#virtual-reality

1 messages · Page 25 of 1

wicked oak
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that for 4.14

pearl grove
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hmm, I wonder how many we have.. 1800 trees isn't that light

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oh yea, we're all holding our breath for 4.14

wicked oak
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i have 800.000 tris and 1200 drawcalls and im on the limit

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shaders are really simple

pearl grove
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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

wicked oak
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do you happen to know how to reduce the reflection compute shader?

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its taking nearly 2 ms

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and its not there on forward mode

pearl grove
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we removed our scene reflection probe to start

wicked oak
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trees use instanced rendering

pearl grove
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disabling the skylight might help

wicked oak
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yeah, but then all my metallic enemies go to shit

pearl grove
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gotcha

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I think the answer to all our question is 'just wait till 4.14'

wicked oak
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interesting enough, that refelction shader isnt on forward mode

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yet it still looks the same

pearl grove
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black magic

wicked oak
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but then packaging fails on forward, and the prepass takes a lot

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i just need a cubemap, i have 1 reflection actor in the whole level

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but then it takes 2 ms out of 8

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with another 2 for postprocessing(rounded) you get little for the base pass

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that postprocessing being just FXAA and tonemap

wicked oak
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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.

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maybe this?

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from the 4.13 patch notes

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but that forces everything to fully rough..

mighty carbon
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are VR hardware sales still flat ?

hidden salmon
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on the decline 😛

mighty carbon
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hmm

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doesn't sound too good :/

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desktop VR will probably remain niche for years to come

wicked oak
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im not sure about the "for years"

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but for a while definitely

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its way too high of a entry point right now

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too expensive

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maybe at gen 2 next year or so

hidden salmon
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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

hard light
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need a suitably low latency solution for wireless streaming first

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such a thing does not yet exist

sharp swan
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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

hard light
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I mean wireless HDMI is okay, but the 25-30ms of latency you get with it is quite noticeable

hidden salmon
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I think the battery might be a bigger problem than the wireless streaming

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because you will need some way to power it

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and last for hours

wicked oak
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4.13 has a blueprint node to get the HMD name

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so now your game can support both

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just use one mesh or another depending on name

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for hands

mighty carbon
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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 :/ )

wicked oak
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no idea

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its been a week since i signed the playstation agreements and finalized everything

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but i havent been contacted since then

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to be given the full dev access

hidden salmon
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interesting, do yo need to pay for access?

wicked oak
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no

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but the devkits cost money

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you need a company, and a static IP

mighty carbon
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IMO Gear VR / Daydream are the best VR platforms for the time being, but hardware limitations (or poor UE4 optimization for them) really annoying 😦

hidden salmon
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no indies then? weird

sharp swan
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How can daydream be the best VR platform for the time being if there are no daydream handsets? 😄

mighty carbon
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true, but I mean mobile VR

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and I personally favor Gear VR hardware / ecosystem, but Epic seems to be dropping the ball on Gear VR :/

sharp swan
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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.

hidden salmon
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it can be fulfilled but in like.. 5 to 10 years xD so.. yeah

sharp swan
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I guess. It would be nice if it all started out with a sustained direction rather than feeling around in the dark though.

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Daydream would be a step in the right direction in that regards. It certainly sounds cool when you read about it.

mighty carbon
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well, mobile VR is the most affordable platform

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whether devs choose to make crap for it doesn't make it a bad platform

hidden salmon
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Yeah but I mean you get what you pay for when it comes to mobile VR (it's pretty bad xD)

hard light
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I don't even consider GearVR to be VR

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not until it has proper head tracking as a minimum

mighty carbon
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eeh, Gear VR has always had head tracking 😛

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do you mean positional tracking ?

hard light
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yes

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whilst it's purely rotational, it's just not there

mighty carbon
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I wouldn't bet on Oculus/Samsung implementing one out of the box

hard light
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the 3rd party iPhone headset can do it

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so I wouldn't be surprised if a future version of GearVR does

spring pond
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OMG

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We did it

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We launched the thing

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mighty carbon
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@hard light iPhone can do what? There is no VR iPhone that does low latency VR and positional tracking on top of that.

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(for that matter there are no such Android phones either)

wintry escarp
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rumours aare the pixel phones will be very expesnive 😦

mighty carbon
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congrats @spring pond

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@wintry escarp I don't see why you thought that good mobile VR can be cheap

rigid quiver
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Nice! @spring pond

spring pond
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thanks all

wintry escarp
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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

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a week to go

mighty carbon
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but Apple type features are existing features sold years prior to Apple's announcement

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they just somehow make Apple users believe it's brand new unique and innovative solution invented by Apple

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(btw, I want that skill )

hard light
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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

mighty carbon
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are you talking about yet-to-be-released $500+ thing from the other day's post ?

hard light
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correct

mighty carbon
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lol

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what's the bonus point?

wintry escarp
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$500 for a headset that still needs an iPhone added?

hard light
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the fact that it has positional tracking and has chaperone?

mighty carbon
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$700 phone + $100 headset + $500+ thing (we don't even know if it will be a low latency working thing)

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that's what they say

hard light
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why would it not be low latency?

mighty carbon
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because of processing power it needs

hard light
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their room scanners are already on the market, they work just fine

mighty carbon
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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..

hard light
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as with any hardware, you work within the limits

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they're not a start up, they make room scanners, which you can already buy

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it's not a stretch to think they decided to apply it to a GearVR type solution

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but I don't know why I bother arguing with you, because apparently if it isn't GearVR, it's the worst thing ever

mighty carbon
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has nothing to do with gear vr

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it has no computing power in it

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phones do

hard light
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I'm not arguing with you motorsep, you're a waste of my time

mighty carbon
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and Carmack made it quite clear that there is not enough juice in any of the SoC smartphones havetoday

wintry escarp
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there is, just lower your graphical expectations

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I think daydream is a missed opportunity

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i'd have specified hdmi input

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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

mighty carbon
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nope

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I don't have PC that can do VR

wintry escarp
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even my weedy pc would be far more powerful than nay phone

mighty carbon
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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 😉

wintry escarp
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and it wouldn't have to deploy, it could run on the pc

mighty carbon
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the whole point of Gear VR is to have no wires

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I can do 360 and not get tangled

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plus it's just grab and enjoy type of thing

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desktop VR (from what I see on reddit) is in no way plug'n'play yet .. by far

wicked oak
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if i had one and did a game on it. i would do a detective game or puzzle game

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static environment, everything faked to the abslute limit, and you look at things and click on them

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basically an adventure game

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looks great @spring pond

mighty carbon
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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

wicked oak
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btw @spring pond the interface looks really good

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very polished

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how many people in the team for that?

spring pond
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Started with 3 about 4 months ago, 5 of us now

wintry escarp
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what looks great?

wicked oak
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he made that

spring pond
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one 3d artist, one 2d gfx wiz, 3 devs, everyone a designer

wicked oak
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basically a very fancy interactive advert

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for the shirt design stuff

spring pond
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sorta, we actually make no money from the tshirt part...

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in weird way we actually generate revenue for someone else (Printful) but that wasn't the point of it

wicked oak
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does it lag when you use the camera?

spring pond
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so, it could, but it shouldn't

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it does turn on scenecapture which is obviously perf

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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

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but it was all about time crunch

sullen stirrup
wicked oak
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i adapted the spline to my game

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its useful

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but all other stuff is useless for me, i alraedy had it coded

mighty carbon
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what spline? The arc from camera to teleport destination ?

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so I guess Touch can be mounted to props after all 😉

mighty carbon
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I'd want attach controller to a lightsaber prop 😃

wicked oak
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touch controllers arent very good for a sword

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they feel awkward

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vivecontrollers are FAR better for a sword

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due to the shape

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touch is better for "hand only" games, and also gun games, feels more natural

mighty carbon
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right, but if you attache Touch to a lightsaber prop, you will be holding lightsaber, not Touch

hollow aurora
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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.

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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.

fleet veldt
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@hollow aurora if you posess a pawn (or character) with no camera it will add one

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i guess technically it's the PlayerCameraManager actor that gets automatically spawned that does it

mighty carbon
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does anyone know if HiResShot / Shot work in VR ?

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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)

wicked oak
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probably oculus

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or vive

mighty carbon
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That would be very upsetting since they said they took it on Galaxy S6

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and I know that neither taking screenshots through Universal menu, nor using bt keyboard (printscreen) produces such screenshots

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and Shot/HiResShot didn't work in VR on mobile when I tried it with 4.11

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eh, so tired of this crap.. No more ISMs for me.. At least not for Gear VR projects.

hollow aurora
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Thanks, @fleet veldt.

still marsh
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@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.

mighty carbon
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aye, thanks

wicked oak
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that would murder performance anyway

mighty carbon
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@wicked oak what would ?

wicked oak
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adding another preview window

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you probably would have to do things like this for screenshots

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that was done by placing a cinematic camera in the map, "animating" the enemies and FX, and capturing the scene from a cinematic

still marsh
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So, 100% fake screenshots. That sucks, but it'll work

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Just tedious! 😛

mighty carbon
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I wish someone with Gear VR hang out in this chat

spring pond
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we have gear VRs

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we just don't use em much

wintry escarp
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cardboard ftw

mighty carbon
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@spring pond by chance, do you have some time to test something?

granite jacinth
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@mighty carbon old news about mounting motion controllers to props

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We mounted one to a keyboard

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To rock out like a guitar

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But yeah, I love to see the controllers being used differently than intended

mighty carbon
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Someone was saying Vive's controllers are better because Touch can't be mounted. That's why I linked the pic

granite jacinth
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Ohhh

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that's silly

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nothing a little super glue couldn't handle

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or in our case velcro 😉

still marsh
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Vive should simply sell a pack of tags that the base stations can pick up. Tag your items with them. Mouse, keyboard, etc.

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Something ultra simple.

dry fjord
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@mighty carbon no, I said they're shaped like that so you can easily mount them

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it wasn't a comment on the oculus touch

mighty carbon
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Oh, ok

dry fjord
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plus there's probably an accuracy bonus from spacing the sensors apart more

fleet veldt
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anyone doing the OSVR dev grant program?

wintry escarp
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whatchoo talkin about willis?

pallid echo
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@wintry escarp Razer/OSVR has a grant program just like Epic Games does.

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They'll give you money and so on if you are developing something cool for VR using the OSVR.

wintry escarp
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anyone seen that meta2 headset?

abstract gale
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yea, not in person tho..

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I pre ordered one a while back

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supposed to start shipping before end of year and through beg of next year

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@still marsh hell yea, that would be awesome. the tags might need batteries tho?

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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

still marsh
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@abstract gale Not likely. I bet they could work like mocap tracking balls. Maybe.

abstract gale
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no idea how those balls work, no power source?

wintry escarp
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anyone tried VR on iPhone?

abstract gale
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lol, anyone tried VR on mac?

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is that a thing?

wintry escarp
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not sure, it has big bright screen and is very fast

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sure you lose res but you gain speed

mighty carbon
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I tried Cardboard on 5s

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Utter junk

abstract gale
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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

wintry escarp
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too small, i7+ is full HD, anything less than full HD is too low

mighty carbon
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SDE was horrible

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You need S6-like screen for VR. Full HD is no good.

wintry escarp
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pixel phone in 5 days

abstract gale
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pixel phone?

wintry escarp
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new google phone

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nexus is now pixel

abstract gale
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think apple will ever rename the iphone?

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anyone going to OC3?

dry fjord
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Apple invented resolutions higher than 1080p

abstract gale
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Apple invented everything, so thats an easy sell

dry fjord
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They're the best

abstract gale
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%100 , unless your interested in VR, AR, AI, or any number of other things.

mighty carbon
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Jokes aside, iPhone 7 has powerful SoC

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Although it maybe powerful because it doesn't need to push a lot of pixels :)

abstract gale
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haha joking aside. SoC != GPU?

mighty carbon
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SoC is both

abstract gale
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well, to be fair.. what is a logic board?

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only a genius can explain

mighty carbon
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It's a board... with logic

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:)

abstract gale
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we found a genius.

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will be interested to see what apple does, for sure

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one of my most recent favorites, is the commercial with the ipad, where they claim reinventing computing.. cant wait until they do VR etc.

mighty carbon
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Lol, indeed

abstract gale
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whats awesome is some of the original mac developers who knew objective c went from nearly homeless to rich.

mighty carbon
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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.

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Not kidding - read an article at lunch today

abstract gale
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heh. well, expect nothing but the best.

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and the reinvented programming with swift. genius

mighty carbon
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But I bought my S6 ~1 year ago, made of glass with metal frame

abstract gale
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i doubt it. plus its inferior, and in comparison, a gentle preview of iphone

mighty carbon
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I want that kind of skill to sell stuff that already existed as unique invention

abstract gale
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exactly, you deserve the best, afterall

mighty carbon
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Gotta level up

abstract gale
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i was actually at the barber the other day, and everyone was jousting on iphone vs everything else..

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the apple crowd was def in numbers, and dominate overall. And the sentiment was Apple is superior in every way, no matter.

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I asked if anyone knew what VR was, murmurs, nothing substantial.. then the leader said games are for kids bro

wintry escarp
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almost every you see here is a Samsung galaxy or an iphone

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yet everyone is claiming poverty

abstract gale
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hah

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funny, that rolled through my head

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no one can eat, but have room for an iphone or macbook, so to speak. good times

wintry escarp
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poverty is a 4 year old windows phone

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plays his violin

abstract gale
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and that 4 yr old windows phone is good enough, or the 10yr old blackberry 😛

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may not have vr or uber tho

wintry escarp
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don't do uber, should be illegal

abstract gale
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uber is like another google.. VR taxi anyone?

wintry escarp
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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

abstract gale
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not sure but uber is cheaper

wintry escarp
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local mcdonalds? sure theres one only 30 miles away

abstract gale
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easy, what If.. I got you a milkshake? now we are talking only 5 miles away

wintry escarp
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its 3am, why is my dog tap dancing on the stairs

abstract gale
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VR mcdonalds, pretend to eat mcdonalds, and swallow some dietary pills

wintry escarp
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must want out

abstract gale
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probably needs a smoke

mighty carbon
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So, I glanced at OC3 schedule and oh my, no hardware announcements for Gear VR

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If Daydream will be as responsive as Gear VR, it will win mobile VR segment hands down

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How near sighted Samsung and Oculus van be (unless Oculus doesn't care for Gear VR)?!

wintry escarp
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Google have had 2 years to copy and improve gearvr, no excuse for it not to be better

abstract gale
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hehe

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Ill believe daydream when I see it

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Oculus wins either way

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so does VR

shut jungle
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@wintry escarp Sup man!

fleet veldt
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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

wintry escarp
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lo

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gnight all

granite jacinth
mighty carbon
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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

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Unbelievable

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I could have saved myself a month of troubles

fleet veldt
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everybody wants their own store

neat cape
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coming soon: the RuneStore

acoustic breach
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I got a dev Account there

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But nothing to release

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/shrug

dry fjord
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there's nothing of value on the viveport right now

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then it links to steam

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chances are they should have told some people they were launching one

dusky light
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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...

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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)

hard light
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the VR template uses nav meshes for player navigation?

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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

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navmeshes seems pretty heavy

dusky light
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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?

neat cape
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you can modify the navmesh to use less height for it's calculation

dusky light
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Which value governs height?

neat cape
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let me check

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how high is your agent? I assume default height?

dusky light
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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?

neat cape
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in your playercharacter, the capsule height I assume

dusky light
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I'm using a MotionControllerPawn, so there is no capsule

neat cape
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whew alright, let me create a new vr template project

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after I update to 4.13.1 @_@

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there should be something in the defaults then

dusky light
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I haven't done that update yet. Thanks for your help RuneStorm

neat cape
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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

dusky light
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okdoky

neat cape
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why am I compiling 4k shaders on a new project with no starter content?

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ok got it, I forgot that the agent height is set in the project settings

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Project Settings - Engine - Navigation Mesh - Generation - Agent Height

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lower Agent height until you get the nav mesh you desire

dusky light
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ah - let me try that.......

neat cape
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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 :/

dusky light
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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:-

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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?

neat cape
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lower cell size

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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

hard light
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I haven't looked at it either, we built our own internal 'template' back in 4.10, so we're still using that

dusky light
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Ah - ok. Drat!

hard light
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using the nav mesh just seems like a bad idea

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but it should be totally modifiable without much difficulty

dusky light
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...you overestimate my ability 😉

hard light
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or your willingness to take time and work it out :p

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monkeys and typewriters

dusky light
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Lol - monkey + typewriter is my most used expression!

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(lowering cell size even to '1' didn't change the diagonal BTW)

neat cape
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up cellsize to 10 or 20 again then and look into "Merge Region Size" "Max Simplification Error" and "Min Region Area"

dusky light
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OK - I've found that part. Could I buy a PayPal-equivalent beer for you to help me out with this?

neat cape
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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

dusky light
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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)

neat cape
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a physical material isn't visible, it just tells the engine what properies the object should have.... friction for example

dusky light
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I see...

neat cape
#

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

dusky light
#

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.

neat cape
#

that's up to you, you would have to assign the pmat to those surfaces yourself... so you have full control

dusky light
#

Cool.

neon egret
#

What's the Vives Front Camera Resolution?

dusky light
#

Not exactly sure TBH.

neon egret
#

in obs it's somnething really weird

#

1435x1080 (not the resolution but that fits)

granite jacinth
#

What are you trying to do @eXi#45exi?

hard light
#

it's 1280x720

#

so not that weird, really

granite jacinth
#

Crappier than a crappy webcam res

hard light
#

it's pretty standard for a webcam

#

some do 1920x1080 these days, but it's not an unusual res

neon egret
#

Then obs can't handle it

#

It's definitely not hd

hard light
#

obs can't handle it, but apparently XSplit can

neon egret
#

gnaah

#

Is xsplit free?

hard light
#

no idea, never used it

#

aha, yes, it is free on Steam

granite jacinth
#

Xspkit is not free

hard light
#
granite jacinth
#

Not the real version

#

That should have a sub model?

hard light
#

yup

#

£7 a month, no chance, haha

#

(for the 'premium' version)

neon egret
#

Just need to record

#

Don't wanna stream

granite jacinth
#

Yeah, I didnt even know they offered a free version tho

#

But it is probably limited

hard light
#

free version might be enough, worth looking at at least

neat cape
#

xsplit gamecaster should support webcam inputs

granite jacinth
#

I am surprised obs cannot handle it

neat cape
#

are you using OBS studio?

granite jacinth
#

But obs cant handle my streaming either

#

I am

hard light
#

I'm not why OBS fails, but apparently it does

neon egret
#

Just the broad caster thing

neat cape
#

you could try out Gameshow (from the guys who made wirecast [telestream])

hard light
#

this isn't the first time I've heard it

neon egret
#

This

#

Is not hd resolution

granite jacinth
#

That looks fine?

neon egret
#

(the frame itself isn't either)

#

Yeah it works

#

but if the camera is 1280x720, then it's wrong

dry fjord
#

can you get the vive camera feed into UE yet?

hard light
#

not to my knowledge

neon egret
#

It's just another Webcam

#

If you know how to get oyur Webcam into UE4

#

you can get the Vive into it

dry fjord
#

gotcha

#

cool

mighty carbon
#

@wicked oak do you use HISMCs and ISMCs in your VR levels ?

wicked oak
#

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

mighty carbon
#

I see

#

I tried that last night and my Gear VR project is back to ~60 fps. Couldn't achieve that with ISMCs.

neon egret
#

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
#

so true

#

btw, PSVR launches in 2 weeks

wicked oak
#

@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

mighty carbon
#

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

dry fjord
#

requiring motion controllers isn't really exclusivity

#

but viveport sucks right now

#

they launched it without having any decent games on it

mighty carbon
#

I mean, Viveport is essentially like Oculus Store - only Vive games allowed

spring pond
#

@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

mighty carbon
#

@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.

spring pond
#

👍

mighty carbon
#

now I just wish Epic made sound spatialization working on Android 😃

#

Maybe @manic cedar knows something about that ?

manic cedar
#

NOPE

#

meaning idk

mighty carbon
#

😦

#

we need someone from audio team to come here 😉

dusky light
#

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?

spring pond
#

@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

hidden salmon
#

that's weird, that usually happens the other way around (moving from newer to older)

spring pond
#

I flipped both ZeroEngineVersionWarning=False and UseStrictEngineVersioning=False and it still fails 😦

manic cedar
#

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

spring pond
#

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

manic cedar
#

i do that with my test projects all the time though when I have to test against latest

#
#

there are some other suggestions in this thread too

spring pond
#

oh thanks

#

I'll let you know (and post a steam link!) if i get it going

manic cedar
#

yeah versioning can get weird right around release of a new version or hotfix when you are going back and forth to main

spring pond
#

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
#

I've seen it on the RARE occasion

#

WHY

#

lol

mighty carbon
spring pond
#

@manic cedar Why master branch?

manic cedar
#

yeah, we discourage active development in Master, we don't even do it

spring pond
#

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

manic cedar
#

oh cool, congrats btw

spring pond
#

thanks. Have a vive?

manic cedar
#

not personally, but we have plenty at the office 😛

spring pond
#

@manic cedar Are you going to be at dev days or oculus connect?

manic cedar
#

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

spring pond
#

cool, were going to be meeting epic folks at both (hopefully?)

still marsh
#

@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)

spring pond
#

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 😃

still marsh
#

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 😃

wicked oak
#

that thing about "PSVR falling behind"

#

well, of course

#

PC VR increases fast, and mobile even faster

#

consoles are locked hardware

manic cedar
#

@spring pond imma see if alex can tweet out your medium post, you have a twitter account?

spring pond
#

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:

#

UObjectVersion.h

manic cedar
#

np

fleet veldt
#

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

manic cedar
#

hey @fleet veldt I am not really the go-to VR guy, just happened to get tagged in this channel a couple times

fleet veldt
#

@manic cedar gotcha 😃 well it's awesome to have you guys here. We all really appreciate it.

manic cedar
spring pond
#

seriously. i JUST built promted, now you are saying i should pull and wait 45 mins for it to build

fleet veldt
#

@spring pond well these changes were done early this morning

spring pond
#

meh, i don't have time anyway, have to try and pacakge and ship a promoted build in the next 2 hrs

fleet veldt
#

so if you literally just built then you're fine

spring pond
#

i pulled last night or a couple nights ago

#

i just didn't get around to building it, too busy celebrating being post-crunch 😄

fleet veldt
#

looking forward to seeing your project, it's the free one right?

spring pond
#

yah its posted just a little bit above ^^^

#

or just search for Thread Studio on steam

fleet veldt
#

@spring pond that is great!

spring pond
#

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

still marsh
#

@fleet veldt Excited! Anyone know when a 4.14 preview build might go live?

wintry escarp
#

before xmas

spring pond
#

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

abstract gale
#

lol

spring pond
#

it looked so nice when i built it the other week

#

I can always do it from home this weekend

abstract gale
#

@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?

spring pond
#

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

abstract gale
#

really cool. good to hear

spring pond
#

like this is not the core of what we will be doing over the coming years

#

just a fun tool

abstract gale
#

can u share future plans or generalize at all?

spring pond
#

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

abstract gale
#

yea man thats awesome. great stuff. not big on some of those channels personally so I didnt know. Thats great to hear

fleet veldt
#

definetly good to see VR apps flourishing outside of entertainment

abstract gale
#

@spring pond any of you going to OC3?

spring pond
#

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 😃

abstract gale
#

cool. finally someone else going

spring pond
#

Are you a game dev?

abstract gale
#

more of a hobbyist atm, prototyping a game currently

#

havent met anyone else going yet

spring pond
#

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

abstract gale
#

haha

#

i avoided it at first for that reason

#

not a huge outspoken hypemaster

spring pond
#

there were some great people there and then a whole clan of people following around John Carmack

abstract gale
#

haha

#

hes closing and opening this year too i think

#

he prob has a mini cult from back in the day

spring pond
#

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

abstract gale
#

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

spring pond
#

i have to take 3 flights to get there sadly

#

then one to seattle and 2 home

abstract gale
#

haha wow, where are u coming from? was nice to get short layovers if any

spring pond
#

Ottawa Canada

abstract gale
#

hah thats a farther trip then me too. well be good to see you there

wraith sky
#

HTC Vive will be available in Russia for ~990eur(~1115usd)

ember comet
#

Frostic, here is the VR controller I am making: http://www.SprintRVR.com

SprintR: Truly natural VR control SprintR is a wireless footpad that lets you easily walk, run, and jump in VR. What is SprintR about? The problem: Game-pads and handheld controllers offer limited and unnatural

dim fractal
#

i'm making one too

ember comet
#

nice, got a link?

fleet veldt
#

me too! 😮

#

(just kidding)

dim fractal
#

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

ember comet
#

ah, there''s some videos of mine at GDC on the page.

#

hmm.

dim fractal
#

no im still working on the design of the chips etc

ember comet
#

Oh, I meant like a "physical" controller

#

maybe I misunderstood what you meant?

dim fractal
#

mine gives world objects properties for like picking up a real apple tells vr you are holding an apple etc

ember comet
#

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

dim fractal
#

yea. they have the void. the void is what gave me the idea for this wireless chip

ember comet
#

yea, void looks nice. I want to try it sometime.

dim fractal
#

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

ember comet
#

that would be fun, but you might get fat from eating a lot if you suck at the game 😄

dim fractal
#

LOL

#

true

ember comet
#

keep drinking vodka health potions 😄

dim fractal
#

LOL

ember comet
#

I...I.. can't stand anymore.....plop*

dim fractal
#

it would make it more fun

#

lol

ember comet
#

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.

sharp swan
#

I will gladly take a free sample to test 😉

dim fractal
#

lol

ember comet
#

or you know, you could support the developer and buy one.

dim fractal
#

i would

ember comet
#

funny, I was thinking the same about myself Marc.

sharp swan
#

😄

dim fractal
#

lies

sharp swan
#

I have 4 but you know ... thats another meme 😃

dim fractal
#

see i called him out^

ember comet
#

yea, i don't really have any , but I'm working on it!

dim fractal
#

lololol

#

same

ember comet
#

I can't find a meme for mine, lol.

dim fractal
#

i can

sharp swan
ember comet
#

lol

dim fractal
#

oops wrong one

#

lol

sharp swan
#

jeez man way to bring us down

#

gonna go slash me wrists now

dim fractal
#

LOL

sharp swan
#

hah nice.

sullen stirrup
#

is it possible to have two different cameras? one displaying to the HMD and another one to your screen

#

something tilt brush-like

sharp swan
#

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

fleet veldt
#

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

#

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

sullen stirrup
#

hmm

fleet veldt
#

@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.

sullen stirrup
#

I see, thanks for the info 😛

spring pond
#

ooooo they added guardian support in the master/promoted branch

pallid echo
#

@spring pond Guardian Support?

abstract gale
#

parental controls?

#

😃

mighty carbon
#

Chaperone?

dry fjord
#

lasercondom

abstract gale
#

heh heh

#

its all the same thing

stuck hamlet
#

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

fleet veldt
#

@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)

spring pond
#

ya

#

its guardian for the touch

#

i haven't tried setting it up either

abstract gale
#

even oculus admits they need protection, i get it

spring pond
#

oh dude i have totally hit walls and walked into cameras with the touch

abstract gale
#

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

spring pond
#

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

abstract gale
#

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

spring pond
#

well the hololens clicker is just a clicker, i wouldn't call that a controller!

abstract gale
#

well true, but of course i was leaning toward more of a real controller.. I never even used the dumb clicker with hololens

spring pond
#

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

abstract gale
#

cant u just mount it on a portable device?

spring pond
#

I'm also super skeptical of the daydream ones, i haven't read, but i think they are fully intertial/acclerometer

abstract gale
#

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

spring pond
#

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 :/

abstract gale
#

well, there is the chart to consult for bugs - Critical, Not Critical, DGAF

spring pond
#

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

abstract gale
#

hmm interesting.. about the crash in VIVE

#

@fleet veldt u listening?

fleet veldt
#

no

#

heh

abstract gale
#

well that was fucking quick for no

fleet veldt
#

been playing with forward rendering today. they fixed the stereo instancing bug and it's running really nicely.

#

in latest promoted

abstract gale
#

what an ass for always using latest, the envy is yours sir

fleet veldt
#

well there's always stuff broken too though :p

#

like the console is no longer visuble in vr

abstract gale
#

oh, thanks for the golf clap 😃

fleet veldt
#

it's being rendered off to the right

abstract gale
#

lmao well that sucks

fleet veldt
#

also, shadows don't work AT ALL for movable lights in forward

#

but i only use stationary in my project

abstract gale
#

hmm.. another interesting dilemma

#

wtf if u need moving lights?

fleet veldt
#

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

mighty carbon
#

I wonder if those work in VR

wicked oak
#

im looking for more people with an oculus touch for testing

spring pond
#

@wicked oak If I'm in the office monday I can play around with something quickly, but then I'm gone for two weeks

wicked oak
#

gonna do a new flashy video, post it on twitter #screenshotsaturday , and get 3 or 4 retweets

leaden jackal
#

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.

wicked oak
#

new gameplay video from the build that will be shown in barcelona

spring pond
#

looks pretty cool

stuck hamlet
#

does anyone have experience creating two player experiences for VR where one person is on the computer?

wicked oak
#

you are out of luck with UE4

stuck hamlet
#

damn!

#

oh well

#

hopefully they will add some functionality to make that do-able in the future

wicked oak
#

they are working on it

mighty carbon
#

Why is that @vblanco?

stuck hamlet
#

thats good to hear

wicked oak
#

try to open 2 game windows

#

and use them at the same time

mighty carbon
#

I mean, one player on one PC with VR, another one on another PC without VR

wicked oak
#

thats possible

#

just your run of the mill MP

stuck hamlet
#

oh no I was asking for local Motorsep

#

not networked

mighty carbon
#

I see

#

IMO you need one hell of a PC to run VR+non-VR at the same time

spring pond
#

I'm not even sure you can right now

stuck hamlet
#

yeah

#

it would be pretty intense having 3 cameras rendering

wicked oak
#

its on trello

#

you can do it in unity

#

on unreal, lolnope

stuck hamlet
#

meh, no thanks unity

sullen stirrup
wicked oak
#

holy shit kappa in here

spring pond
#

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

mighty carbon
#

Palmer is here?

stuck hamlet
#

omg!! lets attack him where is he i want to say mean things

dry fjord
#

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

spring pond
#

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"

still marsh
#

@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

spring pond
#

This is fixed in 4.14

still marsh
#

@spring pond Oh thank god

#

I mean thank Epic

#

😄

#

Is there a console command to force it in 4.13?

spring pond
#

*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

still marsh
#

Good, I'm so excited for that. 😃

spring pond
#

(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."
still marsh
#

@spring pond Awesome, thanks for the info

kindred arrow
mighty carbon
#

@kindred arrow I wonder when they will put it into stock UE4

stuck hamlet
#

that could be interesting, no reason to render far away stuff twice if you dont need to

fleet veldt
#

@mighty carbon what's the benefits to using modulated shadows?

mighty carbon
#

@fleet veldt cheaper than regular shadows

dry fjord
#

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

sullen stirrup
#

camera lock to hmd

#

then just track the camera

dry fjord
#

oh fantastic, thank you

#

is the camera locked to the HMD by default?

sullen stirrup
#

not sure

dry fjord
#

do you set it in the pawn, or somewhere else?

distant nest
#

you set it in the camera

dry fjord
#

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

sullen stirrup
#

anytimey

dry fjord
#

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

abstract gale
#

nothing special no

#

just hold down and release track pad in VR example for motion controller

spring pond
#

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

dry fjord
#

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!

fleet veldt
#

@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)

stuck hamlet
#

huh, didnt know there was a function like that

fleet veldt
#

the drawdebugcoordinate? there's several DrawDebug_____ functions

spring pond
#

yah those are so useful

fleet veldt
#

arrows, spheres, lines, cones, frustums.. all kinds of handy stuff

spring pond
#

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

dry fjord
#

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

still marsh
snow raft
#

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

spring pond
#

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

still marsh
#

@spring pond I would actually love to see that.

spring pond
#

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

still marsh
#

Cool, I'll take a look!

fleet veldt
#

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

spring pond
#

yep, gonna take some changes to the art pipeline tho

fleet veldt
#

what issues are you running into?

spring pond
#

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

still marsh
#

I assume those will be fixed by Preview...? Seems like pretty big things.

fleet veldt
#

but those aren't art pipeline issues

spring pond
#

Since there is no FSAA material aliasing is back

#

is the main one

#

for art

fleet veldt
#

are you getting shimmering?

spring pond
#

also just the way roughness and reflections behave is different

fleet veldt
#

yeah i have a fix for you

spring pond
#

yep

fleet veldt
#

one sec...

spring pond
#

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

fleet veldt
#

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

spring pond
#

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...

fossil stratus
dry fjord
#

yeah

#

it's like the dollar store of vr games

#

left empty handed, which was the best outcome

fossil stratus
#

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

dry fjord
#

I can't remember how I got into it

#

I think I just loaded it somehow

wicked oak
#

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

sharp swan
#

coolbeans 😃

#

was talking with the boss last night about that. Is it a 4.13 or 4.14 thing?

wicked oak
#

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

sharp swan
#

Smooth

#

you gonna PR the method?

wicked oak
#

no

sharp swan
#

then excuse me whilst I store that in a text file for later 😉

wicked oak
#

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

sharp swan
#

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

real needle
#

Oculus did it again. IsHeadMountedDisplay enabled not returning good values in 4.13...

wicked oak
#

now i have a 3d hud with a locomotion mode switcher

still marsh
#

@wicked oak Is that a widget?

wicked oak
#

yes

#

im using a "widget switcher" to change the text

#

so it has 2 texts depending on the mode selected

still marsh
#

@wicked oak Yeah, cool. I just heard 3D Widgets weren't good for VR performance, but idk.

wicked oak
#

they are fine

#

its not like im doing hugely strange stuff with them

abstract gale
#

whats recommended if 3d widget is not?

granite jacinth
#

Well, you can do 3D mesh menus I suppose

fleet veldt
#

@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

sharp swan
#

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
#

@fleet veldt How do you change their update frequency?

#

In bp

fleet veldt
dry fjord
#

what component is that on?

fleet veldt
#

@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)

still marsh
#

@fleet veldt Awesome, I had no idea that was there. Perfect. 😃

#

@sharp swan Hey, which message were you replying to?

sharp swan
#

sorry I got the wrong person. It was meant for Tmek :p

dry fjord
#

mean, I haven't tied it yet

#

but it always seemed like a good idea

still marsh
#

@sharp swan Np. 😄

sharp swan
#

Still love you too tho man. !

still marsh
#

sharp swan
#

Just remember, I can take back that compliment ! :p

fleet veldt
#

abstract gale
#

lol

#

@fleet veldt awesome tip

#

the one u showed is 0 tho?

fleet veldt
#

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 ^^

abstract gale
#

ahh nice

still marsh
#

@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

fleet veldt
#

I haven't used it but I think you would just do 1.0/framerateyouwant so 0.033

still marsh
#

Ok, that's exactly what I had, thanks. 😄

fleet veldt
#

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

still marsh
#

Yeah, cool. Good idea

still marsh
#

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.

fleet veldt
#

hmm maybe you could include the component as 'visible' but hidden from owner

still marsh
#

@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

fleet veldt
#

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.

broken burrow
#

Woah it's Zag! I donated to The Dead Linger.... Which went defunct...

fleet veldt
#

BUSTED

#

holy shit o.O

#

$154,968

pledged of $60,000 goal

still marsh
#

@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.

fleet veldt
#

I saw some of the videos of people playing online looks like people were having fun with it

granite jacinth
#

Hmmm

#

Good to know

fleet veldt
#

howdy @granite jacinth

granite jacinth
#

yo

#

Funny thing is, I keep telling peeps, zombie games man...

#

$$$$$

fleet veldt
#

yeah heh

granite jacinth
#

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?

still marsh
#

@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.

granite jacinth
#

I see, well it's obvious that 150k split between 14 devs would run out rather quickly 😉

#

What engine was that?

still marsh
#

@granite jacinth more than that, plus sales (early access) but yeah, it goes fast. Turns out peopel cost a lot to survive

granite jacinth
#

Aye, I think 25k is poverty line for USA

#

Maybe even 30k nowadays

#

/year

still marsh
#

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

real needle
#

VR cow milking simulator, there I said it.

frigid spire
#

Make one for shakeweights as well then

inland acorn
#

was anyone successfull with a webvr browser on htc vive?

abstract gale
granite jacinth
#

Resident Evil 7 VR for PSVR for one year...

#

dumb

#

But, if people want to play it... kind of smart...might move some PSVRs

broken burrow
#

@still marsh why so many engine changes?

dry fjord
#

a zombie game with jumpscares where you can't look behind you or turn around

#

that's gonna work

broken burrow
#

haha what

dry fjord
#

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

broken burrow
#

It has the lights on the back of the headseat too though, right?

#

Im pretty sure it allows for 360 degrees

still marsh
#

@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

broken burrow
#

@still marsh Cool, I'll message you.

dry fjord
#

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

broken burrow
#

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.

dry fjord
#

what's the ps4 pro? 4k gaming?

broken burrow
#

"4k" gaming

#

its upressed 2k

#

rezzed