#virtual-reality

1 messages ยท Page 24 of 1

spring pond
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The oculus has some appealing features and certain things over the vive, but overall I recommend a vive not an oculus to my friends

wintry escarp
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vive is ยฃ220 more and i have no space to play moving around

spring pond
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Unless you really like dirt rally or elite I'd wait it out then. Seated controller based VR just isn't the same

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At least wait and see if anything happens at connect in a week. I highly doubt it, but there could be a price drop or more likely some kind of bundle announced

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either with the touch or with a load of games

mighty carbon
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lol @dry fjord

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Vive fan I am guessing

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Touch is coming out next month

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so, no more xbox gamepad needed

dry fjord
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It's hard to see that the touch will be as accurate as the vive

mighty carbon
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plus touch is a way, way better ergonomically that Vive's controllers

dry fjord
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Crazy talk

mighty carbon
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as per vblanco, it's as precise

spring pond
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I don't know anyone who's spent extensive time with them both that doesn't feel that way. It's not an anti-oculus thing, but just as an overall package the vive has a (slight?) edge

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I do like the ergo of the touch way better; not sure i agree with the tracker comment

mighty carbon
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well, next month as people get Touch put to real test we can see the feedback

spring pond
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some of us have been really testing them for a while ๐Ÿ˜‰

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they are good

mighty carbon
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sure, but some of us are very biased ๐Ÿ˜‰

spring pond
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don't get me wrong. as i say the layout blows away the vive IMO

dry fjord
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layout?

spring pond
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the button config

mighty carbon
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(I don't use any desktop VR, but pro-Vive vibe is felt here, where clearly it's not the best VR system, if you don't count room scale setup)

dry fjord
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I dunno, I have a soft spot for controllers shaped like a hilt

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it more closely matches what I really want to use it for

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the pro-vive vibe comes from the fact that it's quite good and oculus is just mired in crap and bad experiences of the past

spring pond
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why is it "clearly not the best VR system"?

dry fjord
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there's no "clearly it's not the best system", we haven't all had a chance to try both, but room scale is also a big deal

spring pond
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like as someone who's tried both you admitting you've never tried either and telling us how it is is a little funny. I've spent probably hundreds of hourse in both

dry fjord
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ultimately to us we don't care, we'll develop for both HMDs

mighty carbon
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clearly not the best because design is ugly, SDE is more pronounced, more expensive, less good software for it, software for HMD is worse what what Oculus offers. So overall, to a degree it's not as nice from a consumer point of view.

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I tried Gear VR (developing for it) and I can see some points being valid without me trying either

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sure, someone might like Vive's controller more than Touch, someone has plenty of room to take advantage of room scale, and for b2b applications I'd go with Vive too.

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but from consumer's perspective, Rift is what I will buy

dry fjord
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the fuck cares about what vr hardware looks like

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do you know what its for

mighty carbon
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I do

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I care how stuff looks like in general

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and more importantly feels

dry fjord
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the vive is shaped like it is so the controllers can be attached to other things

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there's a reason behind it

mighty carbon
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maybe for R&D Vive is more fun

dry fjord
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maybe borrow or rent one and spend a week with it

spring pond
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So design is subjective, but i agree i like the feel/look of the oculus more. SDE is worse on the vive, but godrays are way worse on the oculus. It's a tradeoff. Which one i like more is actually pretty game/app dependent. More expensive only because it has the controllers, oculus touch + rift will be around the same. I disagree it has better software. I like oculus home more, but i think the games on the vive are better by far atm.

dry fjord
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form a valid opinion

mighty carbon
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Manus VR is the only other thing that I know of where you can attach controllers to. However, who on earth will spend another $250 for gloves?!

dry fjord
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I was thinking more like assault rifle setups

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or mounting to gimbals for virtual joysticks

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one thing I'll say is having using room scale for a couple of weeks, it's changed what I'd do in a mobile VR game. it makes you think about VR differently.

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even if a mobile device doesn't have room scale, you start to become more familiar with what really works on other platforms too

mighty carbon
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Oculus has Carmack who, I am sure with the team of other geniuses working at Oculus, created async timewarp. Vive has nothing like that (based on vblanco's experience he shared here). Ultimately you can squeeze more visual goodness with Rift than with Vive and keep fps steady.

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why not use proper joysticks?!

dry fjord
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the vive has reprojection

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I think a lot of your thinking is based on hearsay

mighty carbon
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x1000 better to use real deal that fool around with Vive's controllers

dry fjord
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stop being influenced by what other people think and try one yourself

mighty carbon
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and by real deal I mean steering wheels and HOTAS

dry fjord
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I wasn't talking about replacing a hotas

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use your imagination

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you can do so much with them

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I'm in danger of breaching an NDA. I'll shut up now.

mighty carbon
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I do think for myself.. Rift was my initial choice. And with all the folks writing reviews and devs talking about, my belief that Rift is a superior platform in a long run was reinforced.

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Again, for b2b I'd use Vive. But for games and consumer apps - Rift.

dry fjord
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business to business?

mighty carbon
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yeah

dry fjord
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what in the fuck

mighty carbon
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for archviz, research, edu I'd use Vive

dry fjord
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that's not b2b

mighty carbon
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well, it is

dry fjord
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no it's not

mighty carbon
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it's not end-user business when you offer services to other businesses

spring pond
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so, just go try both for an extended period of time...

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as @dry fjord says don't base your opinions on others, just go try them both for a good while

wintry escarp
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I'm told i should get ยฃ200 for my turbo chameleon, not bad

dry fjord
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that's a cute device

mighty carbon
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what's turbo chameleon ?

wintry escarp
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its an fpga cartridge designed to go in a c64, but if you run it alone it becomes a souped up c64, an amiga and lots of other old hardware

balmy inlet
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I have a Vive and a Rift at home. My short version is that the Rift is more comfortable to use as a consumer and that the Vive is more important to have as a developer.

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I use the Rift more but if I could only keep one it would still be the Vive.

abstract gale
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how is everyone handling player 'death' scenarios in VR? what techniques and approaches are you using? fading screens? pinning a static hud or image?

dry fjord
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I go to their house with a black sack and when they die I yank off the headset and bag them

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it's much more immersive

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it makes up for the vive having too much backlight

abstract gale
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heh. like will ferrell in old school?

dry fjord
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hehe

spring pond
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its funny i thought about your question and realize few of the 'games' i play in vr result in dying

abstract gale
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yea, made me think

spring pond
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i guess hover junkers it fades, i think eve it might fade or 'crack glass'

dry fjord
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most of them let you continue to move your head, but teleport goes off and "YOU HAVE DIED" appears on the screen

spring pond
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our thing is an app not a game so it doesn't have a death state

abstract gale
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just curious of some different approaches people have taken

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ahh

fleet veldt
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I recommend taking control of the camera and spinning it 90 degrees and slamming it on the ground for highest immersion. Then having it slowly float into the air like a ghost. Trust me players will luv it.

dry fjord
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put an animation of vomit on their screen too as encouragement for what to do next

fleet veldt
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hehe

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oh, in all seriousness.. i'd remove all saturation in post process and tint it a slight blueish gray

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and then fade to black

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maybe make any elements of their body go transparent

dry fjord
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grieving relatives should run at you wailing

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or worse

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nobody cares

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you die and nobody cares at all

spring pond
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chromatic aberration until the user takes off the HMD in disgust

abstract gale
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nice

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maybe pin a bucket or bag in view of the bottom portion of camera

pallid echo
wicked oak
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@abstract gale I add a slowdown in the game until timing reachs 0, then i froze everyone, and do a fade to black

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ive also tried a ghost

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wich is very common

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important, the slowdown/pause does NOT freeze either the controllers or the head

wicked oak
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that on my new game, but im going to use GodMode for the demo

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but after it ends, it gives you a score where it subtracts if you got hit

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my VRMultigames game uses pausing

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just pausing

real needle
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so, had my first demo of my game on a conference this weekend

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didnt expect it to be:

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  • this much awesome (regarding the responses)
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  • this much destroying standing around and just talking stuff (omg, sleeeeeep)
golden snow
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Hope you wore good shooooes

real needle
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well, the shoes were not the issue

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i still fill like dead

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but at least i smell better now

golden snow
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Where were you demoing? EGX?

real needle
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pixel vienna

golden snow
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And, more importantly, what was it that you were demoing

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Ah

real needle
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haha, my game ๐Ÿ˜ƒ VR Archery stuff

golden snow
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Does it have a name so I can mercilessly google it?

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Or is it actually VR Archery Stuff - because if thats the case, thats the best name.

real needle
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that would've been a cool name actually ๐Ÿ˜„

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though, you wont find much right now about it

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its called "Franz"

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and its about 30% finished now

golden snow
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aww

real needle
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(and also with the "codename" ๐Ÿ˜‰ )

golden snow
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Nice

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There's a few Archery games coming soon, super excited for that.

wicked oak
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i have this one released for free

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there is also that other one with unity, wich is also free and really high quality

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there are too many bow games, and very good ones are free. If your game is just standing there shooting, there are free alternatives that are better than your game, so you have no chance at all

real needle
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so, actually my game features 10 levels, magic spells with gestures, teleporting around in later levels with enemies running directly at you and a background story to everything

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and if you mean "QuiVR" with the "high quality" unity game; Nope, thats no real competitor

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and, i am yet to see a bow shooting game for VR with realistic graphics and not that stylized/comic stuff

wicked oak
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there is my game, no bow though, but it has an arena with free movement and spells and guns

real needle
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the physics are a bit....low gravity ๐Ÿ˜›

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and honestly, if i would've taken all the "recommendations" that i have no chance with my type of game, i wouldnt have some free oculus+touch and wouldnt be in discussion about some nice funding right now.

wicked oak
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i got my oculus + touch after i got a vive and published a vive game

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i tried before but got ignored

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so im kind of late to the party, i only had vr stuffs since july

real needle
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i sent them a video and a link to a demo of my game. 2 days later they wanted the address to ship 2 rifts+touch to

wicked oak
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i should really find funding for this game

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im currently funding it from my pocket, but i just dont know how to find funding at all

real needle
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but as said. i have gesture recognition spellcasting stuff already in, just not demoing it yet, since for a 5 minute expierence on a conference, thats just too much for the people there

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and until now i funded it from my own pocket too (doing it since may)

wicked oak
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my spellcasting doesnt use gesture recognition, but you need to do the motions of the spell

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its with the buttons or trigger

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but you have to toss the fireball, or block the bullets with the shield, or aim with the ray

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i did prototype gesture based, but i didnt find it good on my game wich is fast paced

real needle
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well, think about doing a circle with your hand on the ground and then "slam" the controller from top to bottom -> firewave with pushback for enemies

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well, for fast-paced stuff it can get difficult; which is the reason why i have only very simple gestures

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but if you want, i could probably help you finding some ways for funding

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since i have at least a bit of experience with that right now ๐Ÿ˜„

wicked oak
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a good point its that im on playstation awards, as finalist

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and i do have a published game with 25.000 installs

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with 97% good reviews

real needle
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thats a good start, since then you have a more trusted "relationship" already, since you delivered in the past

wicked oak
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my paid steam game, deathwave, has 800dollas in sales right now

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early access, made in 3 months with 0 budget

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and no marketing at all

real needle
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guess how much marketing i did ^^

wicked oak
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i did it for learning, anyway

real needle
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i started mine for fun. like 1 1/2 months ago it started getting more serious

wicked oak
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how are you finding funding, btw?

real needle
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its a multitude of nice and surprising coincidences actually

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it helped really much to demo it a the pixel vienna conference

wicked oak
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im doing that in 10 days

real needle
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i even had a guy from activision playing it and having much fun

wicked oak
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i hope to find a publisher or something, im making my game a "demo mode" of 10 mins gameplay highly polished

real needle
wicked oak
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sent them stuff

wintry escarp
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nice gfx on the last video

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is that all blueprint?

wicked oak
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not all

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but a lot of it is

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its a mixed architecture

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i use c++ for the "core" stuff

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but then each enemy has their habilities and AI on blueprints

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similar with weapons

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its a good workflow for speedy development

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for a truly big development, go 90% c++

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blueprints are problematic to mantain

wintry escarp
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I assume the bow is sideways for aesthetics? looks better than being held vertically

wicked oak
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its not, im just handling it that way

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the bow is attached vertically to the Vive hand

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but it is inmense

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its a longbow

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i think its like a meter and something high

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around meter and half

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in horizontal is easier to strike enemies with it

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i had that idea from one of the earlyest testers

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"hey, wich such a big bow, might be cool to hit enemies with it"

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so i tested it, found it hilarious, and left it in the game

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the firs version of the bow game was much, much worse

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it was static

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enemies just walked to you

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i then added melee and movement

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i then added enemies with guns, flying drones, and time slow when teleporting

wintry escarp
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is the scenery all your gfx or using some epic assets?

wicked oak
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its the sanctuary map of shootergame

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i did the bow myself, in around 20 mins

wintry escarp
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I will be testing a rift on wednesday

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from the talk in here i expect it to be a lot better than gearvr

hard light
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it's definitely better than GearVR

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though I still find seated, controller experiences to be a bit shit

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standing and with motion controllers is the way forwards

wintry escarp
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standing is ok, moving about isn't ... no room

wicked oak
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testing nvidia 4.13 multires

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doesnt work well with forward

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that on my VERY high density map wich has nearly 2 million polygons and a thousand drawcalls

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the basepass seems to take too much due to that high amount of polygons and drawcalls

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so deferred runs way faster there

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also becouse multires deferred runs real good

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maybe the basepass doesnt do multires?

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might be that

wicked oak
wintry escarp
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nods

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whats multires

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yeah theres a unity daydream vr beta, only seems to work if you have a nexus 6p though

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it laughed at my nexus7 tablet and refused to do anything

hard light
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Daydream seems kind of daft

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you need one phone to use as the screen, and another one to use as a controller

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however, a phone has no haptic support whatsoever, so it's a shit controller

mighty carbon
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Daydream is a dream/nightmare

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๐Ÿ˜›

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If Galaxy S8 supports it, I might try it

hard light
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it only supports Nexus 6p

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there's not much point trying to develop for it though, because like I said, there's no controller yet, you have to use a second mobile phone

mighty carbon
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which has no proper IMUs, so essentially it's new Cardboard SDK

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and yeah, second phone for controller sucks - I only have 1 phone

wintry escarp
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that's only the current sdk, not the final

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you tried it?

mighty carbon
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no, because there is no Daydream hardware available

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and I am not willing to get sick using Cardboard

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plus, SDK will be partially in 4.13.1 and fully in 4.14

wintry escarp
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hmmm cardboard doesn't bother me

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other than it looksl ike shit cos I'm using a nexus7 tablet

mighty carbon
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it sucks that there aren't whole a lot of Gear VR devs and none of the existing ones is on Unreal Slackers :/

hard light
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that might be because nobody sees much of a future for Gear VR games

mighty carbon
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I doubt that

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people making money on Gear VR market already

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except that they all use Unity

hard light
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people may be making money, but they're sure not making good games

mighty carbon
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I am not making a game for Gear VR either

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as a matter of fact, what sells best is experiences

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and I find myself looking for good experiences more than for games in VR

hard light
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the problem is Gear VR just doesn't suit games

mighty carbon
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what makes you say that ?

wintry escarp
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gearvr looks far too locked down, daydreamvr has more scope long term

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anyway I shall see proper vr on wednesday

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not fogged up gearvr

mighty carbon
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locked or not, it has nothing to do with platform being suitable for a particular type of content

hard light
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it has very limited options for meaningfully interacting with content

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I mean, basically all you can do is look at things and tap a button

mighty carbon
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or use gamepad as with Rift

hard light
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except that people don't own mobile phone compatible game pads, so you can't rely on that

mighty carbon
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or a clever game design can still use touchpad and be fun (but no one have implemented it yet) ๐Ÿ˜‰

hard light
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it's like making PC games that require trackballs; largely pointless

mighty carbon
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there are PC games that can do with mouse/kb, but require HOTAS or steering wheel for proper gameplay

hard light
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yeah, niche games, and you can usually still play them just fine with a gamepad

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but those are established genres, with a hardcore following

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and they're the kinds of games you spend a considerable amount of time in

mighty carbon
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I can assure you that games with touchpad only controls can be made fun

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if people don't make those it doesn't mean it's not possible

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plus we shall see what Oculus unveils at OC3 - maybe controller, maybe positional tracking, maybe both

sharp swan
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I always thoguht GearVR was perfect for getting the mobile VR porn market on the go. "Just gonna pop into this toilet and go have a samsung, brb".

mighty carbon
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VR porn is meh

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at least the way they film it and the way they prep actresses/actors

sharp swan
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I did browse some ( for educational purposes you understand ) and I thought "ugh they just made a 360 video from POV" and thought they could do much more with interactivity.

pallid echo
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Imagine being the guy/gal that has to program genital physics for VR Porn games...

mighty carbon
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ha

sharp swan
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I patented some gloves for VR porn. They cum with Foreskin feedback ๐Ÿ˜„

mighty carbon
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lol

fleet veldt
frosty geode
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Anyone here doing cross PSVR/PC dev? We're getting lots of issues with SDK compatibility. For example, leaving on the Move Controller and Morpheus plugins will make motion controller tracking broken in editor on PC.

wicked oak
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im trying to get devits myself

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so not yet, but probably "soon"

dry fjord
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those guys did job simulator

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hence why it looks and plays the same

frosty geode
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Another issue we have come across while using VR preview is odd lighting. Ambient cubemap lighting specifically seems to drop out occasionally, resulting in dark black shadows for us. Occasionally VR preview results in an odd green effective which masks a lot of the screen, though the scene is still discernible.

mighty carbon
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if anyone here is interested in positional tracking for mobile VR should check out these guys https://twitter.com/VRTracker

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

noble crater
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why is it that if you parent a component to a motion controller, it moves with the controller with zero-latency. but if instead the component is parented to the pawn, and its transform is updated to match the motion controller in a tick() function, there is quite a bit of latency between controller and component

normal thorn
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I donno but I get that too, I guess of course

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the wobble of things attached in that way

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annoying

noble crater
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yes. makes me think tick isn't called every frame.. just close to every frame

frosty geode
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In some cases it may make sense to use a Vinterp to smooth out the movement. You could also grab the tracker data manually and update the main motion controller in the same way so both objects match and are smoothed, though late compared to the native tracking info

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also, anyone try out forward rendering recently in UE4 on VR?

noble crater
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@frosty geode do you know what's different between attaching vs. updating transform in tick? is the engine-level code taking some shortcuts for attach that aren't possible in game-level code?

frosty geode
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I'm not sure what's happening lower level unfortunately. I found a thread that mentions GatherLateUpdateComponents though

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noble crater
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seems like a good starting point cheers

real needle
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@frosty geode the oculus forward renderer is working great for me in 4.11. however during vr preview traces do not work - that is the only nuisance

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sorry i mean to say the traces work, but they do not render properly

frosty geode
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I'll download Oculus' 4.12 branch and give it a shot. Are there still issues with translucency?

dry fjord
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why not 4.13?

real needle
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is there a 4.12 or 4.13 branch? where are you finding it?

normal thorn
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anyone have print string tips so you can see it when VR headset is on?

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even on the PC view it prints too high so unless its printing a lot of stuff you cannot see it

fleet veldt
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@normal thorn by default it will also log those prints to the console which you can bring up with the ` key

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and those are pretty visible if you're just occasionally printing

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also you could detatch the output window from the editor

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oh wait nm that wont help you

frosty geode
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I don't see a 4.13-ofr branch, I'm assuming ofr stands for Oculus Forward Renderer. There are 4.11-ofr and 4.12-ofr branches available.

fleet veldt
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@frosty geode I think you'd be better off going with the new forward shading features in promoted or master.. i've used both of those oculus versions and find the new forward rendering in Epic's source less buggy. For example spot lights don't work at all from what i've tried with the OFR

normal thorn
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thanks @fleet veldt I know it says prints to log but I never found that log.

noble crater
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@frosty geode disabling low latency update on the motion controller made it so the controller has the same (high) latency as everything else... so it's definitely that ๐Ÿ˜ƒ

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now going to see if I can get my component to use low latency update without being attached to the motion controller

normal thorn
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no I still never see the print sting log. Message logs tab?

fleet veldt
normal thorn
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nice

graceful junco
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Dave, you could add a text render component to your motion controller and update that, instead of printing.

normal thorn
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yeah thanks, I found the log in the output log but I swear sometimes its not there. Anyway. just bashing my head against a wall, you know. VR development

dry fjord
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tmek that looks badass

normal thorn
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@fleet veldt how big is the team making that?

fleet veldt
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after last weeks hires we ahve a total of.. one.

normal thorn
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you mean its all you?

fleet veldt
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heh

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yeah

normal thorn
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hah wow!

fleet veldt
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but yousing purchased art assets and sounds

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*using

normal thorn
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still, looks great

fleet veldt
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check out the concept trailer i made for it a while ago ๐Ÿ˜ƒ

dry fjord
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I'm actually a fan of re-used marketplace assets. makes everything feel more real when you see stuff you recognise. like each game could be set in the same universe.

fleet veldt
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and thanks for encouraging feedback!

dry fjord
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I love your interactive UIs

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can.. can I have a copy to play? ๐Ÿ˜„

noble crater
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@fleet veldt cinematography reminds me of demoscene. sick.

fleet veldt
dry fjord
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YES

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will try it tonight at home

fleet veldt
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it was built with oculus so it only has very limited vive support. but it does work. you use the triggers to teleport and interact

dry fjord
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gotcha

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cool

fleet veldt
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on vive

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but no motion control support yet

dry fjord
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I wish the whole vr hardware thing was more transparent on UE

normal thorn
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any of you guys ever make a look at trigger? Specifically I'm trying to make a look away, look back player pawn flashes to help you find it.

fleet veldt
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heh, it's funny we both have sunglasses on in our profile pics lol

normal thorn
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right now I made a frustrum geo w/ collision then made a overlap event

dry fjord
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that's because sunglasses are cool

normal thorn
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that should work but when I parent to camera overlap events constantly trigger

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when I set location/rotation to camer no event trigger

fleet veldt
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@normal thorn it sounds like you're talking about taking control of the camera orientation away from the player.. that's generally considered bad in vr because it can make people uncomfortable/sick.

normal thorn
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nothing like that

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when player looks away from their 4rd person plane I want to help them find it when they look back

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its moving so sometimes for some people its hard to find

dry fjord
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you mean an indicator?

normal thorn
#

I want to highlight the plane after people stop looking at it and return to find it

#

frustrum geo overlap event should, in my mind, work

#

but parented to the camera it fires continuously

#

while looking

#

do once, and reset

dry fjord
#

plane as in two dimensions of axis?

normal thorn
#

but the end overlap also fire continuously

dry fjord
#

or planes as in reeeeow plane?

normal thorn
#

airplane

dry fjord
#

gotcha

normal thorn
#

rc airplane

dry fjord
#

you're gonna need to draw a picture

normal thorn
#

might just have to to a sphere trace or something,

fleet veldt
#

@normal thorn I see. sometimes you can just stick a big collider in front of the camera.. for example a big long capsule to detect when thinks are right in front of it. That's how epic had the moving security cameras detect when the player walked in front of them in the BlueprintContent sample.

normal thorn
#

yeah thats what I'm doing

#

argh

#

unreal

#

hah

#

basically its a bug

fleet veldt
#

but yeah if you wanted to make sure you covered the entire view you'd have to check a frustum volume

wicked oak
#

Top down Scifi its one of the absolute best packs

#

its also all on 1 texture, so you save a lot of memory and drawcalls

#

everything is 1 master material with instances, that uses the same texture

#

its main problem is that it is very low poly with a lot of detail in the normal maps, so there is stuff that in VR, looks completely flat

#

like the doors or the pipes, wich are a literal plane with the normal maps

fresh laurel
hard light
#

MAKE VR GREAT AGAIN

mighty carbon
wicked oak
#

makes sense

#

they dont want a swarm of bad VR at the start

#

becouse literally every amateur vr is probably going to try to put shovelware there

mighty carbon
#

yeah

pearl grove
fleet veldt
#

@pearl grove lookin good ๐Ÿ˜ƒ

still marsh
#

@pearl grove Looks awesome

spring pond
#

Man the last 5% of shipping a VR game is absolutely killer

#

we have a few hitches in the framerate and we can't for the life of us figure out whats causing it ๐Ÿ˜ฆ

#

might ship at r.ScreenPercentage 130 to overcome it in the short term ๐Ÿ˜ฆ

fleet veldt
#

@spring pond Were you at 150?

spring pond
#

140 (default for vive)

#

with 130 we hit 90fps almost everywhere on a 970, but there are some weird hitches

wicked oak
#

try nvidia multires

spring pond
#

Can't

#

(as cool as it is)

wicked oak
#

4.13?

spring pond
#

Already on 4.13

wicked oak
#

there is multires for 4.13, but i tried it and it instacrashed

#

guess its too early

#

it also increased the time in forward renderer

#

the depth prepass takes quite a lot

#

i guess its becouse its doing the depth prepass WITHOUT multires

spring pond
#

3 reasons I can't use multires: i didn't find the builds as stable (minor), Doesn't work on AMD (major), doesn't work with post process blendables (dealbreaker)

fleet veldt
#

@spring pond I only have oculus but r.screenpercentage doesn't seem to affect the Rift, only HMD PD 1.3 .. how do you handle both ? or are you only supporing vive currently?

spring pond
#

only supporting the vive for this launch; we will update for touch launch soon

#

(it works fine with the touch and oculus, but we haven't changed tutorial gfx for touch and fixed some haptics and button mappings)

fleet veldt
#

what is your game's website/youtube I'd like to take a look since you're so close to shipping ๐Ÿ˜ƒ

spring pond
#

nope, sorry ๐Ÿ˜ƒ

wicked oak
#

a bossfight for my game

#

still balancing it becouse the boss is taken from a desktop game

fleet veldt
#

@spring pond.. you're not marketing your game before release? o.O

spring pond
#

nope, its free

fleet veldt
#

I see

still marsh
#

@spring pond Free games should be marketed too.

wicked oak
#

mine wasnt, so it got people, but not that many

spring pond
#

i mean it will be marketed, but we're fine with just dropping it and letting it grow organically

still marsh
#

(If you want people to find it and play it)

#

@spring pond Take it from me, that's a myth.

#

Organic growth is extremely rare, you should definitely invest time into marketing if you plan to have people playing it.

wicked oak
#

it has to be the most memeful thing or the most fantastic thing to happen

#

so people tell other people

#

marketing is by far the most important part of gamedev

spring pond
#

we will, but we are fine with the marketing coming right at release time, its also more compilcated than that, but i can't get into it

wicked oak
#

you can do a shitty game, market it well, and get your money back

#

look at those big mobile f2p games

still marsh
#

All right, well, just my two cents.

wicked oak
#

if you do a good game but not good marketing, no one ever knows it exists

#

unless its literally the best thing ever made

spring pond
#

I agree with you all, but again its slightly complicated

fleet veldt
#

@wicked oak that looks good.. i'm sure you get asked this a lot but is that the only locomotion method won't that make a large protion of playerbase get sick?

wicked oak
#

ill give a few methods

#

this one is the default

#

wich is a dash

spring pond
#

I'll be sure to post a trailer/steam link when it goes up

wicked oak
#

ill have blink teleport

#

and also one where you press the button and aim, and you move in that direction

fleet veldt
#

it definetly looks exciting visually

wicked oak
#

if you aim UP, you get the ark to teleport to higher places

#

right now rotation is on 90 degree intervals

#

you press the grab button in one hand to teleport, and if you press the grab button in the other, you rotate

#

its surprisingly intuitive once you get it

#

good for vive wich has limited buttons

#

as im using touch, ill just add it on the joystick too

#

and joystick movement

fleet veldt
#

it really gives me a similar vibe I felt from when games like quake3 first came out (which is a good thing)

wicked oak
#

im reading the pre-demo build

#

i demo this the day 6

#

im going to try putting it on PSVR, thats why im not adding joystick movement

#

the psvr doesnt have a joystick, it has 5 face buttons, a trigger, and select/start buttons

#

wich is honestly a lot of buttons

fleet veldt
#

@wicked oak is there anything tricky to posting videos on twitter (recomended bitrate etc?)

wicked oak
#

its really really tricky

#

normally it has to be 30 fps, youtube quality

#

with that you should be fine

#

but its picky

#

its REALLY picky

#

in youtube you upload whatever and it accepts it

#

not twitter

#

and it will lose your time and then complain with an odd error

granite jacinth
#

@wicked oak what assets are you using in that prototype project?

wicked oak
#

custom assets and infinity blade pack

hidden dust
#

@wicked oak Just so you know the face buttons on the PSVR controllers (Move) are pretty small and not the most comfortable things to use

wicked oak
#

i know

#

i plan to use them for extra stuff

#

main control is trigger and central button

hidden dust
#

Yeah, totally, it just took me by surprise to see how small the buttons actually are. The trigger and Move button feel pretty great though

#

also remember that PSVR is front facing only so make sure you have some sort of orientation control as well

wicked oak
#

i do

#

the video is recorded on 1 camera

#

1 rift camera

hidden dust
#

ah, nice

granite jacinth
#

Anyone have any pointers when incorporating sound in VR? Any pro tips?

spring pond
#

mono with positional ๐Ÿ˜ƒ

#

Sounds just played directly to the headphones sound strange compared to ones that aren't

granite jacinth
#

How about ambient/BGM ?

spring pond
#

Don't really have a ton of that in our thing

#

we do play a fan noise right to the headphones

still marsh
#

Haven't had any issues with playing music on mine.

#

But if it feels weird, maybe you could put an audio component on the player's pawn

#

Above it, in the sky, that blasts music

#

Could feel more natural for... "music from the heavens'" or what have you

#

At least then it has a position. @granite jacinth

#

Definitely one of those new things in VR that need some experimenting from devs to find the best practices

granite jacinth
#

Cool, thanks for the tips @still marsh

still marsh
#

@granite jacinth Just to be clear I have not tried those myself. Just ideas. ๐Ÿ˜ƒ

hidden dust
#

Speaking of audio, has anyone had any success with using the different sound modes on PSVR? By default it puts this strange short reverb on everything that presumably is supposed to help with positional, but it sounds awful on music and ambient FX.

#

I saw that there was a method to turn it off in the SDK but I'm not sure

zinc violet
#

oh wow, the repo I was about to link wasn't official one

#

but from google

mighty carbon
#

I'd like to see price of HMD and price of controller, and if all that works with Galaxy S6 (when it gets Android 7 update).

worn magnet
wintry escarp
#

Samsung haven't mentioned any daydream compatability

#

infuseStudio: that's the pc its running on, the other ip could be any pc on the intranet...far as I know

worn magnet
#

it shouldnt be 127.0.0.1

#

thats not the right IP address

#

And there isnt a way to change that information in swarm coordinator

#

Do you guys use multiple computers via swarm to bake lighting?

wintry escarp
#

I only have 1 pc

dry fjord
#

sounds like tango

#

I like that they did a 3d model of van gogh's bedroom

#

maybe I want a massive cord hanging out of the back of my head because matrix

#

also I'd be incredibly cautious of objects it CAN'T see

#

or things that may confuse it, like wall mirrors or things that are reflective in IR

#

or simply getting messed up from sunlight filtering through the curtains

#

my ears will prick up when I hear "IR, visible and UV image tracking from six sources"

silk lodge
#

test it on lots of different headphones!!

mighty carbon
#

Btw, I wonder if Daydream would allow usage of 2 controllers simultaneously

dim fractal
#

you know what would be cool for vr? if the vr had an enviroment scanner and would make a cartoon version of where ever you go, like if you walk around your house it scans and saves it as the level info that way you can interact with the real objects in your house but you can add npc's and fight them etc. that way you can really walk in your house but fight zombies or what not on the theme of game play you want. and not have to stand still

neat cape
#

so.... hololens?

dim fractal
#

yea like a hololens

#

but say if you pick up a cup it always scans the area that way you can make a house for gamers to go in and have rubber cups/ plates and actually feel the objects in their hands and throw them or use them as wepos etc

#

๐Ÿ˜„

#

REAL OBJECTS used in game. like have a chip in the cup that tells the vr what its weight should be and the damage it can do etc to make interactable inviroments!

#

just a thought ๐Ÿ˜›

#

who wouldnt love going into a lazertag type arena and fight off zombies using real world objects?

neat cape
#

there actually is something like that, it's not done yet though I think

dim fractal
#

really? if you got links please share.

#

hehe

neat cape
#

I'll look it up, it was a while ago... they basically made a warehouse scale VR playground with wooden walls and all that

dim fractal
#

im mean think about it. we have motion controlers, motion capture devices, lazer scanning tech and wireless tech. it could be done if there was enough resources. maybe ill pull out my heath kit and start working on some type of wireless chip that can talk to a plugin. to send variables to unreal or something etc

neat cape
#

https://thevoid.com/ I think it was this one

dim fractal
#

i have an old broken wireless camera i can play with its components since it sends data over a wireless router !

#

WOW impressive. this is exactly what i meant! but with objects that can be picked up off the ground etc

#

and so people can experience it in their own homes too not just in a big facility,

wicked oak
#

im looking for people with oculus touch to test my prototype

#

PM me if you are interested

balmy inlet
sharp swan
#

Do people still buy apple phones? ๐Ÿ˜„

mighty carbon
#

lol, wut?! $500 for sensor?

sharp swan
#

So if you combine that with a phone that the instructions say not to put next to your head, wireless earphones that add more EMF to your head, a sense that will most likely add more EMF to your head. You should be ripe for a good dose of cancer by 40-50. Well played Apple. Well played.

mighty carbon
#

on top of that there is no rotational tracking, so you get horrible laggy Cardboard crap :/

sharp swan
#

sounds like if VR dies, it's the same reason Flash died. Bad devs making it look terrible :p

mighty carbon
#

so, $500 for sensor, $700 for the phone (let's say it's what top Daydream phone would cost), $80-100 for HMD, $100 for controller. Almost the same as PC + Rift.

balmy inlet
#

It is a developer kit for sure.

hard light
#

it's expensive for sure

frosty prawn
#

Had a go on the PSVR at EGX

#

Easily the best one I've used so far

#

(not used a Vive though)

hard light
#

PSVR is okay, but the controllers are very limiting

#

you can't do room scale, so that kills it for me

#

room scale is the thing for VR, imho

mighty carbon
#

lol, what if 90% of users do not have room for room scale VR ?!

frosty prawn
#

Depends what you're doing I guess, I played Battlezone VR and it was perfect

mighty carbon
#

(I don't)

hard light
#

I've used the Vive in a very small UK house with no problems

frosty prawn
#

But its a game where you're meant to be sat down

hard light
#

room scale is as large as your room is

mighty carbon
#

@balmy inlet most of VR things never make it out of dev kits stage

hard light
#

if your space is 3mx3m or less, you can still do room scale

mighty carbon
#

my space is my chair and less than 1m x 1m if I move it out of the way

balmy inlet
#

@mighty carbon sure. But you have to start somewhere.

sharp swan
#

I get a 6x6 room for Vive development next month. My only problem with that is, I need to keep switching rooms when I want to test things. I think I much prefer sitting on my arse with a DK2 :p

hard light
#

I used my kit in the kitchen / dining room because it was the biggest available space

mighty carbon
#

doesn't matter where developers use it - it's for end-users and if they don't have room to walk around, experience might be as good as seated.

hard light
#

I'm talking about as an end user

#

if I want to develop for it, I have a pretty big office space

mighty carbon
#

so, why bother?! PSVR provides positional tracking, so even if you stand/sit, it will help with immersion a lot

hard light
#

because it isn't the same

mighty carbon
#

well, if you aren't walking around 15ft x 15ft room, it is exactly the same

hard light
#

no, it isn't

#

in 'flat' terms it's the difference between a side scroller and a first person shooter

#

mechanically speaking you have considerably more freedom

mighty carbon
#

poor choice of analogy

hard light
#

is it though?

mighty carbon
#

if I can stand and make 1 small step forward/back/left/right, bend/tild/squat with PSVR, it's exactly the same thing as if I was wearing Rift/Vive

hard light
#

no, it isn't

mighty carbon
#

lol, yes it is

hard light
#

I'm beginning to think you haven't actually used a Vive

sharp swan
#

yeah its really not the same

mighty carbon
#

why isn't it? due to latency / accuracy ?

hard light
#

degrees of freedom / motion

#

hence the sidescroller / FPS analogy

mighty carbon
#

so PSVR isn't 360 deg ?

hard light
#

nope

sharp swan
#

thats a killer for me

mighty carbon
#

hmm..

hard light
#

you're mechanically constrained to looking forwards

mighty carbon
#

So even worse than Rift

hard light
#

correct

sharp swan
#

may as well call it "360 video headset"

mighty carbon
#

I see now

hard light
#

but this is fine for what PSVR is aiming for

wicked oak
#

the PSVR isnt half bad

hard light
#

it still has moderate tracking for the headset if you turn around 180 degrees

wicked oak
#

but its true that the controllers are its biggest limitation

#

becouse they are just normal PSMove

hard light
#

but it cannot track the controllers, because it only has one camera and they are just Move controllers

wicked oak
#

yeah, its a forward facing experience

hard light
#

yup

wicked oak
#

i think it can be great for gamepad VR, too

#

as the dualshock is tracked

hard light
#

can still make some good games for it, but it isn't going to be the same experience

wicked oak
#

its a HUGE difference compared to the oculus with a xbox controller

#

my interest is that there is a load of money in that platform

#

no competing with steam vr shovelware, and way, WAAAAAY bigger userbase

#

that for sure

hard light
#

it does look like the user base will be bigger

#

but there's no guarantee it will persist

#

PSVR could be the next Kinect, heh

sharp swan
#

it's gonna be the biggest VR scam since Oculus priced their controllers :p

wicked oak
#

its the only VR system for the japanese

#

as the japanese have no gaming pcs

#

lots of strange japanese vr games on it for launch

sharp swan
#

Kiki Kiki Chapperone Simulator

#

I really dont get japanese games even though I love the culture ๐Ÿ˜„

wintry escarp
#

psvr also has a high entry fee for users

wicked oak
#

compared to pc vr its less than half

wintry escarp
#

ps pro and ยฃ400 for vr kit

wicked oak
#

no, no pspro

#

it runs on normal ps4

mighty carbon
#

but it runs better on PS4 Pro ๐Ÿ˜‰

wicked oak
#

of course, on a pro it can run FAR better

wintry escarp
#

yes right, within 6 months it will be ps pro or crippled joke vr

wicked oak
#

i speculate that it on a PSpro its probably going to be near GTX970 quality

#

i know it has instanced stereo stuff + "MultiRes" + more hardware/driver optimizations

#

and looking at how far they go on PC with the nvidia branch

#

they are no joke

#

instanced stereo halves the drawcalls, multires cuts pixel amount by half

mighty carbon
#

I am gonna wait for PSVR to take off and then make an educated choice for a VR platform to play and develop for. I have a feeling that Vive and Rift will remain niche for quite some time

spring pond
#

Try them all

#

thats the only way to educate yourself

mighty carbon
#

sure, but it's not just about the best platform. It's about costs too.

hard light
#

instanced stereo isn't a magic bullet and in many cases will make performance worse

wicked oak
#

i have tried all

wintry escarp
#

rift could kill itself with the locked down attitude

mighty carbon
#

Now, if Project Scorpio will support Rift or some special version of Rift, that will change everything

hard light
#

multires is great though

sharp swan
#

The rift will be ok once they bleed out some more tech for it. Vive is currently pretty damn awesome. OSVR is catching up slowly.

wicked oak
#

the ps4 has higher drawcall efficiency

wintry escarp
#

early adopters are more likely to be nerdy types who want full access

mighty carbon
#

@wintry escarp PSVR is even more locked, but somehow no one cares.. So no, Rift won't kill itself by being locked

wintry escarp
#

they'll go to vive

wicked oak
#

not sure about that

wintry escarp
#

PC isn't a console

wicked oak
#

the Rift + Touch is awesome

#

i have both oculus and vive

#

and i develop for them at the same time

#

so i switch beetween them constantly

spring pond
#

me too

mighty carbon
#

smilertoo is just being political

wicked oak
#

the software on the oculus is just so much better

spring pond
#

vblanco: i don't know about that

mighty carbon
#

like FOSS folks - ideology tops practicality

wintry escarp
#

its a ream shame daydreamVR didn't specify a hdmi port

#

real

spring pond
#

@wicked oak what makes you say the software is better? I agree it looks more polished from a consumer facing standpoint, but it has some wacky config shit

mighty carbon
#

that too - I don't want to f#ck with configs. I just want to plug and play, like with Gear VR

wicked oak
#

async timewarp

#

it offers FAR higher performance than vive

spring pond
#

I like the oculus timewarp more than the vive reprojection, i'd say that, i thought you meant oculus home and such

wicked oak
#

the main beef i have with vive, is that it only gives you 8.5 out of the 11 milliseconds you have

#

if you go over 8,5 it locks to 45 fps

#

meanwhile, oculus async timewarps it

#

wich reduces latency a ton

#

and it looks smooth even if you are lagging to 40 fps

#

if you are at 80 fps then its timewarping it anyway

#

so it still looks really smooth

#

vive just throws you to 45

spring pond
#

The headset reprojection in the vive is pretty good at making the head motion look smooth, but the hand controllers look jittery as shit

wicked oak
#

they work better on oculus

#

becouse while its timewarping, its timewarping at far higher frequency than 45 fps

#

in my game, you can drop to 50-60 fps with a ton of explosions around, and poeple still will get tricked with it being smooth

#

normal gameplay its 90 fps

#

but becouse it is allways around 10 out of 11 avalible milliseconds

#

it goes right to 45 on vive

#

the game runs noticeably better on oculus

hard light
#

people have been porting timewarp to the Vive anyway, hehe

spring pond
#

the vive will pump 45fps content to 90fps and reproject tho, its not like the framerate crawls down to 45fps in headset. You can still look around smooth, you just get horrid jitter on the controllers

wicked oak
#

game logic goes to 45 fps

#

thats why they jitter

spring pond
#

I haven't actually paid much attention to how timewarped frames look with the touch. it jitters enough all by itself ๐Ÿ˜›

#

ah

#

yeah, we are trying really really hard to hit 90fps all the time on a 970 and are really close

#

with well written software i think a lot of people try and make this huge gulf between the two. When set up right both HMDs/controller sets are pretty fantastic

#

I find the oculus more polished feeling and the vive more reliable

fleet veldt
#

@wicked oak are you saying you effectively have to hit what is 117 fps on the Rift to get a smooth 90fps on the vive?

wicked oak
#

the opposite

#

you have to hit 110 fps on a vive to get smooth 90 fps

#

oculus gives no craps, it runs at whatever your frametime is

#

and timewarps it

fleet veldt
#

yeah that's what i meant (and thought i said lol)

real needle
#

hi

fleet veldt
#

well that's disheartening as i've been developing on the Rift and thought it would be an easy transition once I got a vive

#

hi zenbauhaus

mighty carbon
#

o/ @real needle

real needle
#

i was wondering if any of you encountered the same problem as me when packaging a vr project

frigid spire
#

What would that problem be?

wicked oak
#

you doing 4.13 forward render

#

?

#

there is a bug that wont let you package on 4.13 forward render

#

a damn shame

spring pond
#

I was going to package a 4.14 fwd rendered version of our project under the "beta" tab of our steam app, but too busy making the production one work ^_^

hidden dust
#

Anyone have a definitive list of the render features supported / not supported with the forward render? I downloaded the latest promoted branch to experiment with and have been having a number of shader compile bugs. I did find out it lacks SSAO and cascaded shadow maps, making it pretty unsuited to fully dynamic games atm.

#

Actually for that matter, anyone else NOT using lightmass on a VR game? heh

wicked oak
#

you using dynamic light in a vr game

#

the absolute madman

sharp swan
#

maybe its targetted for 1080 platforms?

hidden dust
#

would you believe that we are hitting 60 on a PSVR? : D

sharp swan
#

yeah because I am imagining a screen that says "PSVR @ 60fps". You put that in my head though

#

60ps is just so lax for VR. Whoever thought that was a good idea should be employed at Apple

hidden dust
#

honestly it's what most devs are doing for PSVR - I don't know any UE projects targeting 90 or 120

sharp swan
#

oh its probably the limit, I wouldn't doubt. It's just when I hit 60fps in a rift or vive, I feel it. And i'm a dev thats been working with it for a year or so

hidden dust
#

the reprojection to 120 tech makes 60 not a total vomit comet on PSVR

sharp swan
#

fair enough. I haven't had chance to check out PSVR yet. I missed Gamescom by a whisker otherwise I would.

hidden dust
#

i would say it potentially provides an even smoother experience over OVR / vive due to running at 120, but the lack of detail and artifacts from reprojection bring it down a bit

#

but that's why I am looking into forward rendering

#

I have a feeling we'll be shipping with deferred on all platforms though, due to our dynamic requirement

wicked oak
#

hey john, how is the PSVR performance compared to a PC?

#

im going to develop for it, im talking with sony for it, already became a playstation partner and signed the agreement and stuff, just need to get the developer portal credentials

#

@hidden dust

hidden dust
#

well it's tough to say, do you have something running on a PS4 already?

sharp swan
#

I would like to do the same but I think we are exclusive on "the other one" for a non-VR version

mighty carbon
#

Do I need to be incorporated and have office space to get ps4/PSVR devkit?

sharp swan
#

@mighty carbon it usually helps. I mean I tried in the past to get devkits as a solo self-employed dev and pretty much get laughed at

hidden dust
#

yes and no. they technically only require a static IP address

#

which you can get around...

mighty carbon
#

:( so much for Sony + indies...

hidden dust
#

don't dismiss it too quickly. we technically don't have an office and we have 2 devkits and 4 psvrs haha

mighty carbon
#

Static IP costs an arm and a leg

#

In US at least

hidden dust
#

don't tell anyone ; )

mighty carbon
#

Hmm.. interesting

#

Are Sony's devkits expensive? (For example XB1 devkit is ... basically XB1 console)

hidden dust
#

yes they are, but you can go through their indie program to get them for free

mighty carbon
#

I thought they no longer do that

hidden dust
#

we met with them first at indiecade and got hooked up from there

#

this was 2 years ago so i dunno

mighty carbon
#

Aye

hidden dust
#

and to be fair we had quite a bit of game already because we were first planning on just coming out on PC

mighty carbon
#

I wish MS had clear road map for VR with Scorpio. MS seems to be friendlier and less conservative than Sony.

hidden dust
#

yeah, actually we have a few xb devkits but no current plans with them

#

US company, basically

sharp swan
#

motorsep they just renewed their indie distribution program so you might be in luck.

hidden dust
#

I will say for a super small team working with multiple platforms in general is a headache

wicked oak
#

scorpio might work with oculus

#

we have seen them being friendly with each other

mighty carbon
#

@wicked oak that's something I'd definitely like to see

#

@hidden dust agree

wintry escarp
#

ive given up hope of MS opening xb1 up like they promised

#

there will be no new xblig

mighty carbon
#

What do you mean?

#

Nothing stops you from making games for XB1

wintry escarp
#

with xblig I could just plug in my x360 and do what I wanted in xna

#

id@xbox needs their permission and unlock

mighty carbon
#

Well, you had to sign up with Epic to get UE4 ;)

spring pond
#

I think we have a 3 dynamic spotlights in our entire thing that only effect 2 actors

hidden dust
#

haha man i wish we had that

#

we have full dynamic time of day : P

sharp swan
#

you can't. Time is a constant.

#

ill see myself out....

hidden dust
#

not in our game : D

wintry escarp
#

hmmm seems to be a huge win10 update out

dry fjord
#

yeah

#

it raped my machine overnight

#

thanks windows, I had work open

#

it also reset the default browser to edge, took chrome off the taskbar and put edge on in first place

hidden dust
#

still on win 7 for deving

sharp swan
#

@dry fjord that happened to me. POS operating system. Luckily I didn't have work open because I have had this happen before

dry fjord
#

we're running enterprise

#

it's meant to keep its filthy paws off of us

#

I may organise a meeting with a local microsoft rep and rough them up

sharp swan
#

Now that's networking !

dry fjord
#

if this is your first windows update night, you have to fight

sharp swan
#

During a nighttime update, nobody can hear you scream.

wintry escarp
#

it's as if there's someone at MS thinking up ways to annoy users

dry fjord
#

"How can we be evil today?"

sharp swan
#

think Microsoft mentioned they were adding linux into windows at some point. I think that's pretty damned evil.

pallid echo
sharp swan
#

odd really considering powershell is pretty much the same thing less the python support

#

or was it perl

#

i forget

wintry escarp
#

now we can really bash windows

pallid echo
#

Ba dum tis

rigid quiver
#

Lol

dry fjord
#

powershell is impossible to use though

#

it's so arcane

#

whereas most devs already know bash

real needle
#

yep, powershell is one more thing to learn. would prefer to just avoid it and use bash so its the same on the local as on the server

hard lagoon
#

anyone done carpet in VR? I've tried POM (Too expensive), Bumpoffset (Looks crap) and now I've made a faked Shell and Fin technique, thought it would be cheaper, but turns out 25 stacked masked alpha planes hits performances again (Screenshot), thinking maybe tessalation might work. Any suggestions?

dry fjord
#

POM is basically fin and shell but easier

#

try less shells maybe

#

and no fins

hard lagoon
#

Ah fair, Thing with POM i found that even adjusting the amount of stack still didn't help. I'll try removing some planes

dry fjord
#

yeah POM isn't the fastest thing ever

#

with POM the smaller the surface the better

#

you could use your rug in a more discreet way

#

cut out parts that are occluded

hard lagoon
#

This is odd tho

#

notice the fps

dry fjord
#

it's dying

#

hmm

hard lagoon
#

yea but check this

#

carpet still in view

#

only tanks when looking straight down

#

suppose less is in view

#

also looks wose now with less planes...

dry fjord
#

that carpets a bit too shaggy too

#

use a finer heightmap

#

also, try enabling pixel depth offset

hard lagoon
#

that would help

dry fjord
#

so grab the offset from the PMO and plug it intop that output

#

your things will look better when they sink into it

lapis glen
#

Wait, if you increase the heightmap resolution, will that increase the FPS? @dry fjord

hard lagoon
#

Don't think so, I think Masked alphas are the issue

#

Gonna give tesslation a go, heck

lapis glen
#

Last time I did something similar I simply had a height map that was stark white dots on an all black background. Then I used that to multiply the colour of the grass and as a bumpmap. I only needed one tiling texture for that then.

dry fjord
#

noobs: nah, it's still jsut sampling a texture

#

except with more features

#

tesselation won't make much difference either

#

it's just an expensive pixel shader

#

oh

#

you CAN adjust the slices depending on the viewing angle

#

so if you look straight on you can show less slices

#

that'll make it a bit faster

#

the slices don't have to be consistent over the whole surface

#

there's an example floating around but it's fairly simple

lapis glen
#

You mean bitmapping it?

dry fjord
#

not sure

#

POM already reduces the slices based on view angle but you can make it more aggressive

hard lagoon
#

That's what I did have in mind

dry fjord
#

there's an example

hard lagoon
#

Closer the camera less alpha

dry fjord
#

you can't do less alpha in terms of pixel cost

#

either it's masked or its not

hard lagoon
#

ah ok

dry fjord
#

as far as i know it'll draw all masked or translucent materials in z order

#

might do some stencil or tile optimizations, but that's it

hard lagoon
#

So what is the cheapest POM

dry fjord
#

less slices ๐Ÿ˜„

hard lagoon
#

Yea, but through which implementation?

#

manually removing planes didn't work that well

#

unless I need to have like 5

dry fjord
#

in the shell/fin you basically add more surfaces to draw that can't; be optimised by occlusion culling

#

in POM you add more steps to draw that can't be optimised by occlusion culling

#

it just moves it from one call to the other

#

with POM you can turn down the number of steps it makes

#

so it's slightly easier to tune

hard lagoon
#

so in effect they both perform the same

dry fjord
#

and because it's per-pixel you can eliminate unnecessary steps if you know the camera angle

#

yeah pretty much, with POM being slightly better

#

with shell/fin you do less work cutting the edges of the object

hard lagoon
#

Okay, so the node built into ue4 should be the best method

#

or is there a custom one that works better

dry fjord
#

easiest for sure

#

nah

#

it's about as optimised as its going to get

hard lagoon
#

kk

#

I'll give it another go

dry fjord
#

it's just up to raw pixel pushing power now

#

that image I linked above, try to adapt their view stuff to yours

hard lagoon
#

Thanks for the info

dry fjord
#

uise it to set the max step count

#

POM defaults to 8 minimum but from directly above you could get away with 3, which is the real built-in minimum

#

but you want it to be angle dependent

hard lagoon
dry fjord
#

yay!

#

so what did you do?

#

looks nice too

spring pond
#

anyone figured out a reliable way to start in windowed mode?

#

I thought i could change from ini and i tried the "SetRes 1280x720w" but it seems to need to be precisely timed

hard lagoon
#

Soz, internet decided to cut out. In the end I settled again for POM, but this time stripped out a bunch of stuff. Previously I had much more complex stuff going on, this time realised I didn't need that

dry fjord
#

astonish: run a console command in your game mode?

#

mind you, I hate that method

#

res flipping back and forth

#

that's awesome @hard lagoon

hard lagoon
#

Happy days ๐Ÿ˜ƒ

dry fjord
#

try to tweak your settings to get down to under 8ms a frame

#

then you'll be perfect for VR

#

only 3ms to go

hard lagoon
#

gosh, I wish

#

I might tweak some stuff

#

But I've got to migrate the entire project first, got packaging issues, then I'll go through and figure out what r.insertsettingname here to enable/disable

dry fjord
#

are you using the recommended VR quality settings?

#

someone linked me to it a few days ago, it helped a lot

#

the defaults are not so great

hard lagoon
#

I've seen several recommendations, what are the ones you've gotten?

#

I've seen the showdown settings and the recommended ones on the docs

dry fjord
#

just the epic ones

#

yeah that's them I think

#

the showdown ones

#

it's such a shitty repetitive task that I might make a VR optimiser blueprint node to run commands

hard lagoon
#

yea I've used those

dry fjord
#

with some simple flags like "shadows on or off"

#

ok

hard lagoon
#

I even went through each one

dry fjord
#

try MSAA and forward rendering too

hard lagoon
#

the biggest one is r.SceneColorFormat=2

#

found that to boost fps off the bat

dry fjord
#

oh nice

hard lagoon
#

I know at Uni we had to kill the quality of our VR game haha

dry fjord
#

not sure if I'd tried that

hard lagoon
#

just entered every command possible to get it to run in vr

dry fjord
#

I guess I have if its in that list

hard lagoon
#

but that was over a year ago, I think vr rendering has improved ten fold

dry fjord
#

I wonder if we're still waiting on the nvidia multiscale rendering stuff

hard lagoon
#

I guess?

#

I know what hasn't helped my perfomance

dry fjord
#

should have been out by now

#

what?

hard lagoon
#

I've got one dynamic light

#

1.5 I should say

#

fortunately I can get away with it, since our game takes place in a room

#

cached shadows helped out thought, nice new feature for 4.13

dry fjord
#

does it need to be dynamic?

#

yeah cached shadows are the bomb

hard lagoon
#

Yea, we have it so you can hit the lamp, plus there are tons of moving pickups, and makes baking not necessary

dry fjord
#

ah gotcha

#

well the less stuff that it's rendering in the dynamic pass the better

#

definitely do bake what you can

#

get a baseline static lighting setup going and add dynamic lights from there

urban shell
#

anyone know off hand the name returned for GetHMDDeviceName for the vive?

fleet veldt
#

will look up one sec

#

i'm 99% sure it's "SteamVR"

#

well fudge, i just upgraded promoted and now my UE4 build won't start ๐Ÿ˜›

#

@urban shell if you make a VR template project and search blueprints for GetHMDDeviceName you'll see the names it campares for vive, oculus and ps4

urban shell
#

ah, cool. i didn't know that, and actually have one of those projects set up. will check it out. thanks!

#

yep, SteamVR

mighty carbon
fleet veldt
#

is that the Note 5?

#

@mighty carbon ^

mighty carbon
#

Galaxy S6

mighty carbon
#

Gotta try merging actors instead of using ISMs and if that doesn't help, I guess I'll have to simplify that "crypt" turning it into some teleport with a few columns or something like that

mighty carbon
#

Found some issues with culling ISMs using cull distance volumes last night

#

I prefer for Epic just either drop Gear VR support, or make a statement about state of the support, as half of the sh#t that should work - doesn't. And if it will work for Daydream but not for Gear VR, then that will be pretty bad :/

pearl grove
#

oh yea, Dynamic lights, even if they don't cast shadows destroy performance in VR

#

Has anyone tried the mobile renderer for a desktop VR project?

#

with regular projects we see yyuugggeee increases in performance but I'm sitting thinking it's gotta be too good to be true for VR or else it would just be written somewhere as a standard practice in big bold letters

wicked oak
#

i would be interested on that

#

how would you do it?

#

so i can test it

#

becouse my game has no fancy graphic features, it would run on the limited phone mode

pearl grove
#

just tried here, no diff in performance

#

I've heard that on projects with complicated terrain on 4.13 it makes a diff, but just tested and I get the same results with mobile/desktop

#

well it was worth a try

wicked oak
#

yeah, but how do you do it?

#

to enable it

#

for VR

pearl grove
#

Project settings - target hardware

wicked oak
#

oh

#

but that doesnt use the mobile renderer, i think

#

it just sets some basic features off

#

the other mode just enables everything

pearl grove
#

ah yea, now I have to figure out how to force the forward renderer

wicked oak
#

forward renderer is on the rendering settings

#

its a checkbox

#

on 4.13

#

that is the DESKTOP forward renderer, wich is a lot more complex than the mobile one

#

as i dont really have many lights and 99% of my geometry is static, its probable using simplified mobile style forward would run quite well

pearl grove
#

yea, I think so as well. I think any style could benefit, the only issue that might arise is lower quality AA

#

I think they only way to really test is to switch the target platform and make a build

wicked oak
#

mobile gearVR has msaa

pearl grove
#

Did that get put in in 4.13?

wicked oak
#

but i doubt you can get it running properly on desktop

#

no, it was from before

pearl grove
#

ah, cool.

wicked oak
#

by default, gearvr has used msaa

pearl grove
#

Are you runnin the Nvidia branch?

wicked oak
#

not right now

#

its too buggy

pearl grove
#

really? have you tried it?

wicked oak
#

yes

pearl grove
#

We've been running it for 3 months

#

not a problem

wicked oak
#

i mean 4.13

#

4.12 branch is fine

pearl grove
#

yea, true

wicked oak
#

i have my own custom one that is on 4.12.5

#

instead of 4.12.2

pearl grove
#

oh yea? that's pretty snazzy

#

yea, it's all worth it for multi-res

#

we see 30-50% increases in fps with that on

wicked oak
#

shame it doesnt seem to work well in forward

pearl grove
#

well not yet I guess

wicked oak
#

i guess its due to my secene wich has tons of drawcalls

#

forward + multires+ msaa is probably very interesting