheap

#

others are not

mortal current
#

oh shit, I forgot I need to figure out how i'm going to mount the lighthouses...

abstract gale
#

i would go with some cheap photography light stands for portability and ease of use

#

to mount

dry fjord
#

I got stands

#

but I ended up sticking them to the walls with 3m tape

#

on the mounts that they came with

#

was way more convenient

golden snow
#

Vibrations will up their risk of falling though

#

I need to find them, but there are tension poles you can get pretty cheaply that go floor to ceiling that you can mount with and they're easy to set up.

dry fjord
#

that's why I put them on the walls, no vibrations

#

that seems like a good idea

#

tension poles eh

#

they wouldn't need three legs right? so they could really get into the corner?

golden snow
#

Walls are arguably the worst for vibrations

#

And no, they wouldn't. The have small plates at the top and the bottom of them for the floor and the ceiling

#

But pressure just holds them in place. I'm trying to find some good ones.

dry fjord
#

that sounds ideal

golden snow
dry fjord
#

I've had far less problems with vibrations on the wall than say on the monitor or on the desk

golden snow
#

Yea, something like this is what people us for homes that they can't or don't want to drill into.

dry fjord
#

god cheap too

#

I'm gonna get some, cheers

golden snow
#

Np

#

You'll need to buy some special clamps too

#

that have the screw you need

#

But they, again, are hella cheap

dry fjord
#

yeah I know the ones

#

I wonder how big those are, I can't find them locally. would have to ship to nz

golden snow
#

That you'll need to figure out

short mountain
#

Hey guys, VR noob here. I have the Rift DK2 and it works with my game in editor but not in a packaged build. The game goes into my VR specific code (Is HMD Enabled) but nothing renders to the Rift. Any ideas?

graceful junco
#

For packaged builds you need to run the console command "stereo on".

short mountain
#

From the console from pressing ` or from blueprint "run console command"?

graceful junco
#

I would execute it on begin play of the main menu level.

#

But if you want to test your alrady packaged build you can also just enter it in the console

short mountain
#

Awesome

#

thanks @graceful junco

#

Have a @graceful junco 😛

graceful junco
#

You're welcome. A common issue, everyone runs into 😃

short mountain
#

😛

golden snow
#

Or you can launch it from your gamemode - ensures it will always launch regardless of your map load.

sullen stirrup
#

there is a start in VR option

#

Project settings -> Description

#

@short mountain @graceful junco

#

can we get a pin on this or smth so that everyone knows @junior prism

hard light
#

oh, this is new

#

must be a 4.13 thing

sullen stirrup
golden snow
#

Yea

#

It's not in 4.12, that I've found.*

spring pond
#

It is new

#

I'm having a fucking hell of a time getting shipping packaged builds to run right now tho. Editor is flawless, developer packged is fine, shipping crashes on launch 😦

#

(in 4.13)

junior prism
#

@sullen stirrup I would pin it if you condensed it all into one message and not 4 😛

#

Hang on I'll retype it to pin it

#

There you go

#

dies

sullen stirrup
#

rip

#

there @junior prism

#

👀

graceful junco
#

Oh, that's really nice. Should have been there, when VR was introduced. Would have saved a lot of people alot of time.

hard light
#

there still isn't a blueprint node to toggle it, which is annoying

#

so console command node it is, lol

fleet veldt
#

@pearl tangle that's cool 😃 I bet users flip out when the floor disapears and their "in the clouds".

wicked oak
#

ok, finally tried 4.14 with msaa

#

damn it looks good

#

really good

pearl grove
#

how is the performance?

wicked oak
#

i havent tested it yet on a heavy scene

#

just on the vr toolkit thing

hidden salmon
#

wait, we got msaa on desktop? ;o

fleet veldt
#

@hidden salmon Not in released versions of UE4, only in promoted/master source if you build it.

wicked oak
#

yup

#

its specifically for the forward branch, meant for VR

#

and it looks really good

hidden salmon
#

that's really exciting xD

sharp swan
#

wait... is that Nvidia only?

hidden salmon
#

so it's in a specific github branch ? or in master branch? (and therefore will be in 4.14)

wicked oak
#

epic games github

#

branch "master"

#

the nvidia branch is for VRWorks optimizations

hidden salmon
#

awesome 😃

#

I'm curious, what are the main disadvantages in using the forward shading? like which features don't work in forward shading?

#

I'm assuming multiple lights would be bad for perfomance, but that's not an issue for outdoors with only 1 directional light

wicked oak
#

forward shading does a full depth prepass

#

so it renders twice

#

the geometry

#

if you have a shit ton of polygons and drawcalls it can perform worse

wintry escarp
#

are you allowed to see the player in a vR game? like tomb raider

hidden salmon
#

interesting..
are you aware of any important graphical feature that does not work well or is not supported in forward?

wicked oak
#

no, but probably fancy PostFX

#

seems you an still use the normal postfx, i guess it still renders to a Gbuffer

hidden salmon
#

can't wait to check it out, it will take a while to download and compile 😝
thanks for the info btw!

wicked oak
#

it looks incredible on one of my levels

#

and crashes on shadowrendering on other

junior prism
#

@hard light If it's a console command

#

Can't you use the Blueprint node "Execute Console Command"?

hard light
#

yes

#

but you shouldn't have to

mighty carbon
#

still having no luck getting instanced static meshes to get static lighting on Gear VR :/

wintry escarp
#

motorsep you got a US snapdragon820 Samsung phone?

spring pond
#

Forward rendering can do multiple lights alright with the style of forward rendering they are using, and the lighting works with transparency better. The biggest downside is probably that buy only using MSAA you are going to get material/specular aliasing

#

(maybe)

mighty carbon
#

@wintry escarp no, I have US Exynos phone (all S6 have Exynos)

wintry escarp
#

ever tried the suntemple demo on cardboard vr?

#

I assume it runs well on gearvr

mighty carbon
#

I hate Cardboard

#

it makes me sick immediately

#

so I don't bother running my phone with Gear VR

wintry escarp
#

with or without?

mighty carbon
#

I mean to say I don't bother running my phone with Cardboard 😛

#

Damn Gear VR is 24/7 on my mind as I can't get ISM to render

still marsh
#

@wicked oak Preview still not out though?

#

Oh I see, branch, yeah

#

Can't wait. It's so overdue

granite jacinth
#

Who's got the lowdown on actually packaging for Vive? Including optimization tips? (Other than what official docs have)

kindred arrow
#

sorta relevant

fleet veldt
#

@kindred arrow Hmm, I wonder if they could improve the clarity by running it through chromatic aberration removal

kindred arrow
#

possibly. I was thinking something foveated

#

though that would be way more expensive

worn magnet
#

Anyone know how to modify the VR template pickup to make the picked up object parent to a set rotation in the players hand?

still marsh
#

@worn magnet Try a socket that you rotate a specific way

#

@worn magnet Go to the hand mesh skeleton, add socket to the main hand bone, and position and rotate it however you want, then put the socket name in that pink "Socket Name" box

worn magnet
#

I added a localrotationoffset and that made it work

zinc violet
#

my initial test gave crazy high framerates on most bare bones setup on forward though

#

umghgh

#

some day.. I learn this doesn't autoscroll

granite jacinth
#

@zinc violet lol

#

aye, the auto scroll for new msgs would be a great feature

#

but, I get why it's not

#

So you can scroll through all the msgs you missed 😉

#

I just ordered myself a 1070 laptop

#

well, last night I did

zinc violet
#

I'd get it if it's used by just few users

granite jacinth
#

I can't wait to test out VR on it

#

But anyway, you are talking about the 4.14 forward rendering ?

fleet veldt
#

Gratz on new lappy.. sounds sweet

granite jacinth
#

We'll see

#

I was holding out for the new Alienwares

#

But, they screwed up their launch pickings

real needle
#

1070 is going to make a pretty great laptop card 😮

granite jacinth
#

I would have had to wait until late Oct/Nov for the config I wanted

#

But I needed it for Megajam

#

Aye @real needle I was about to grab one for my Desktop also

#

But, I want to see what's going to happen with the 1080ti

#

Or, I might just wait for the 1100 series

#

For the desktop

#

Who knows

#

But I'll at least have 3 VR rigs

real needle
#

yeah I'm also starting to get the point where its like "eh, my 980 is still pretty good, and don't want to spend the money..."

granite jacinth
#

with 3 very different configs

mighty carbon
#

are there any new GPUs coming soon or is 1070 plenty enough for a few years ahead ?

real needle
#

needs to be an even harsher upgrade

granite jacinth
#

@mighty carbon silly question

#

A new GPU will be coming out every few months

real needle
#

There are always new gpu's coming

granite jacinth
#

But sure, it'll last you

#

I would say a 1070 can take you 2-3 years easily

real needle
#

if you get a 1080 now, you won't see a "neccesary" jump in power for awhile though, as victor said

fleet veldt
#

I only have 970 sniff

granite jacinth
#

I am on the 2-year refresh cycle myself

#

The 980 is due for retirement

#

I'd love to upgrade my CPu as well

mighty carbon
#

well, if new GPUs are coming every few month, then I guess I'll wait a bit for the prices to go down 😉

granite jacinth
#

But, 6core CPU configs are hard to come by

zinc violet
#

1k€ for gpu is bit steep though

granite jacinth
#

So I'll stick with my 5820k for now

real needle
#

prices won't drop that dramatically for 10x0 series cards for quite awhile

mighty carbon
#

I see

granite jacinth
#

Price will drop once the 1100 series come out

#

Whenever that will be

real needle
#

no sooner than early 2018 I would think

zinc violet
#

hmmm

granite jacinth
#

Nah

#

1100 series will be out by April.May

#

They are on a yearly cycle

zinc violet
#

cheapest 1080 with non stock cooler on local store is 788€

granite jacinth
#

If you can wait...

#

Wait for Black Friday

#

I am sure they'll be some good sales going on

mighty carbon
#

1070 is ~$500

granite jacinth
#

?

#

1070= $400 for me

#

Which is dirt cheap

mighty carbon
#

hmm.. I checked a few days on newegg

granite jacinth
#

But, no point in getting a 1070 for my desktop if I have one for my laptop

mighty carbon
#

it was $499 or something like that

granite jacinth
#

newegg has them similarly priced

zinc violet
#

@granite jacinth they don't release that often

granite jacinth
#

they range from 400 to 450

#

?

zinc violet
#

for example 980 was launched 2 years ago

#

sept 18. 2014

granite jacinth
#

Aye

real needle
#

laptop and desktop power on the 10x0 series cards is so similar, will be even closer on 11x0 series I bet

granite jacinth
#

I got one then

#

We'll see next year

#

I just can't believe they would only release the 1080ti next year

#

Makes no sense

#

Epsecially with Zen/whatever that shit's called from AMD

zinc violet
#

they've had 2 year before too

granite jacinth
#

Nah, this year is different

mighty carbon
#

Supposedly Zen is not as good as they hoped t would be

granite jacinth
#

With AMD up their asses

zinc violet
#

when I had 260 and 285, it took two years for 400 series to come out

mighty carbon
#

and with Kaby Lake coming soon I think it will fail .. again

real needle
#

well its possible they are purposesly holding back in order to spring something big post zen, but it would break their normal timings

zinc violet
#

(nobody counts 300 series)

granite jacinth
#

KabyLake sucks though

#

Too bad they don't do tick/tocks anymore

#

But, whatever is after KL should be nice

mighty carbon
#

why sucks?

granite jacinth
#

Literally no performance increase

mighty carbon
#

it's a small improvement from Skylake

granite jacinth
#

very small efficiency increase

#

aye...small

#

so wtf

#

Why even bother

mighty carbon
#

because their 10nm process didn't pan out as well as they hoped and they KL was suppose to be 10nm

granite jacinth
#

tbh

#

I think they need to stop thinking about smaller dies

#

I mean, I get it, benefits all over, cheaper for them too

zinc violet
#

and think bigger dies?

mighty carbon
#

so, KL out of the door and while folks who wants to get it, get it, Intel should get 10nm up and running

granite jacinth
#

No, not necesarily bigger

#

But, we've come to a crazy point

#

And they need to start to think more about using a certain die to its max

#

Maybe 3D

mighty carbon
#

didn't they (CPU makers in general) come up with some new material for CPUs ?

granite jacinth
#

Hmmm, no idea tbh, it's been awhile since I've done any hardcore research into the CPU/GPU manufactoring processes

#

I just catch stuff from Anandtech/Tom's

zinc violet
#

there's like one scientific research every year that's published about new better material for that kind of use

granite jacinth
#

BUt anyway

zinc violet
#

they usually don't mean anything it practice

mighty carbon
#

I just hope VR blossoms, regardless of the size of the CPU die 😛

granite jacinth
#

There's no reason why we can't have almost all CPUs at 4.0Ghz default

zinc violet
#

money

granite jacinth
#

Except for when it's specific for a thing, like heat

#

then you can have those T sets

zinc violet
#

if you make entry level stuff too good

#

who buys the better gear?

mighty carbon
#

with that political crap and lawsuit around Oculus I am kinda concerned about Rift's future

granite jacinth
#

I wouldn't be

#

Bad press can be decent press

zinc violet
#

tbh

#

I'm really surprized that politics mean that much to some, and the facebook spyware crap bolted on oculus doesn't

granite jacinth
#

Ha, I agree

#

Core i7-7700K 4/8 4.2 GHz 8 MB 95W LGA1151

#

I mean...can't we get some mainstream 6-8cores?

#

at a decent price

mighty carbon
#

I am not bothered by either as long as Palmer doesn't fund nazis or something of that nature

#

😃

dry fjord
#

hey who;s good with the VR motion controller BP?

#

can someone tell me, in tiny baby steps, what I do with it?

#

I've migrated it from the template to my project

#

placed it on the ground in the world

#

and I'm floating waaaay above my hands and my ground for some reason

#

this just doesn't work as expected, I must be missing steps

#

also, and this only happens in UE, the HMD is flickering black

#

I am not impressed so far

#

ok, I added a player start. I guess I thought I was replacing it. that helped. hands are still not going to where I'm standing

#

still flickering

#

how do I get the HMD view position?

#

alright, I got most of it working. I'm just slow. HMD is still flickering though and I can't find out how to get the HMD location, I need to do a lookat from something

dry fjord
#

so that's bizarre. the coordinate system you get from the HMD doesn't match UE

#

so it's Pawn.Position - HMDOrientation.Position * vector(1, 1, -1)

graceful junco
#

I'm pretty sure black flickering means you don't manage to get 45 fps.

dry fjord
#

ah, could be. thanks

#

using the vive seems to kill the UE editor a lot

#

like just about every time

wicked oak
#

if you close the steamVR stuff the editor gets nuked

dry fjord
#

I'm not closing it, but I've seen that too

#

its like the window redraw hangs

#

editor is still running, just can't do anything with it except force quit it

wintry escarp
#

rumour is next years intels will have 6core, for mainstream

wicked oak
#

zen is 8 core 16 threads

#

rumored

#

by AMD

wintry escarp
#

yes but AMD have a history of massively overhyping things

wraith sky
#

pwahahah...tell that to NVIDIA

wintry escarp
#

ive stopped buying NVidia, theyre too greedy

#

prices for new cards were stupid

wraith sky
wicked oak
#

well, nvidia and their graphs

#

im specially fond of those "VR POWER" graphs where they claim like 4 times more performance than a TitanX becouse Pascal

#

becouse they are comparing a game with no nvidia vr optimizations like multires, to the same game with literally ALL the nvidia vr optimizations

wintry escarp
#

nvidia have always been liars, they have been claiming Pixar quality since the first GeForce card

mighty carbon
#

Nvidia rules

#

so does Intel

#

AMD might have superior GPU hardware, but drivers suck soooo baaadly

#

on CPU side, I don't think Zen will beat Intel's CPUs

wintry escarp
#

inbtel havnt released anything new worth buying in years

#

my 4770k is still almost as good as todays top mainstream cpu

wicked oak
#

im rolling a 2600k

#

and its overclocked to 4.5 ghz

mighty carbon
#

I need to buy whole new box 😦

#

debating whether to get i5 and maybe upgrade later (since all Intel Lakes will use same socket for several generations) or get i7

#

(currently I have AMD Phenom x3 2.2Ghz)

abstract gale
#

@mighty carbon if price is extremely important I would just build a minimum build for cheaper, even with an older i5/i7. In a build im using an older i7-950 and its plenty fine. easily a pc for $800 or less

mighty carbon
#

I don't want to go older, because at some point I'd have to make fundamental upgrade instead of just bumping up CPU, RAM and GPU

abstract gale
#

the main compatibility point is just gonna be the mobo, to determine what components you can'cant use. yea depends what u wanna do. but for a cheap option 3-4yr old components with an r290 or better gpu is fine

mighty carbon
#

but price for i5-6400 2.7Ghz Skylake definitely looks more attractive than i7

abstract gale
#

i dont see a need for an i7 right now

mighty carbon
#

I have 670GTX, so I don't really plan upgrading it until I decide to do desktop VR

#

so looking at getting case/PSU, mobo, CPU, RAM, SSD

abstract gale
#

yea u can still get newer stuff and not spend a ton too

mighty carbon
#

yeah

#

SSD is the most expensive piece there

abstract gale
#

getting a 500gb one?

mighty carbon
#

512, yeah

abstract gale
#

yea, that and gpu

mighty carbon
#

UE4 is hungry for disk space, plus Win 10 eats a lot too. So 1Tb would give me a peace of mind, but that's a way too expensive

#

I am keeping old GPU for now. It's not VR ready, but powerful enough to play most games and as UE4 developer RAM/CPU/fast and large HDD are more important

abstract gale
#

could use a secondary standard larger drive for primary storage

mighty carbon
#

well, UE4 uses user dir for DDC

#

and that would be on C: drive

#

so might as well just have bigger C: drive instead of messing with .ini and breaking something

wintry escarp
#

I planned on getting a 1070 until I saw the stupid prices

#

question: would VR really need a bump in res if they could keep 2560x1440 but make the pixels take up all the room...no visible gap between them?

plucky seal
#

I'm having a weird issue; the boolean: "Is head mounted display enabled" for some reason stopped working u.u

wicked oak
#

of course they could spam more pixels on the VR screens @wintry escarp

#

but then you get into HDMI limits real quick

#

for this gen, they wanted it working on normal HDMI

#

if you use new displayport, you can do much more

#

its not like pcs are not ready, people with 1070/1080 are playing at 1.5 or 2x supersampling to get a clearer image

sharp swan
#

we ran our game at 300% screen percentage the other day on a 1080/skylake and it didn't even shift. 310 is the breakpoint for us when it starts affecting the scene

spring pond
#

I haven't even tried our game on a 1080

#

just trying to get it to 90fps all the time on a 970 still

#

and we are almost there

sharp swan
#

yeah 970 is good... but it's just short if you ask me. 980 though makes a big difference

wintry escarp
#

I'm thinking more of mobile

#

its much harder to just tell people to buy more hardware

spring pond
#

@sharp swan 970 is the "Oculus" spec and is most used on card on steam by like 8-9x every other card

#

you sort of have to target it

#

(if you don't account for intel)

sharp swan
#

yeah we did too. It does stuff ok for the most part. It's just when want that little bit extra, it starts to show it's limits

spring pond
#

wait i lied, its not that big a gulf, but still the card to support regardless

#

fuck this rendering thread bug is giong to be the death of me. I have no idea whats happening 😢

sharp swan
#

I get the feeling that the 1070 will be the base standard once the price comes down with the headsets and controllers.

spring pond
#

Only happens on shipping packaged builds; dev (packaged or VS), debug and editor all run 100% fine

wintry escarp
#

my 780 is fine, not gonna bin it and blow £400 just to use vr

mighty carbon
#

well, apparently there are money to be made in VR - look at Raw Data sales

#

So investing into VR hardware might pay off 😃

wintry escarp
#

I'm planning to get a vr capable phone

#

I might have got a rift if it wasn't locked down

#

ive no intrest in room scale vr, I have no space

normal thorn
#

it still works well seated for many experiences

#

waaaay better than mobile

wintry escarp
#

well theres nowhere for me to test one

normal thorn
#

ah yeah well thats not an easy fix

wintry escarp
#

ive tested a gearvr, and I expect daydream to at least match it

normal thorn
#

are you going to dev on that?

wintry escarp
#

that's the plan

normal thorn
#

I found it extremely hard to work with in unreal

#

constraints are high

wintry escarp
#

shouldn't be any more constrained than gearvr

normal thorn
#

if you go on the unreal vr forums there are very few devs attempting it

#

I'm talking about gear vr

#

any mobile

#

vr on mibile is the hardest imo

#

mobile

wintry escarp
#

I know no-one who has a vr capable pc

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not even me

normal thorn
#

where do you live?

wintry escarp
#

scotland

normal thorn
#

hmm

#

yeah the market is super small which is why larger companies aren't making huge products

#

so far its hard to get enough consumers to fund these things

#

but gear vr is just meh for me. No head tracking sucks, phones over head very quickly

#

overheat leads to clock speed throttling leads to fps slow down...

#

so few features can be used when trying to get the fps needed

#

if you have an idea for it, go for it. I don't know anyone who has a gear vr who uses it much. They try it out and go huh, yeah kinda neat.

wintry escarp
#

that's VR all over, its still a gimmick until the technology to do it properly is affordable

normal thorn
#

so if you have a good idea go for it

#

yeah it is a gimmick of sorts. Its still more fun to play a game on a PC with a monitor than in VR for any amount of time

#

I have a headset and dev for it, but its not easy to wear for very long

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still there is a uniqueness and something there to be explored so, its worth it for that

#

BTW how expensive is a 970 there?

#

I got one for under $300

wintry escarp
#

£230 and £299

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but its barely faster than my 780 in benchmarks

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hardly an upgrade

normal thorn
#

yeah that sucks. I upgraded from a 550 so it was

#

or 560 something like that

wintry escarp
#

I would prefer to do it on iphone7 but apple has no vr system

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theyre over priced and lcoked down but they run well when it comes to games

#

I doubt 1060 would be any faster other than the new VR acceleration features

mighty carbon
#

Yeah, UE4 is not cutout for mobile/mobile VR

#

I mean, it can be done (I am working with it), but I find myself fighting engine more than making my app/game

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@normal thorn https://twitter.com/VRTracker positional tracking is coming to Gear VR

The latest Tweets from VR Tracker (@VrTracker). VR Tracker is an Open Source 3D position tracker to improve Virtual Reality experiences

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Gear VR has more users than Rift/Vive put together

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granted they aren't hardcore gamers

still marsh
#

Hey guys. Does anyone else have this issue in UE4, when you end a VR Preview (PIE) session, the Vive continues to render the frame and makes your PC lag a whole ton? Shutting down Steam VR instantly solves the issue

#

Is this a bug in UE4, SteamVR, or something else entirely? Any fixes?

granite jacinth
#

@still marsh what are your specs?

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I've never run into that problem, but I have an alright rig

still marsh
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@granite jacinth Crappier than I should have for VR, but this is specifically only when ending a session. In game it's fine.

granite jacinth
#

How are you able to discern this lag?

still marsh
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@granite jacinth You mean the symptoms? Everything on my PC gets super laggy, mouse movements, editor interaction, really really slow. The second the SteamVR process is killed it goes away (but then I have to reboot the editor to reinitialize VR)

granite jacinth
#

Are you in direct modfe?

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direct mode

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Do you get any warnings above SteamVR widget?

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I mean, what are your exact specs please?

still marsh
#

I'll have to check the mode in a minute. My specs are crap, I'm on a GTX 760, but like I said, this only happens after the PIE session ends, not during

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@granite jacinth I am in direct mode

dry fjord
#

I think I have that problem

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editor hangs

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it's VR related

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I've been saving constantly and needing to restart the editor after every second play or so

#

does anyone have a list of console settings they apply to all VR projects regardless, to improve performance?

fleet veldt
#

@dry fjord I usually turn off three main things. SSAO, SSR and HZB. if you turn those off you'll get a pretty big FPS increase

#

r.SSR.Quality=0
r.AmbientOcclusionLevels=0
r.HZBOcclusion=0

dry fjord
#

cool

#

thanks!

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yeah that helped a lot

still marsh
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@dry fjord Also, check the best practices guide. It has lots of really good tips

dry fjord
#

thanks!

silk lodge
#

also, use the GPU profiler - control + shift + ,

mighty carbon
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basically ISM doesn't render properly on Gear VR is placed in a steaming level. Only works when placed in the persistent level.

#

Same story most likely with HISMC, but I haven't tried yet (since HISMC isn't optimized for mobile)

silk lodge
#

Anybody here doing UE4 / VR in Minnesota?

wintry escarp
#

nop, all I have is cardboard

zinc violet
#

that video though...

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bit creepy

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when those cheaper headsets adopt proper tracking, VR will become affordable

#

that PiMax seems to be 350$ with earphones and 300$ without

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and free shipping 😄

#

you'd think they could use OSVR tracking on those

mighty carbon
#

anyone from Texas ?

silk lodge
#

I'm from texas, but I'm not there anymore =/

dry fjord
#

4k is a bit useless if everything else regresses

#

the whole 4k thing is underwhelming anyway, it's like every industry everywhere is doing it out of necessity but they're looking forward to 8k

#

VR should be the same

wintry escarp
#

I think higher res is the wrong way to go at the moment

#

they need a better screen tech that removes the gaps between pixels.

mighty carbon
#

for mobile VR they need more RAM, faster SoC, positional tracking and hand input, and having whole thing run cooler. If we can get to Doom 3 level of complexity (although with baked lighting and maybe a few real-time lights) in mobile VR, I think it will be pretty awesome

wintry escarp
#

doom3? aren't they already past that

#

that was a snooze fest

mighty carbon
#

no, you can't get complex scenes in Gear VR

#

running into polycount limits and drawcalls limits

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and most likely performance issues with having particles, having several skeletal characters in the view and AI (however dumb AI was in Doom 3) running

#

note that a lot of stuff isn't even optimized for mobile VR, such as foliage, HISMCs, multiview rendering, etc.

#

in UE4 at least

wintry escarp
#

well I can afford a rift, but oculus can shove their closed store up their bottoms

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i cant afford vive

sharp swan
#

+1

wintry escarp
#

its a shame, cos i'd get VR just for good 3d even if it wasn't a true vr game

#

I'm sure i read you can sideload games onto rift but i don't know if that includes downloaded stuff, like from steam

#

or if you basically have to sell on oculus store or give it away

mighty carbon
#

lol

#

are you an open source fanatic of some sort, @wintry escarp

#

you sound just like those guys

#

MS, Sony and Nintendo all have closed (even tighter than Oculus) stores

sharp swan
#

He's right though. Oculus have been bastards about their store

mighty carbon
#

yet, people not only embraced these platforms, they aren't willing to switch to open pastures of PC gaming.

#

how @sharp swan ?

sharp swan
#

Well denying games a release on the store, with no reason, no further communication on the matter to resolve any issues. Then there was the whole "only runs on store" debaucle that they backtracked on when the hackers were gonna cost them millions in security.

mighty carbon
#

Steam was the same way at the beginning

#

I know that first hand

sharp swan
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Not quiet

mighty carbon
#

no, quite exactly like Oculus it was

sharp swan
#

this is a bit harsher on the developer sense

#

Well I have a steam account since its beta so I never saw any downside to the client end.

mighty carbon
#

I submitted my game to Valve and it took like 6 month to hear back

#

I got lucky and got accepted

sharp swan
#

except it's performance at first. It kind of drained systems when gaming

#

Hah Valve communication levels are notoriously bad. I will give you that

mighty carbon
#

A buddy of mine submitted their game and got rejected, with no clear explanation why

#

it's now, many many years later you have everything almost automated and there isn't any approval process

#

which also resulted with such a saturated market that it's virtually impossible to make a living making games for Steam without any PR

#

and I mean PR you pay a lot of money for

#

so if Oculus survives, many years down the road it will most likely be similar to Steam

#

(especially that many folks from Valve work at Oculus)

sharp swan
#

What irks me about Oculus is that they helped us to develop our game for Rift, even had a liason with Oculus for the task. Then were dumped like a hot potato with no reason and denied access for the game to go on the store, at a time when Rift worked with store games unless you hacked it. It was like pissing in our face from a great height. I have no love for them anymore. Their business sense is anti-development if you ask me. I see more and more developers turning their backs and rightly so.

mighty carbon
#

did they pay you during the course of development ?

#

also, got some videos from the game to see ?

sharp swan
#

why would they pay us? We weren't making the game for them. We were making it for the platform. They were just backing up the fact we bought their development kits and they were fishing around for launch titles. Which ended up being Eve Valkyrie and Elite Dangerous (in regards to our genre). Now we weren't competing with either of them.

#

sure one sec

#

bunch of trailers, reviews and gameplay stuff there

mighty carbon
#

looks cool, but I'd say it is a competitor with EVE and Elite

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same genre

sharp swan
#

well elite is a complex sim. Eve is an on rails experience. This is more a wing commander affair

mighty carbon
#

I am just puzzled why wouldn't they let you on right now, after those other game were released at launch ?!

sharp swan
#

You aint the only one

#

Imagine how fun it was for us when we had developed to get early access out for Oculus launch and it ended up only being able to played on a Vive or a hacked rift.

#

Now flip that and look at Valve support via the Vive. It's been exceptional. Got the devkit in plenty of time, got the greenlight no problem. They have since expanded their open source levels to lighthouse stuff, which expands the VR capabilities in leaps and bounds. Oculus on the other hand over-charge a stupid amount on controllers that should have come with the damn HMD in the first place.

#

They wont even send them to us even though we had DK1, DK2, CV1

wintry escarp
#

consoles are different from desktop

#

wanting the freedom to sell something anywhere isn't open source

#

anyway, what was the answer?

#

can sideload games be distributed via steam etc or only systems without drm

mighty carbon
#

@wintry escarp you are free to sell anywhere, Rift or Vive or both.

wintry escarp
#

so once you enable run from anywhere thing, you can just click a game as normal to launch it on rift?

wicked oak
#

and valve autoaproves you if you tell its a vr game

#

they dont even look at it

#

"hey valve plz give steamworks access" "no problem mate here ya go"

wintry escarp
#

i need to find somewhere to test a vive

#

mobile is what i can afford but people here doing it don't rate it all

#

i could do rift and just not meet the spec, cant be a big difference between 780 and 970

mighty carbon
#

well, start with Cardboard

#

that's how I did it

#

I tried it, made some test app using Unity, then got Gear VR, got UE4 and still fighting to get what I need 😃

wintry escarp
#

thye need cardboard3 with rubber strips

#

patents rubber strips on VR viewers

#

what made you jump from unity to ue4? wouldn't unity be more lightweight?

spring pond
#

Anyone else get a shit ton of random friend requests on Oculus home?

mighty carbon
#

@wintry escarp Blueprint

#

I am not a programmer per se, and don't have time to learn C#. In all of my projects I had to depend on programmers (and their quirks/schedules) even for simple projects. Blueprint enabled me to work on stuff without having anyone on the team (although at some point I'd have to get someone on board, because it's not feasible to do everything alone; plus it's no fun to work alone anyway). I could probably prototype a vertical slice in UE4 by myself if I had to.

#

Community has been great

#

Ability to talk to devs is another major "selling" point

#

Plus UE4 has greatest tools

wintry escarp
#

cool, booked an appointment to test a rift on wednesday

fleet veldt
#

@spring pond yeah i get them too. I think it's just because there's not a lot of people on so people add random friends of friends to increase the chance that they might have someone to play a multiplayer VR experience with.

granite jacinth
#

So, any sound gurus for VR here?

#

I know we can enable the Oculus Rift plugin for Vive also...

#

But, what's up with WWise?

fleet veldt
#

hi @granite jacinth also take a look at http://www.fmod.org/

#

although I've just been using the built in UE4 stuff. set attenuation start to a very small radius and turn on some of the other features like low pass filtering, with occlusion checks and you can get some decent 3D sound

wintry escarp
#

might sell my turbo chameleon, put it towards a rift

dry fjord
#

get a vive

#

trust me

#

try them all out but then get a vive

spring pond
#

^^^ what he said