#virtual-reality
1 messages · Page 25 of 1
hmm, I wonder how many we have.. 1800 trees isn't that light
oh yea, we're all holding our breath for 4.14
oh yea, I wonder how many tri's we are at. I think each tree is like 5000-10000 tri's 😃 But we should be lighter on the drawcalls
do you happen to know how to reduce the reflection compute shader?
its taking nearly 2 ms
and its not there on forward mode
we removed our scene reflection probe to start
trees use instanced rendering
disabling the skylight might help
yeah, but then all my metallic enemies go to shit
interesting enough, that refelction shader isnt on forward mode
yet it still looks the same
black magic
but then packaging fails on forward, and the prepass takes a lot
i just need a cubemap, i have 1 reflection actor in the whole level
but then it takes 2 ms out of 8
with another 2 for postprocessing(rounded) you get little for the base pass
that postprocessing being just FXAA and tonemap
New: Simple forward shading path for scaling down to low end PC.
Support for a directional light in the base pass, which can be shadowed either by distance field shadowmaps or a single shadow factor from the Indirect Lighting Cache.
Binding and outputting to GBuffers is disabled when using simple forward shading, along with dependencies of the GBuffers.
Specular, normal maps and the 3rd SH band of skylighting are all hardcoded off. Materials are forced fully rough.
Enabled with "r.SimpleForwardShading 1", which can be changed at runtime.
Added "r.SupportSimpleForwardShading", which determines if the necessary shaders are compiled.
Removed "r.SimpleDynamicLighting", whose functionality (unshadowed directional light in the base pass) is a subset of simple forward shading, and was unused.
maybe this?
from the 4.13 patch notes
but that forces everything to fully rough..
are VR hardware sales still flat ?
on the decline 😛
hmm
doesn't sound too good :/
desktop VR will probably remain niche for years to come
im not sure about the "for years"
but for a while definitely
its way too high of a entry point right now
too expensive
maybe at gen 2 next year or so
I think especially the high price tag combined with the fact VR headsets are relatively bulky and not wireless is throwing a lot of people off.. it needs a few years yeah
need a suitably low latency solution for wireless streaming first
such a thing does not yet exist
I estimated it would be at least 2 years before it took off properly after the initial hype. There was no way it was going to be massively adopted at the price tag they offered. The PSVR is the best chance to create an intermediate / introductory mass market
I mean wireless HDMI is okay, but the 25-30ms of latency you get with it is quite noticeable
I think the battery might be a bigger problem than the wireless streaming
because you will need some way to power it
and last for hours
4.13 has a blueprint node to get the HMD name
so now your game can support both
just use one mesh or another depending on name
for hands
Do you still need Vive/Rift if you develop for PSVR? Or PSVR can be used with PC when developing ? (if not, development costs are astronomical :/ )
no idea
its been a week since i signed the playstation agreements and finalized everything
but i havent been contacted since then
to be given the full dev access
interesting, do yo need to pay for access?
IMO Gear VR / Daydream are the best VR platforms for the time being, but hardware limitations (or poor UE4 optimization for them) really annoying 😦
no indies then? weird
How can daydream be the best VR platform for the time being if there are no daydream handsets? 😄
true, but I mean mobile VR
and I personally favor Gear VR hardware / ecosystem, but Epic seems to be dropping the ball on Gear VR :/
Im not sure about mobile VR. I can see it's potential but whether it's potential is fulfilled or usurped is still to be seen. I fear it will become a platform that is unsuited to actually being mobile. Unless it transforms into an AR based system . Otherwise it's just 360 videos and crap apps ahoy that will probably get you punched on the tube.
it can be fulfilled but in like.. 5 to 10 years xD so.. yeah
I guess. It would be nice if it all started out with a sustained direction rather than feeling around in the dark though.
Daydream would be a step in the right direction in that regards. It certainly sounds cool when you read about it.
well, mobile VR is the most affordable platform
whether devs choose to make crap for it doesn't make it a bad platform
Yeah but I mean you get what you pay for when it comes to mobile VR (it's pretty bad xD)
I don't even consider GearVR to be VR
not until it has proper head tracking as a minimum
The latest Tweets from VR Tracker (@VrTracker). VR Tracker is an Open Source 3D position tracker to improve Virtual Reality experiences
I wouldn't bet on Oculus/Samsung implementing one out of the box
the 3rd party iPhone headset can do it
so I wouldn't be surprised if a future version of GearVR does
OMG
We did it
We launched the thing
Thread Studio is a new, interactive way to bring t-shirt ideas to life with virtual reality. Flip through color swatches, lay out your designs, and even model your creations on fully posable mannequins! Once you’re done creating, you can share photos with friends, get your shirts printed and delivered, or sell them online.
@hard light iPhone can do what? There is no VR iPhone that does low latency VR and positional tracking on top of that.
(for that matter there are no such Android phones either)
rumours aare the pixel phones will be very expesnive 😦
congrats @spring pond
@wintry escarp I don't see why you thought that good mobile VR can be cheap
Nice! @spring pond
thanks all
I don't but I cant see why google think they can have apple type prices without even having apple type features, hopefully all the rumours are wrong
a week to go
but Apple type features are existing features sold years prior to Apple's announcement
they just somehow make Apple users believe it's brand new unique and innovative solution invented by Apple
(btw, I want that skill )
there is a 3rd party headset for iPhones that does uses room-scanning to do positional head tracking as well as providing a chaperone like solution
are you talking about yet-to-be-released $500+ thing from the other day's post ?
correct
$500 for a headset that still needs an iPhone added?
the fact that it has positional tracking and has chaperone?
$700 phone + $100 headset + $500+ thing (we don't even know if it will be a low latency working thing)
that's what they say
why would it not be low latency?
because of processing power it needs
their room scanners are already on the market, they work just fine
I always chuckle when I see posts like that - Oculus staffed with top scientists and with infinite cash supply didn't figure it out, but some start-up did ! Wow..
as with any hardware, you work within the limits
they're not a start up, they make room scanners, which you can already buy
it's not a stretch to think they decided to apply it to a GearVR type solution
but I don't know why I bother arguing with you, because apparently if it isn't GearVR, it's the worst thing ever
I'm not arguing with you motorsep, you're a waste of my time
and Carmack made it quite clear that there is not enough juice in any of the SoC smartphones havetoday
there is, just lower your graphical expectations
I think daydream is a missed opportunity
i'd have specified hdmi input
wouldn't you like a gearvr with an option to use it at the pc as a full HMD with the pc doing the gfx gruntwork
even my weedy pc would be far more powerful than nay phone
so I'd rather have UE4 to be optimized doing Gear VR / Daydream and have those VR Tracker folks releasing their tracker with UE4 plugin 😉
and it wouldn't have to deploy, it could run on the pc
the whole point of Gear VR is to have no wires
I can do 360 and not get tangled
plus it's just grab and enjoy type of thing
desktop VR (from what I see on reddit) is in no way plug'n'play yet .. by far
if i had one and did a game on it. i would do a detective game or puzzle game
static environment, everything faked to the abslute limit, and you look at things and click on them
basically an adventure game
looks great @spring pond
yeah.. Well, it still performs crappy with all that. I am gonna try 2 more tricks and if it doesn't improve performance, I'd have to re-think environment a bit
btw @spring pond the interface looks really good
very polished
how many people in the team for that?
Started with 3 about 4 months ago, 5 of us now
what looks great?
Thread Studio is a new, interactive way to bring t-shirt ideas to life with virtual reality. Flip through color swatches, lay out your designs, and even model your creations on fully posable mannequins! Once you’re done creating, you can share photos with friends, get your shirts printed and delivered, or sell them online.
he made that
one 3d artist, one 2d gfx wiz, 3 devs, everyone a designer
sorta, we actually make no money from the tshirt part...
in weird way we actually generate revenue for someone else (Printful) but that wasn't the point of it
does it lag when you use the camera?
so, it could, but it shouldn't
it does turn on scenecapture which is obviously perf
So, not all the perf is where i want it to be, i can turn down rendering features in the preview screen, there are some models that need tweaking, there is stuff we could instance, etc
but it was all about time crunch
https://youtu.be/PEZKicVf3eo live now
i adapted the spline to my game
its useful
but all other stuff is useless for me, i alraedy had it coded
what spline? The arc from camera to teleport destination ?
so I guess Touch can be mounted to props after all 😉
I'd want attach controller to a lightsaber prop 😃
touch controllers arent very good for a sword
they feel awkward
vivecontrollers are FAR better for a sword
due to the shape
touch is better for "hand only" games, and also gun games, feels more natural
right, but if you attache Touch to a lightsaber prop, you will be holding lightsaber, not Touch
Hi folks. I just created a blueprint based on Character and as soon as the player possess an instance of it the game starts to render through his eyes. First I'm confused here since the blueprint does not have a Camera component on it, second, how can I avoid this behavior and allow the player to control the character but use the camera of another blueprint? The objective is to create a VR game where you look at the in a top-down manner, kinda like Lucky's Tale or Chronos.
Ok, I just created another camera and there is a setting for activate it to player 0 and it works. But I'm still confused about how the Character grabbed the camera before since there is no Camera component on it.
@hollow aurora if you posess a pawn (or character) with no camera it will add one
i guess technically it's the PlayerCameraManager actor that gets automatically spawned that does it
does anyone know if HiResShot / Shot work in VR ?
this doesn't look like Gear VR screenshot. So I wonder whether it was taken using console cmd or if it was done using Google Cardboard (running it with Google VR SDK instead of Oculus SDK)
That would be very upsetting since they said they took it on Galaxy S6
and I know that neither taking screenshots through Universal menu, nor using bt keyboard (printscreen) produces such screenshots
and Shot/HiResShot didn't work in VR on mobile when I tried it with 4.11
eh, so tired of this crap.. No more ISMs for me.. At least not for Gear VR projects.
Thanks, @fleet veldt.
@mighty carbon I can't get very good results recording VR right now in general - pics, video, etc. are all just narrow or double vision.
Hopefully Epic will add some better VR recording or viewing later.
aye, thanks
that would murder performance anyway
@wicked oak what would ?
adding another preview window
you probably would have to do things like this for screenshots
that was done by placing a cinematic camera in the map, "animating" the enemies and FX, and capturing the scene from a cinematic
I wish someone with Gear VR hang out in this chat
cardboard ftw
@mighty carbon old news about mounting motion controllers to props
We mounted one to a keyboard
To rock out like a guitar
But yeah, I love to see the controllers being used differently than intended
Someone was saying Vive's controllers are better because Touch can't be mounted. That's why I linked the pic
Ohhh
that's silly
nothing a little super glue couldn't handle
or in our case velcro 😉
Vive should simply sell a pack of tags that the base stations can pick up. Tag your items with them. Mouse, keyboard, etc.
Something ultra simple.
@mighty carbon no, I said they're shaped like that so you can easily mount them
it wasn't a comment on the oculus touch
Oh, ok
plus there's probably an accuracy bonus from spacing the sensors apart more
anyone doing the OSVR dev grant program?
whatchoo talkin about willis?
@wintry escarp Razer/OSVR has a grant program just like Epic Games does.
They'll give you money and so on if you are developing something cool for VR using the OSVR.
anyone seen that meta2 headset?
yea, not in person tho..
I pre ordered one a while back
supposed to start shipping before end of year and through beg of next year
@still marsh hell yea, that would be awesome. the tags might need batteries tho?
aditional units, you can register to the steam vr platform, would be great. units that could be attached several different ways to yourself or other objects
@abstract gale Not likely. I bet they could work like mocap tracking balls. Maybe.
no idea how those balls work, no power source?
anyone tried VR on iPhone?
not sure, it has big bright screen and is very fast
sure you lose res but you gain speed
like a nintendo emulator on steroids. havent looked into it. Apple hasnt said much about VR,AR,MR, or AI for that matter. Im sure they are in the process of reinventing something as if it was the first real version of said thing
too small, i7+ is full HD, anything less than full HD is too low
pixel phone in 5 days
pixel phone?
Apple invented resolutions higher than 1080p
Apple invented everything, so thats an easy sell
They're the best
%100 , unless your interested in VR, AR, AI, or any number of other things.
Jokes aside, iPhone 7 has powerful SoC
Although it maybe powerful because it doesn't need to push a lot of pixels :)
haha joking aside. SoC != GPU?
SoC is both
we found a genius.
will be interested to see what apple does, for sure
one of my most recent favorites, is the commercial with the ipad, where they claim reinventing computing.. cant wait until they do VR etc.
Lol, indeed
whats awesome is some of the original mac developers who knew objective c went from nearly homeless to rich.
IPhone 8 is said to be made of 2.5D glass, whatever that is. The kicker is that they can't make it made 100% of glass, so metal frame is needed. Mind boggling.
Not kidding - read an article at lunch today
heh. well, expect nothing but the best.
and the reinvented programming with swift. genius
But I bought my S6 ~1 year ago, made of glass with metal frame
i doubt it. plus its inferior, and in comparison, a gentle preview of iphone
I want that kind of skill to sell stuff that already existed as unique invention
exactly, you deserve the best, afterall
Gotta level up
i was actually at the barber the other day, and everyone was jousting on iphone vs everything else..
the apple crowd was def in numbers, and dominate overall. And the sentiment was Apple is superior in every way, no matter.
I asked if anyone knew what VR was, murmurs, nothing substantial.. then the leader said games are for kids bro
almost every you see here is a Samsung galaxy or an iphone
yet everyone is claiming poverty
hah
funny, that rolled through my head
no one can eat, but have room for an iphone or macbook, so to speak. good times
and that 4 yr old windows phone is good enough, or the 10yr old blackberry 😛
may not have vr or uber tho
don't do uber, should be illegal
uber is like another google.. VR taxi anyone?
bad enough with shyster taxi drivers here after all the checks they do, I hate to think of the crap uber drivers get away with
not sure but uber is cheaper
local mcdonalds? sure theres one only 30 miles away
easy, what If.. I got you a milkshake? now we are talking only 5 miles away
its 3am, why is my dog tap dancing on the stairs
VR mcdonalds, pretend to eat mcdonalds, and swallow some dietary pills
must want out
probably needs a smoke
So, I glanced at OC3 schedule and oh my, no hardware announcements for Gear VR
If Daydream will be as responsive as Gear VR, it will win mobile VR segment hands down
How near sighted Samsung and Oculus van be (unless Oculus doesn't care for Gear VR)?!
Google have had 2 years to copy and improve gearvr, no excuse for it not to be better
@wintry escarp Sup man!
any oculus devs get this spam in log/console? LogHMD: IAD has changed, new IAD is 0.0640 meters
LogHMD: IAD has changed, new IAD is 0.0640 meters
LogHMD: IAD has changed, new IAD is 0.0640 meters
LogHMD: IAD has changed, new IAD is 0.0640 meters
LogHMD: IAD has changed, new IAD is 0.0640 meters
LogHMD: IAD has changed, new IAD is 0.0640 meters
LogHMD: IAD has changed, new IAD is 0.0640 meters
LogHMD: IAD has changed, new IAD is 0.0640 meters
LogHMD: IAD has changed, new IAD is 0.0640 meters
LogHMD: IAD has changed, new IAD is 0.0640 meters
LogHMD: IAD has changed, new IAD is 0.0640 meters
LogHMD: IAD has changed, new IAD is 0.0640 meters
LogHMD: IAD has changed, new IAD is 0.0640 meters
LogHMD: IAD has changed, new IAD is 0.0640 meters
https://www.twitch.tv/victorburgos_ streaming vr project
Wow, just wow - I merged some actors in my Gear VR project and got stable 58 fps performance compare to 30 fps I get when using ISMs
Unbelievable
I could have saved myself a month of troubles
coming soon: the RuneStore
there's nothing of value on the viveport right now
then it links to steam
chances are they should have told some people they were launching one
Could anyone give me some advice on creating a NavMesh for use with the VR Template in UE4.13? I seem to have quite a few 'gaps' in the RecastNavMesh underneath beams etc...
Or I'm wondering if there is a better way to navigate around a building model than using a NavMesh. (I'm building this for the VIVE with MotionControllers BTW)
the VR template uses nav meshes for player navigation?
I wouldn't have done that, I'd have used something like volumes to define accessible and inaccessible spaces, or used the physical material system
navmeshes seems pretty heavy
It seems the BP_MotionController needs a NavMesh in its default form. I didn't even know what one of those was until yesterday! I can create one using a NavMeshBoundsVolume but it doesn't appear everywhere I need it.
I think a better approach for my type of project (ArchViz stuff) is to just allow access to anywhere that is flat. Could you help me with that please?
you can modify the navmesh to use less height for it's calculation
Which value governs height?
Where do I find that? I apologise for my 'newness' to this! I thought the height of the agent would be governed by the wearer of the VIVE headset?
in your playercharacter, the capsule height I assume
I'm using a MotionControllerPawn, so there is no capsule
whew alright, let me create a new vr template project
after I update to 4.13.1 @_@
there should be something in the defaults then
I haven't done that update yet. Thanks for your help RuneStorm
Here's a grab of the Pawn:-
if I remember correctly there should be something about navigation in the details panel if you select one of the components .... no idea what components you have there, creating a project now
okdoky
why am I compiling 4k shaders on a new project with no starter content?
ok got it, I forgot that the agent height is set in the project settings
Project Settings - Engine - Navigation Mesh - Generation - Agent Height
lower Agent height until you get the nav mesh you desire
ah - let me try that.......
there was also a way to increase the distance to walls, but I don't know if it was agent radius or something else.... I think it was radius, but it doesn't do anything for me :/
Mmm. This didn't seem to have an affect. I started again with the objects and this time it looks better, but now I get a weird diagonal gut in the mesh:-
Diagonal gap
Do you know if it is easy to change the blueprint so that it doesn't use a NavMesh but instead just allows me to teleport to any flat, level surface? I'm wondering if that would be a better approach?
lower cell size
I have no idea, I haven't used the VR stuff yet. I would have to add my own stuff anyway so I haven't looked at the template yet
I haven't looked at it either, we built our own internal 'template' back in 4.10, so we're still using that
Ah - ok. Drat!
using the nav mesh just seems like a bad idea
but it should be totally modifiable without much difficulty
...you overestimate my ability 😉
Lol - monkey + typewriter is my most used expression!
(lowering cell size even to '1' didn't change the diagonal BTW)
I found the part that is relevant for the navmesh https://a.rokket.space/ulvmnu.png you probably want to modify this part in BP_MotionController
up cellsize to 10 or 20 again then and look into "Merge Region Size" "Max Simplification Error" and "Min Region Area"
OK - I've found that part. Could I buy a PayPal-equivalent beer for you to help me out with this?
I'm working on my own stuff at the moment, but I can take a look. I'm no master in nav related stuff, I assume a simple physical material check would suffice, you only throw the phys mat on stuff you actually want the user to reach. remove all the nav related stuff in the blueprint and replace it with a pmat check
Sounds interesting. Would that mean I would need to have the same material on everything the user can land on? Or is a Physical Material something different to a 'visual' material? (Some floor finishes will be timber, some carpet, some stone etc)
a physical material isn't visible, it just tells the engine what properies the object should have.... friction for example
I see...
but you can also set your motioncontroller to check for a specific physical material
if it hits pmat_teleport or something then it returns that the current hit is valid and allows teleportation, it's just like a nav mesh, but better
That sounds ideal. So any object I set with a 'Teleport' physical material associated with it will allow the motion controller to point to it and the view teleport to it. I guess it should also be a flat surface too.
that's up to you, you would have to assign the pmat to those surfaces yourself... so you have full control
Cool.
What's the Vives Front Camera Resolution?
Not exactly sure TBH.
What are you trying to do @eXi#45exi?
Crappier than a crappy webcam res
it's pretty standard for a webcam
some do 1920x1080 these days, but it's not an unusual res
obs can't handle it, but apparently XSplit can
Xspkit is not free
Yeah, I didnt even know they offered a free version tho
But it is probably limited
free version might be enough, worth looking at at least
xsplit gamecaster should support webcam inputs
I am surprised obs cannot handle it
are you using OBS studio?
I'm not why OBS fails, but apparently it does
Just the broad caster thing
you could try out Gameshow (from the guys who made wirecast [telestream])
this isn't the first time I've heard it
That looks fine?
(the frame itself isn't either)
Yeah it works
but if the camera is 1280x720, then it's wrong
can you get the vive camera feed into UE yet?
not to my knowledge
It's just another Webcam
If you know how to get oyur Webcam into UE4
you can get the Vive into it
so much for non-exclusivity for Vive https://community.viveport.com/t5/General-Vive-Discussion/Viveport-FAQ-Can-I-find-VR-experiences-for-Oculus-on-Viveport/m-p/650
Not currently. At this moment, Viveport only provides VR experiences for the Vive.
@wicked oak do you use HISMCs and ISMCs in your VR levels ?
testing them
currently i prefer to merge meshes
becouse i might have a shit ton of small modular meshes
merging them into 1 wall with LOD does benefit
I see
I tried that last night and my Gear VR project is back to ~60 fps. Couldn't achieve that with ISMCs.
First time i got sick from VR
Never, ever move the player and even rotate him
Why do people dev this
It's known that this can be bad
@mighty carbon lol that response
becouse a lot of PSVR games are HELL
there is that resident evil 7 vr port
wich uses normal locomotion
SUPER HEAVY postprocess fx in your face
and lags
there is a shooter that uses normal locomotion
and then you have the mech game
and mech game uses standard locomotion too ?
On reddit and oculus forums folks who play games demand non-VR locomotion and gamepad instead of non-sickening locomotion tailored for particular VR game/experience and motion controls.
I am surprised a lot of people want to strap monitor to their face instead of embracing whole new dimension as VR meant to be
requiring motion controllers isn't really exclusivity
but viveport sucks right now
they launched it without having any decent games on it
I mean, Viveport is essentially like Oculus Store - only Vive games allowed
@mighty carbon Sorry i closed discord right as you sent me that gear VR thing. Did you solve it? My workstation isn't at all setup to build for GearVR right now
@spring pond nope, didn't solve it. But I ditched ISMs altogether - I can never get good performance using them. Now I just merge actors, which works much better on Gear VR.
👍
now I just wish Epic made sound spatialization working on Android 😃
Maybe @manic cedar knows something about that ?
I'm having real issues generating a NavMesh with a NavMeshBoundsVolume on imported FBX models from 3dsmax. Can anyone give me tips on this? Is there anything specific I need to do to an imported FBX model to ensure it works properly?
@manic cedar So I moved my 4.13 project to a 4.14 promoted build, but I'm getting a lot of "saved with a newer engine version" which didn't happen a couple weeks ago when I tried this. Is there a flag I should flip somewhere (this isn't the same as the warning thing in baseengine.ini) it just doesn't even show my assets in the content browser
that's weird, that usually happens the other way around (moving from newer to older)
I flipped both ZeroEngineVersionWarning=False and UseStrictEngineVersioning=False and it still fails 😦
what are the CL numbers of 4.13 compared to the 4.14 build you're using?
the CLs continue to increase in the 4.13 stream alongside Main. I haven't ever really run into that issue though
ya, we aren't running the hotfix either
oh maybe its because the 4.14 is zero
hmmm
again, never had this happen either
i wanted to put a forward rendered version of our thing in an experimental steam branch
just for kicks
i do that with my test projects all the time though when I have to test against latest
Failed to open map file. This is most likely because the map was saved with a newer version of the engine.
ill repeat that for you guys just encase you missed it the first time !!!
Failed to open map file. This is most likely because the map was saved with a newer version of the engine.
There is a project i am working on ,i have been working on it for 4 mouths now ,4 hours everyday so now that unreal engine 4 has come out i decided to redo it all.about 8 hours a day (i even hired someone
there are some other suggestions in this thread too
yeah versioning can get weird right around release of a new version or hotfix when you are going back and forth to main
ya, i wondered if it has something to do with a promoted branch. Up until this build I was just YOLO'ing from master
@manic cedar Why master branch?
yeah, we discourage active development in Master, we don't even do it
honestly it was like "oh Daniel W said MSAA is in master" grabbed it tried it. 99% of my dev was on stable released versions (started on 4.10 final game was 4.13)
its like my after hours thing, if i run it and it just burns to the groud i just shrug and go home
but now that our project got release yesterday i have mroe time today to play around
I will use promoted going forward tho
holy shit my typing. I need lunch
oh cool, congrats btw
thanks. Have a vive?
not personally, but we have plenty at the office 😛
@manic cedar Are you going to be at dev days or oculus connect?
dude, that's awesome, was just talking about virtual shopping and how unexpected it was that the ikea app took off like it did
no
cool, were going to be meeting epic folks at both (hopefully?)
@spring pond There will be some epic guys at Dev Days for sure, dunno who though. (According to what I've read regarding "office hours" signup, Epic staff will be present)
yeah, we've already emailed chance but will probably sign up for a slot at dev days and/or oculus too. have a lot ot chat about 😃
In my experience at the last dev days, a lot of people are just hanging around to talk to, but it sounds like they're also doing some more 'official meetings' this time around as well.
So hopefully you get some time 😃
that thing about "PSVR falling behind"
well, of course
PC VR increases fast, and mobile even faster
consoles are locked hardware
@spring pond imma see if alex can tweet out your medium post, you have a twitter account?
@manic cedar https://twitter.com/asjonish
The latest Tweets from Jon Wade (@asjonish). VR Research & Development @shopify OttawaVR co-organizer. Expect a lot of videogame talk. Ottawa, Ontario
the head of VR here is @pushmatrix
Thanks for that thread by the way, totally looks like thats the problem:
Left: 4.13.1 Right: promoted
UObjectVersion.h
np
notice quite a few cool VR fixes in promoted today 😃
@manic cedar Are there any known issues where a packaged build won't open in VR mode? I have had a few people test my VR project and all worked (both vive and oculus) except one. In his case it just never goes into VR mode even if we tried launching the .exe with -VR
hey @fleet veldt I am not really the go-to VR guy, just happened to get tagged in this channel a couple times
@manic cedar gotcha 😃 well it's awesome to have you guys here. We all really appreciate it.
check out https://issues.unrealengine.com/
seriously. i JUST built promted, now you are saying i should pull and wait 45 mins for it to build
@spring pond well these changes were done early this morning
meh, i don't have time anyway, have to try and pacakge and ship a promoted build in the next 2 hrs
so if you literally just built then you're fine
i pulled last night or a couple nights ago
i just didn't get around to building it, too busy celebrating being post-crunch 😄
looking forward to seeing your project, it's the free one right?
yah its posted just a little bit above ^^^
or just search for Thread Studio on steam
@spring pond that is great!
thanks, there's certainly a few things I would have loved to fix / improve on for the release, but they'll come
And add some options to let people change the screen percentage and AA to suit their cards/preferences
@fleet veldt Excited! Anyone know when a 4.14 preview build might go live?
before xmas
ah bummer, i still get that message
welp no forward rendered version for anyone today i guess
I may have just mucked with my copy too much as well, going to pull a fresh version now
lol
it looked so nice when i built it the other week
I can always do it from home this weekend
@spring pond kick ass looking app, was just talking to my daughter.. a few years ago about doing something similar. future plans for expanding on that?
Maybe, we will probably do lots of props and stuff, it will really depend on how many people use it
we have some pretty big plans overall for VR/AR, this was kind of a first thing
really cool. good to hear
like this is not the core of what we will be doing over the coming years
just a fun tool
can u share future plans or generalize at all?
There is a real general high-level thought
It doesn't mention AR at all, but we are also thinking about that
So if you aren't familiar with our company as a whole we started as an e-commerce company, but really we now a commerce company. Our goal is to allow anyone from one person in their basement to a fortune 500 company to sell their shit easily
And we have tons of channels: you can sell through facebook, pintrest, point of sale, and like something like 100 channels
so in a simple way VR is just a new channel, but we know VR is so much more special than that
yea man thats awesome. great stuff. not big on some of those channels personally so I didnt know. Thats great to hear
definetly good to see VR apps flourishing outside of entertainment
@spring pond any of you going to OC3?
Yes, Myself and Daniel will be at both OC3 and Steam Dev days
I was actually just about to make a medium post about that with our pic so people can find us 😃
cool. finally someone else going
Are you a game dev?
more of a hobbyist atm, prototyping a game currently
havent met anyone else going yet
i went to the very first one, it was pretty hype because we saw the first prototype of what would become the CV1 and everyone had drunk the kool-aid so to speak. It will be interesting to see how the vibe changes now that things have launched for real
there were some great people there and then a whole clan of people following around John Carmack
haha
hes closing and opening this year too i think
he prob has a mini cult from back in the day
but I was able to talk to some really awesome people from Oculus that are rockstars on their own that other people just don't realize... i doubt any of those folks will be there anymore as oculus is huge now
well hopefully they will be, sometimes its fun to meet the people and stretch your legs. most devs get sick of locking themselves to the chair, even if it takes a years or two to get out
looking fwd to it, forgot the flight to cali is so long from tampa
was hoping for hyperloop, not yet it seems
haha wow, where are u coming from? was nice to get short layovers if any
Ottawa Canada
hah thats a farther trip then me too. well be good to see you there
HTC Vive will be available in Russia for ~990eur(~1115usd)
Frostic, here is the VR controller I am making: http://www.SprintRVR.com
i'm making one too
nice, got a link?
mine is a wireless chip that you can program in variables that can be passed to unreal like saying it is a cup or ball with weight and damage values etc
no im still working on the design of the chips etc
mine gives world objects properties for like picking up a real apple tells vr you are holding an apple etc
oh, i see.
that's pretty cool.
so, our stuff could work in conjunction with each other. My controller lets you walk around hands free
yea. they have the void. the void is what gave me the idea for this wireless chip
yea, void looks nice. I want to try it sometime.
yea but would be better if you can pick stuff up off tables and use them like eating a real apple in real luife gives you health etc
sort of a way to merge reality to game hehe
that would be fun, but you might get fat from eating a lot if you suck at the game 😄
keep drinking vodka health potions 😄
LOL
I...I.. can't stand anymore.....plop*
I think I agree 😄
I'm going to release devkits for SprintR in early 2017
hopefully people like being able to move around VR hands free
Had some of the guys from Epic try it at GDC, they seemed to like it.
I will gladly take a free sample to test 😉
lol
or you know, you could support the developer and buy one.
i would
funny, I was thinking the same about myself Marc.
😄
lies
I have 4 but you know ... thats another meme 😃
see i called him out^
yea, i don't really have any , but I'm working on it!
I can't find a meme for mine, lol.
i can
here you go https://cdn.meme.am/instances/61906977.jpg
lol
LOL
hah nice.
is it possible to have two different cameras? one displaying to the HMD and another one to your screen
something tilt brush-like
I dont think so. Pretty sure stereo on is just that. I would also like to be able to get to the monitor feed though to test some ideas about using the pass-thru on the vive to do stuff on your pc. Haven't had a good play with it to know for sure yet though
there's mirror mode 3 and mirror mode 4 (not sure if this is new) but mirror mode 4 takes one eye's view and scales it to be full screen without distortion
here's what hmd mirror mode 4 looks like full screen on a monitor http://i.imgur.com/JlDOA89.jpg
you'll notice some pixelation and of course the top and bottom of the VR image are being cropped out but you can't even tell from a few feet away
@sullen stirrup ^
I should point out i'm on the promoted branch so not sure if this is in 4.13
hmm
@sullen stirrup The engine does support having multiple worlds simultaneously ticking and rendered to multiple windows. That's exactly how the editor works and it's built on top of the engine runtime. However I don't think there's out of the box support for that for packaged games. So it would take some c++ work but probably not an tremendous amount.
I see, thanks for the info 😛
ooooo they added guardian support in the master/promoted branch
@spring pond Guardian Support?
Chaperone?
lasercondom
has anyone ever used houdini for particle effects in VR
houdini seems pretty useful
im only just looking it over though, only checked out the 2D sprite particles which is kinda boring
@spring pond simplygon auto lod generation for static meshes in is there too
@spring pond are you talking about the OculusRiftBoundaryComponent? I added it but can't seem to make it visible (although I don't have touch yet.. maybe it only works with touch)
even oculus admits they need protection, i get it
oh dude i have totally hit walls and walked into cameras with the touch
haha
I hope they sent you a backup touch and rift
can you really do roomscale with oculus and touch?
its interesting the dilemma when developing for VR for standing,sitting vs roomscale, seems like many considerations
standing and walking is fine, i haven't successfully used the touch in as big a space as the vive, tho i also haven't tried to
i thought it would be nice if they included mini controllers, so even mobile could use them. like the holo lens clicker or daydream stuff. but more than 1
i havent taken oculus out of the box since DK2 since the VIVE.. it seems like id be missing too much
well the hololens clicker is just a clicker, i wouldn't call that a controller!
well true, but of course i was leaning toward more of a real controller.. I never even used the dumb clicker with hololens
we spend a lot more time with the vive than the touch right now, i'd switch to being full touch/oculus just so we have variety in our dev, but we don't have a good camera setup
like our office isn't great for the oculus cams
cant u just mount it on a portable device?
I'm also super skeptical of the daydream ones, i haven't read, but i think they are fully intertial/acclerometer
better than nothing. anything google makes in house hasnt been a big sell for me usually
not sure why mini controllers with a few buttons would be so hard. not a hardware guy tho
the tracking needs an absolute frame of reference
ugh there is one little annoying bug in our thing, but i just don't think its worth the risk of fixing and pushing it right before we leave for two weeks :/
well, there is the chart to consult for bugs - Critical, Not Critical, DGAF
essentially you can't exit our game via the steam overlay in VR
you have to hit esc on the keyboard
because otherwise the game crashes in 4.13, but back porting the fix from 4.14 would require a custom engine build, etc. etc
I'm just gonna let it slide until we're back and worst case put a post on our app about it
well that was fucking quick for no
been playing with forward rendering today. they fixed the stereo instancing bug and it's running really nicely.
in latest promoted
what an ass for always using latest, the envy is yours sir
well there's always stuff broken too though :p
like the console is no longer visuble in vr
oh, thanks for the golf clap 😃
it's being rendered off to the right
lmao well that sucks
also, shadows don't work AT ALL for movable lights in forward
but i only use stationary in my project
i do have some moving spot lights on my drones that light the floor underneath them but i had already turned shadows off for performance so i didn't even notice until 0lento said something about them not working
and dynamic shadows of movable objects work from stationary lights
im looking for more people with an oculus touch for testing
@wicked oak If I'm in the office monday I can play around with something quickly, but then I'm gone for two weeks
gonna do a new flashy video, post it on twitter #screenshotsaturday , and get 3 or 4 retweets
Ugh... Just reinstalled Ark after seeing lastest patch notes mention fixing Oculus support. They have a very loose definition of "fixing" - UI is a small blurry square about 6" from your face. They have black bars on left and right of screen reducing FOV to like 50 and on low settings with GTX 980 I get abou 40FPS.
looks pretty cool
does anyone have experience creating two player experiences for VR where one person is on the computer?
you are out of luck with UE4
damn!
oh well
hopefully they will add some functionality to make that do-able in the future
they are working on it
Why is that @vblanco?
thats good to hear
I mean, one player on one PC with VR, another one on another PC without VR
I'm not even sure you can right now
meh, no thanks unity

holy shit
in here
that twitch prime thing might actually get me to sign up for prme
prime sucks here (no music, video streaming, etc) so it wasn't really worth it, but now its almost the same price as what i paid when I had turbo, i might as well
Palmer is here?
omg!! lets attack him where is he i want to say mean things
lol palmer
with the two-player VR thing, you could just run a second copy of the game.
will the main VR window still take vive input if it's in the background? I'd assume so
then find some way to override the UE I'm-in-the-background throttling
and it'd have to be VERY lightweight
the vive doesn't have a concept of focus, the game just asks the service what's up
I know in PIE there are focus issues sometimes
but in general the VR compositor on the vive gets cranky when UE4 isn't in the forground
welp i got a fwd render version of Thread Studio up which amount to a total failure of "I've been working 14 hr days, I should chill for the weekend"
@wicked oak Nice!
(re vid)
Hey guys, is there a way to re-initialize the VR headset (SteamVR, Vive) in UE4 once it's running? Without restarting the editor
If I start SteamVR after opening my project they don't recognize one another. Surely there's a way to 'reinit' it?
Sometimes I need to close Steam VR for performance, or just to get my Vive asleep while I'm developing
This is fixed in 4.14
@spring pond Oh thank god
I mean thank Epic
😄
Is there a console command to force it in 4.13?
*AFAIK I still have UE4 not see the vive once and a while and requires a restart
It was a part of a pretty big rework of all the VR stuff
Good, I'm so excited for that. 😃
(PS4/ Oculus guardian / redoing stereo layers in vive)
"Change 3136652 on 2016/09/22 by Keli.Hlodversson
Allow shutting down Steam VR subsystem without shutting down the Steam VR plugin completely in response to quitting from the SteamVR overlay. Enabling stereo rendering again will reinitialize SteamVR. This is useful when using PIE in VR mode as it allows entereing it again without restarting the editor. Also fixes crashes by first disabinge stereo rendering a short while before shutting down the VR subsystem."
@spring pond Awesome, thanks for the info
In the quest for faster Gear VR performance, Oculus has explored monoscopic rendering, where close-up content is stereoscopic ...
@kindred arrow I wonder when they will put it into stock UE4
that could be interesting, no reason to render far away stuff twice if you dont need to
@mighty carbon what's the benefits to using modulated shadows?
@fleet veldt cheaper than regular shadows
OK GUISE HOW DO I GET THE HMD LOCATION
this worked in one project, but not this one
I thought the coordinate system may have been wrong
is it actually the units that are wrong?
this is on a vive btw
not sure
do you set it in the pawn, or somewhere else?
you set it in the camera
ah
ok, thank you!
if I'm using the HMD motion controller pawn example, that has a camera in it yeah?
oh yeah its pawn does
easy
thanks guys
anytimey
is anything special needed for teleporting to work?
the input seems to be bound in my project
I get a really short blue line coming out of the virtual controller
but nothing happens
nothing special no
just hold down and release track pad in VR example for motion controller
I know in our project your camera and pawn might not be in the same spot because of the chaperone, but that is a hold over from earlier engine versions AFAIK
hmm
the vr template example works fine
I guess I have to play with it some more
the HMD location thing worked perfectly btw, thanks!
@dry fjord here's a trick that really helped me get a grasp on the various things in VR. Make a blueprint function library and add this to it. http://i.imgur.com/C1pEeW1.jpg
Then it becomes really easy to call that from anywhere and pass in a component to visualize it's location and rotation. For example I would do this for hmd (camera), VRorigin, sceneOrigin, and i also would draw axis for each VR sensor
if i had things that i suspected would be at the same location i would vary the scale value so that I could see both (results in varying line length and thickness)
huh, didnt know there was a function like that
the drawdebugcoordinate? there's several DrawDebug_____ functions
yah those are so useful
arrows, spheres, lines, cones, frustums.. all kinds of handy stuff
it helps with physics in VR too because by adding physics to a component it will break from its parent (actor stays fixed, but component will get new relative motion) really helps when things dont 'snap' where you want
handy, thanks @fleet veldt !
I was using draw debug line but it turns out it just happened to work for that location and orientation
once I moved into a new scene my terrible earlier method stopped working
Hey guys, I don't know if anyone working in GearVR needs this, of if the guy is here himself, but I figured I'd post it just in case. Some GearVR+UE4 tips from @JonOlick on twitter.
https://www.reddit.com/r/GearVR/comments/55eo4f/comment/d8abglp?st=ITS0X4EY&sh=3831d1e9
hmm Ive managed to get around a few of those
I was running at 90fps with post process effects 😛
on OpenGL ES2, Im guessing I can do better in later APIs
I found a developer option for MSAA so was gonna try that 😃
Im guessing it has more to do with the device than the platform
So if anyone wants to get a preview of 4.14 forward rendering i just converted our project (and did nothing to "fix" it) and pushed it to steam
its got problems, but it looks really sharp compared to the FSAA of 4.13 and its smooth as butter on my machine
@spring pond I would actually love to see that.
Just find Thread Studio on steam
the regular build is 4.13 defered, if you right click and go to the beta's tab and select "experimental_unsupported" thats the 4.14 fwd
try them both to compare
Cool, I'll take a look!
i'd like to try it but currently only have a rift with no touch
I'm using the same for my project though, i agree the forward shading in promoted is looking great and runs fast
yep, gonna take some changes to the art pipeline tho
what issues are you running into?
Gotta wait until its finished. As it stands I wouldn't be surprised if its still labeled "experimental" in 4.14 and 4.15 is the proper release
oh plenty. moveable lights don't work, lighting channels are unsupported, capsule shadows are broken
some lights effect things they shouldnt and there are spurious lights in certain places that pop in and out as you move
I assume those will be fixed by Preview...? Seems like pretty big things.
but those aren't art pipeline issues
are you getting shimmering?
also just the way roughness and reflections behave is different
yeah i have a fix for you
yep
one sec...
This will fix the roughness/reflection shimmering https://docs.unrealengine.com/latest/INT/Engine/Content/Types/Textures/Composite/index.html
I think there will just be some fundimental differences in how lights and reflections work in the fwd vs deferred. I mean its WAY closer to the deferred than that oculus renderer was
but it requires you have a roughness map
anotherthing you can do is try setting r.Roughness.Min to something low
there's also a roughness normal map forward shading feature in materials now to combat this but i'm not sure it's working yet
thanks, i will definitely look into this. I haven't really put too much thought into how things change yet, waiting for a more stable build.
OK naps...
you guys check out viveport.com?>
yeah
it's like the dollar store of vr games
left empty handed, which was the best outcome
I tried selecting some of the free stuff to check it out and then it says i can access them on the viveport desktop app which I cannot see anywhere
finally got to use different hands and imput logic depending on wich headset you use
if you open game with rift, you get holohands, if you open with vive, you get wands
coolbeans 😃
was talking with the boss last night about that. Is it a 4.13 or 4.14 thing?
ive done it on 4.13
this is what im doing
EVRHeadset AVRPawn::GetHeadsetType() const
{
EVRHeadset Headset{EVRHeadset::None};
if (GEngine->HMDDevice.IsValid())
{
static FName UnknownName(TEXT("Unknown"));
static FName OculusName(TEXT("OculusRift"));
static FName SteamVRName(TEXT("SteamVR"));
static FName PSVRName(TEXT("PSVR"));
auto DeviceName = GEngine->HMDDevice->GetDeviceName();
//Oculus Matches
if (DeviceName.Compare(OculusName) == 0)
{
Headset = EVRHeadset::OculusRift;
}
else if (DeviceName.Compare(SteamVRName) == 0)
{
Headset = EVRHeadset::SteamVR;
}
else
{
Headset = EVRHeadset::Undefined;
}
}
return Headset;
}
returns a enum with the headset category
so then i go and use it
you can also use casts
if you cast the HMDDevice to the SteamVRHMD or similar you can do it that way
no
then excuse me whilst I store that in a text file for later 😉
its probably not the best btw
maybe i should use casting
just remember that GEngine->HMDDevice->GetDeviceName() returns the name of the device
and it works fine
now my prototype spawns the correct hand
im going to add that to VRMultigames once i return from Barcelona Games World
so it has full support for Touch
im going to https://tmt.knect365.com/vr-ar-world/ in a couple of weeks. Working though so I'm gonna be bored shitless ;p
VR & AR World brings together professionals from a wide range of industries, to discuss how they use virtual and augmented reality, and what the future of VR and AR looks like.
Oculus did it again. IsHeadMountedDisplay enabled not returning good values in 4.13...
@wicked oak Is that a widget?
yes
im using a "widget switcher" to change the text
so it has 2 texts depending on the mode selected
@wicked oak Yeah, cool. I just heard 3D Widgets weren't good for VR performance, but idk.
whats recommended if 3d widget is not?
Well, you can do 3D mesh menus I suppose
@still marsh @wicked oak I've been using a ton of 3D widgets in my VR project. I've been getting pretty good performance out of them even at high resolution. An important thing is to not render them every frame.. you don't need your widgets to update more than say 30fps. I've been working on a system that throttles their updates per second down the further they are from you.
in that scene i have at least 10 widgets being rendered at 30fps at 2048x1024 resolution. Plus a scene capture at 512x256 every 30fps and i'm hitting as low as 9ms a frame in VR
and with r.ScreenPercentage 140%
all on a GTX970
Nice @still marsh . I had thought about getting down into the nitty gritty but I've been a little busy. Great idea though
@still marsh http://i.imgur.com/g106QA6.jpg
what component is that on?
@still marsh RedrawTime is the recent built in property (I think added in 4.13). If you override UWidgetComponent in c++ there's a virtual method called "ShouldDrawWidget()" that you can override and put your own logic in. Or in bp you can just set "Manually Redraw" to true and only update when you want.
@dry fjord that's the WidgetComponent for rendring UMG to a quad in the 3D world (good for VR UIs for example)
@fleet veldt Awesome, I had no idea that was there. Perfect. 😃
@sharp swan Hey, which message were you replying to?
sorry I got the wrong person. It was meant for Tmek :p
@sharp swan Np. 😄
Still love you too tho man. !
❤
Just remember, I can take back that compliment ! :p
❤
Mine inherits from UWIDGETCOMPONENT and has its own c++ logic in its override of ShouldDrawWidget ()
You can barley see at the bottom of the image but mine also has a MaxDrawsPerSecond set at 30 that I had added before the Redraw Time property was officially added in 4.13
@abstract gale ^^
ahh nice
@fleet veldt Just wan to make sure my math is right here. 1 is 1 second betwene frames, so what is roughly 30 FPS?
on widget redraw
I haven't used it but I think you would just do 1.0/framerateyouwant so 0.033
Ok, that's exactly what I had, thanks. 😄
i would test that by doing something that would make it fairly obvious like 1/10fps = 0.1
you should be able to tell that it's running at about 10 fps since it will be pretty choppy
Yeah, cool. Good idea
I bet someone else has dealt with this. Pawn Sensing... It looks for the VR Origin. I have it do a secondary check for the player's actual location, BUT... if the VR origin is hidden, they won't even do the check.
Is there a way to make pawn sensing look for a component, or include the component as 'visible' ?
Because apparently if that center of my VR area isn't visible, the pawns don't care, even if I wave a capsule component right in their face.
hmm maybe you could include the component as 'visible' but hidden from owner
@still marsh I meant Owner No See http://i.imgur.com/vw8pjrk.jpg
@fleet veldt Hm, not really the issue. Pawn Sensing component requires center of your VR pawn to be in sight, even if the player's character capsule (whic
Which I attached to camera) is visible to the AI
ah, i see. interesting. i haven't played with much of the AI or sensing component stuff yet. just nav meshes and simple "move to" commands.
Woah it's Zag! I donated to The Dead Linger.... Which went defunct...
@broken burrow Oh, hey there. Small world, I guess. @fleet veldt Yeah, it was a pretty good start, but we ran out of funding to continue.
I saw some of the videos of people playing online looks like people were having fun with it
howdy @granite jacinth
yeah heh
I couldn't read up on the blog, so don't know the official story @still marsh
But uhh...
What exactly happened?
How many devs did you have?
@granite jacinth about 14 at any given time for 3 years (it fluctuated)
I don't know why the site is down. I should fix that.
I see, well it's obvious that 150k split between 14 devs would run out rather quickly 😉
What engine was that?
@granite jacinth more than that, plus sales (early access) but yeah, it goes fast. Turns out peopel cost a lot to survive
Actually we had 2 engine changes. Started on Ogre for a rendering engine. Switched to Unity... Disliked it, and ran into some major issues we couldn't get help with. Then UE4, which is great, but we couldn't continue financing it.
Yeah, I've basically lived around there or less for 3-4 years now. Or longer, really.
But not to clutter up this channel, feel free to DM me if you have questions or something
VR cow milking simulator, there I said it.
Make one for shakeweights as well then
was anyone successfull with a webvr browser on htc vive?
We love seeing our community creating and sharing homemade accessories for HTC VIVE. It’s been so inspiring to see inventions ranging from the practical to the completely off-the-wall that make your VR experience even better. That’s why we can’t wait to see what you come up with for our access...
Resident Evil 7 VR for PSVR for one year...
dumb
But, if people want to play it... kind of smart...might move some PSVRs
@still marsh why so many engine changes?
a zombie game with jumpscares where you can't look behind you or turn around
that's gonna work
haha what
you can't turn around and do stuff with PSVR
because it just uses one camera
it's not room scale either
it's basically a seated experience, although you need to be standing to turn left and right adequately
call it a 270 degrees immobile VR experience
I suppose you could walk around a bit but it's nothing like room scale
It has the lights on the back of the headseat too though, right?
Im pretty sure it allows for 360 degrees
@broken burrow Sometimes stuff just doesn't work out. You can DM me if you have questions, I don't want to clutter up the VR chat with that topic
@still marsh Cool, I'll message you.
the move controller can be occluded by your body though
you have head tracking if you turn around but you potentially lose the controller depending on your personal girth
it basically just needs another camera. not a big deal, except it'll exceed the price point they want
should make it an optional extra, the same way HTC need to sell lighthouses on their own for more coverage
I think that would confuse a lot of people
I mean, the PS4 pro is already going to confuse a ton of parents who just want to buy game system for their kid.
what's the ps4 pro? 4k gaming?