#virtual-reality

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broken burrow
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idk

dry fjord
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lame

broken burrow
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yeah

clever sky
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Hi all... anyone played around with the 4.13 VR template yet?

broken burrow
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I played with it in the preview

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is 4.13 official?

clever sky
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It has been for a couple weeks now

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Maybe 3

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Up to 4.13.1

broken burrow
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Lol

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school has been taking my time

clever sky
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Did you get a chance to compile/package the template when you tried it?

broken burrow
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Yeah, I had a ton of issues... just because it was a preview though probably

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I was working on a project with 360 video... which I was hoping 4.13 would solve my problems/

clever sky
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It solved a fair few of my issues when I moved to it.

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But not this particular one... in the editor, you get to see the chaperone bounds relative to where you're teleporting

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and then packaging it breaks that function D:

broken burrow
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Damn

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um

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Ill keep this in mind.

clever sky
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Killing me... I made a custom chaperone with that feature.

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And it works so well in the editor.

broken burrow
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Oh yeah I had that issue!!

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I remember that

clever sky
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Oh yeah. nice. did you fix it? ๐Ÿ˜›

broken burrow
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no..

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Im sorry

clever sky
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Ah D: well... hopefully someone figures it out!

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I made an occludable chaperone.

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So things in front of the boundaries wouldn't have lines all over them.

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... allows you to actually tell if the boundaries are sitting on the floor. And if your hands/controllers are infront/behind the bounds.

dry fjord
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oh nice

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it needs that

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are you able to share how you did it, or did you make a new chaperone entirely?

clever sky
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No, I borrowed the code from the UE4 VR template in 4.13

dry fjord
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I'd quite like the chaperone to only show if you're moving over a certain rate for example

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so once you get to it and stop it fades

clever sky
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and it doesn't work when I package it D:

dry fjord
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aww share it anyway

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screenie of the BP

clever sky
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Sure

dry fjord
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thanks ๐Ÿ˜„

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that sounds hugely useful, I'll work on it for you a bit

clever sky
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Actually, easier for me to tell you how I did it...

dry fjord
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ok

clever sky
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Grabbed the chaperone stuff from the BPMotioncontroller

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It spawns the room bounds on the actor which is the room itself, so you don't actually need to move it anywhere.

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Then you just edit the material... the chaperone material is a good starting point

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it has a node for occlusion, which I copied and plugged into the opacity channel

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Gotta play around with the height and fill and all that jazz as well

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Yeah... Lerp between the opacity output and black, setting alpha as MF_OccludedPixels

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That'll give you a material that... can occlude properly (previously that function was used to create noise on occluded elements, but it's difficult to see in VR).

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Then the material instance MI_ChaperoneOutline has to be tweaked so that the bounds are actually taller (because the template material is about 3 inches from the ground).

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Play around with the values to get it working

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Then once you have that... you can switch on the bounds using whatever logic (i.e. distance of HMD to bounds edge).

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Anyway. Works well in editor. Doesn't work when packaged D:

dry fjord
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ok

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reads

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so chaperone is completely implemented in UE, not in the vive drivers?

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I thought it was coming from the vive software itself

clever sky
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The information comes from SteamVR

dry fjord
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ok

clever sky
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and then in UE, you take that information and manipulate it

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In the BP_MotionController it has a function to set up roombounds

dry fjord
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I reckon we can try to make it work

clever sky
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SetupRoomScaleOutline

dry fjord
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I have to do some vr controller stuff this week, so I'll take a look

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ok

clever sky
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Sure.

dry fjord
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thanks man

clever sky
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y/w

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I just copied that function into my actor - and unlike the motion controller, it doesn't have to update the location.

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Just goes follows along with the VRActor for the ride.

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Thus it's an unreal representation of the chaperone bounds that you can manipulate.

dry fjord
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nice

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of course, because the actor stays in the middle of the cage while you walk around

clever sky
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Yep

granite jacinth
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So, anyone got a link to Packaging for SteamVR/Vive?

clever sky
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Is there a specific SteamVR package method? Because if there is, I'd like to know too!

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Otherwise it's just generic - Project Settings -> Description -> Settings/Start in VR

granite jacinth
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There are no 'console cmds" ?

clever sky
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set stereo

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does the same thing.

granite jacinth
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nothing I need to do afterwards to ensure it opens up to VR?

clever sky
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Project settings probably the most reliable way.

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Otherwise you can enter console commands set stereo into a BP, or you can create a shortcut from the .exe and add -vr

granite jacinth
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link to any of this in official docs? can't find them

clever sky
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I asked around last night. That's what I got.

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Official docs are... underdocumented.

granite jacinth
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๐Ÿ˜‰

abstract gale
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maybe make some doc updates

fresh laurel
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๐Ÿ˜ฎ

clever sky
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Anyone know a good way to get angular velocity from the HMD?

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I stuck a sphere on it and I'm reading the values from that.

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But... it's not giving me local values

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Need local pitch - relative to the HMD

fleet veldt
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@clever sky I don't know of the "proper" way but as a workaround couldn't you just measure the angular values between two frames or smoothed average over a series of frames and derive current angular velocity from that?

clever sky
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Yep. That's what I'm doing now.

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At the time I was wondering if there was a built-in function

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By that's what I'm doing now - I mean I grabbed the angular data from the HMD which does local rotational values

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And then subtracted differences between previous and current frames

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Working on a walking in place locomotion system right now if anyone is interested. Works... rather well.

fleet veldt
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cool, why do you need angular velocity rather than just the current view angle though?

clever sky
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Compensate for head pitch - so it doesn't move you forwards when you look up or down

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What's the BP equivalent of Getworld()->GetTime()?

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Get Game Time in Seconds

fleet veldt
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woo i got basic multiplayer working in my vr project anyone want to give it a try?

clever sky
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What kinda game is it? ๐Ÿ˜›

fleet veldt
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it's a very early build, mostly just working out the technical challenges at this point

clever sky
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Nice. Well, I'll give it a shot - if you want multiplayer data from an aussie with a crappy connection

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Chances are it won't work!

fleet veldt
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sure ๐Ÿ˜ƒ let's get in lounge 1 voice chat on discord

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do you have a mic?

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i can hear you

clever sky
fleet veldt
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@clever sky thanks for helping me test it out ๐Ÿ˜ƒ

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@clever sky I just scanned through your paper real quick, it looks like you've put a ton of work into researching this ๐Ÿ˜ฎ

clever sky
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Yeah... it's more like knowledge I've collected over the years ๐Ÿ˜›

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But still applicable!

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Cheers tho.

frigid spire
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There's a VR meetup in Amsterdam soon if anyone is interested: https://www.meetup.com/VirtualRealityNL/events/234176050/

final bronze
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usually pretty good meetup

dry fjord
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so, empty UE level, packaged development build, run it in VR mode, run fps stats

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22ms

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is something broken?

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I'm on a 980ti

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running recommended VR settings

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it feels smooth as

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like there's no way I'm not getting 90fps minimum

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but I can't measure it for shit

wicked oak
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@fleet veldt one thing is using the assets, wich is fine. But you probably shouldnt be showing the "demo" level as your own

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becouse you are going to be caught eventually, and you really dont want to get people to call your game an asset flip

uncut galleon
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how would you guys go at implementing different functionality for different target platforms (Vive, Gear, normal PC, etc.)? Different pawns with separate player controllers? one controller for all pawns? or even just one PC and one pawn with lots of switches? XD

clever sky
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Different pawns and a game mode BP that switches based on platform detected

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Is how I'd try it anyway...

uncut galleon
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also with different PCs for each pawn? last time i tried i had some trouble with that...

clever sky
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game mode should be able to set player controllers right?

uncut galleon
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resorted to using one in the end but coudln't get multiple simultaneus spawns behave correctly

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GM just receives any PC in PostLogin so i should be able to cast to each possible one and then move on spawning the correct pawn i guess

clever sky
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I see. I don't have any real experience there, so I can't provide any more suggestions! ๐Ÿ˜›

uncut galleon
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no worries, anything helps! ๐Ÿ˜ƒ feel free to try it out, tho ๐Ÿ˜‰

clever sky
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It's probably a bridge I'll have to cross at some point. Made a tank game for KB and mouse... but also want VR compatibility...

uncut galleon
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go for it! ๐Ÿ˜ƒ

crimson tide
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ok this is an odd one....I have a vehicle where a random skeletal mesh gets set as a driver....all works fine in non-vr....but in VR (Vive) the skeletal mesh disappears. There are absolutely no settings or branches where the driver mesh gets set that are in any way related to VR, so I'm totally stumped how playing in VR would make the mesh disappear.

uncut galleon
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@crimson tide when spawning the mesh do you have it set to always spawn regardless of collisions? any mesh of your VR pawn being in the location of your skeletal mesh might silently prevent it from spawning otherwise

crimson tide
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There no collision on the mesh, it's just a component inside the vehicle actor that gets set using set skeletal mesh. The vr player pawn is not in the vicinity of the car spawn

uncut galleon
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then I'm just as clueless I'm afraid :/

crimson tide
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then driver appears in driver seat, so not much going on, works just fine in non-vr, but can't see driver in vr 0.o

uncut galleon
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have you checked if that delay is maybe the issue?

crimson tide
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well the .2 delay is just for client while the server picks a random mesh, the issue still happens in single player vr

uncut galleon
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as DriverPick doesn't seem to be replicated it probably won't do anything but that's not the issue here, indeed...

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I don't really have a clue what might be causing this, sorry

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what do you get when you try to print the value of the skeletal mesh after setting it?

crimson tide
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that will be the next thing I try, I'm not at my VR rig atm

clever sky
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Print String the everything!

mighty carbon
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Pixel phone starts at $649 and has pretty good hardware in it

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lol, HMD looks like it's made of warmers ๐Ÿ˜›

clever sky
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Yes

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Reminds me of the ostrich pillow.

mighty carbon
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fixed IPD

clever sky
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Any positional tracking?

wicked oak
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no positional

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at laest be default

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i wonder how precise is the controller

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but it looks more to be wii-like

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like accelerometer/gyro and bye

clever sky
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Meh. Mobile VR still gimped VR D:

wicked oak
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well, at this level its much better

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its cardboard what its basically trash

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this is more of a generic gearVR

clever sky
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Cardboard is halfway between VR and a viewmaster ๐Ÿ˜›

mighty carbon
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I wonder about latency

clever sky
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Well... I'll still get one if only for streetview.

wicked oak
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actually very low

mighty carbon
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no word about that

clever sky
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That shib is awesomeee

wicked oak
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keep in mind it goes straight to the screen, there is not even a cable

clever sky
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But won't be developing for it D:

wicked oak
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they even "race the beam" to decreaes it even more

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i think it has less latency than pc vr

clever sky
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Nice to hear.

hard light
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latency will be inherently higher because the framerates are lower

wicked oak
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it still does magic to decrease it

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becouse it renders front buffer diretly

mighty carbon
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higher than what ? Gear VR has a very low latency tracking, so there is no lag at all.

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interesting $79 for HMD + controller

wicked oak
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includes controler, isnt that bad

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but isnt it more expensive that gearVR

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?

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gearVR is even given for free on some packs

mighty carbon
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Gear VR is $100

hard light
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+phone

mighty carbon
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no controller

wicked oak
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this is also + phone

clever sky
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Well... GearVR controller built into the side of the headset.

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Just not a great controller D:

mighty carbon
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that's touchpad

hard light
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it's borderline unusable

mighty carbon
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Daydream controller is somewhat like Vive's

hard light
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though you can use an XBOne pad with GearVR

wicked oak
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google wifi

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yo what

hard light
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I'd still rather have motion controls

mighty carbon
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yeah, but it's not the same as using motion controller

wicked oak
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and they made them so its repeaters you put around the house

clever sky
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This is the second time they've released a wifi device.

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The first was bad from what I remember.

mighty carbon
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I hope Galaxy S8 comes with all the goodies Pixel comes with (AI engine/Assistant, Daydream, etc.)

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then I can use it for both Daydream/Gear VR development ๐Ÿ˜ƒ

wicked oak
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4k chromecast

clever sky
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Would you rather have a 4k projector, or a 4k VR HMD?

hard light
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yeah, this thing looks rubbish

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also, there is no substitute for an actual motion controller

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also, why have they decorated it with an office carpet?

wicked oak
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sound quality

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youtube

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the hell is he smoking

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also google home is the absolute creepiest thing you can have

mighty carbon
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why?

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I think it's cool

wicked oak
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google hearing everything in your home

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at least with computer or phone microphones is a bit harder to do

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more background noise, but that google thing is specially designed to hear people around it

mighty carbon
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Govt. already listens to you

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why worry about Google ?

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๐Ÿ˜ƒ

clever sky
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Too much data for humans to listen to. They're keeping all that data to feed AIs.

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AIs will soon learn that... humans like to masturbate. A lot.

fleet veldt
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@wicked oak I can appreciate what you're saying about asset flip. I'm even hopeful one day I can replace the assets with completely unique work mostly to improve the quality of the game but to a lesser degree so I don't have to worry about people crying "asset flip!". I do think "caught" is the wrong word though. This may be unpopular opinion on a dev board but I don't think there's any thing "wrong" with using assets you pay for "as is", including environments or animated characters if you're within the liscensing agreement. You are right that there are people out there who will cry asset flip but from what I've seen the majority of those same people will cry asset flip if they see any sign of market place assets being used in a project.

wicked oak
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im using a lot of assets myself

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in fact, most of my game is like that

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but the example map is just that, an example

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its not meant to be a playable level

fleet veldt
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says who? what do you mean?

wicked oak
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well, it is called example map

fleet veldt
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and I also wouldn't really call it a "playable" level per se.. it's an environment

wicked oak
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and ive been "caught" using a shootergame level on VRMultigames

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people just ignored becouse its a free game so who cares

mighty carbon
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I am a strong advocate for flipping assets

wicked oak
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but i doubt they will be like that on a paid game

mighty carbon
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as a matter of fact I am using it for final game and will be using it for other projects

sharp swan
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If I worked alone I would have to flip assets as I can't do artwork worth a damn

fleet veldt
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I agree there are people who will cry "asset flip" and so you have to worry about that. But I disagree that it's wrong in any way. In my opinion those people are wrong.

mighty carbon
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people cry for everything nowadays

granite jacinth
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Anyone done a Virtual Keyboard before 4.13 for VR ?

fleet veldt
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@granite jacinth I saw in #umg like within the past 48 hours someone posted a UMG keyboard

granite jacinth
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Good call, thanks

fleet veldt
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@granite jacinth seems like it wouldn't be to hard to build something like that and use the widget interaction component on it as a widget component. Is that what you mean?

granite jacinth
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Yeah, in 4.13 it's really easy

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But...I have to use 4.12.5 for this project

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And so, I am using Mitch's UMG plugin instead

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Just trying to figure out how to send the damn characters to the display widget

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In 4.13 we have Send Key Char function

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I'm looking at the cpp for the 4.13 WIC

fleet veldt
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i was gonna say... maybe you could just include the WIC source and the 4.13 UWidgetComponent in your project with a different name. But i have no clue what kind of issues you might run into. If i were in your shoes that's probably what I would try first.

granite jacinth
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Heh, I doubt that would be viable

wicked oak
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i just modified my system to the new widget interaction

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it works a lot better

granite jacinth
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Your system?

wicked oak
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my game systems

granite jacinth
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Oh

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Yeah the new WIC is awesome

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You using 4.13?

wicked oak
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my interaction code was in a isolated "laser pointer" class, so i just changed it and no problem

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yes

granite jacinth
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Or older version?

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Yeah

wicked oak
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not VRMultigames, that one is still on 4.12

granite jacinth
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That's a problem, I don't think I could get this project to 4.13, well maybe I could

wicked oak
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better 4.12

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unless you need 4.13 stuff

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becouse there is the nvidia branch

granite jacinth
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Well, how'd you get WIC in 4.12?

wicked oak
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with all that vrworks fancyness

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well, with the plugin

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it works similar

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but you dont do the trace yourself

granite jacinth
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You mean Mitch's plugin?

wicked oak
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yes

granite jacinth
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Yeah, that's what I am using now

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BUT

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I don't know how to send a character after a UMG button press

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Like in a keyboard

fleet veldt
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rather than sending it coudl you just que it into a n array or string somewhere?

granite jacinth
fleet veldt
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and then when you hit 'go' or ENTER, apply that to whatever textbox is in focus.

granite jacinth
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But, what I don't get, is how Delete and Backspace work

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Since it's not part of that

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But it works

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It's some freaking slate magic

fossil stratus
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Is it possible to get regular wasd type controller movement with room scale vr with the vive? I tored setting up and its close but the player character suddenly just starts drifting off in one direction.. im guessing its having trouble tracking player location?

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Tried

granite jacinth
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Nvm on the 4.12.5 kb stuff, I just went to 4.13

fleet veldt
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@granite jacinth you probably do this anyway but be sure (after backing up everythign) to wipe any intermediate/saved/cached type folders. I ran into an issue yesterd that was fixed by wiping those after upgradign from 4.12.5

granite jacinth
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ok, thanks for that tip

fleet veldt
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Anyone with a VR headset want to help me test my packaged build with Steam online functionality? I've verified it works with someone on desktop but not with two people in VR.

granite jacinth
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Did you try out the 4.13 Virtual Keyboard Tut @fleet veldt ?

fleet veldt
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I didn't see a tutorial.. i just saw someone post that as part of a question in #umg i think

granite jacinth
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Seemed straightforward...until it just doesn't work ๐Ÿ˜‰

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debugging now tho

fleet veldt
granite jacinth
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Ah, that's cool

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hmm, I think something else is consuming the input before it gets to my trigger

fleet veldt
granite jacinth
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none of that prints

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๐Ÿ˜ฆ

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and I made sure input was on player 0

fleet veldt
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that's odd. that looks just like mine.. and that's on your pawn?

granite jacinth
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yeah

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I just converted from 4.12.5 to 4.13.1, so there's a possible corruption somewhere of course

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But I get no errors

fleet veldt
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the "PressedRightTrigger" doesn't even print?

granite jacinth
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nope

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trying another button now

fleet veldt
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i have an idea

granite jacinth
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shoot

fleet veldt
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maybe create an Interact "action" in project settings input mapped to motion controller trigger and use that instead of "motion controller trigger" node directly. maybe there's some bug with using it directly in 4.13

granite jacinth
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ah

fleet veldt
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and / or also just try some other key like spacebar

granite jacinth
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i'll try that

fleet veldt
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to see if you're just not getting any input at all

granite jacinth
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FML

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yeah, so spacebar works

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but project setting/motioncontroller inputs do not

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....wtf

fleet veldt
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are they moving? batteries dead? heh

granite jacinth
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well the thing is...

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they work...

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for other things

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I am going to just reopen this project

fleet veldt
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oh.. maybe they're a seperate plugin in 4.13

granite jacinth
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Well, if this doesn't work, I'll try in a blank project

fleet veldt
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oh derp

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that's not for VR controller but for their steam gamepad

granite jacinth
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๐Ÿ˜‰

mighty carbon
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So, Daydream View has 90 degree. FOV and that sucks

fleet veldt
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what is oculus/vive 110?

granite jacinth
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fml, fixed it

mighty carbon
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Not sure, but Gear VR is 101 degree. @tmek

granite jacinth
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Well, I don't know why anyone thought Daydream was goign to be badass

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esp priced at $70

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They seemed to be going for the budget

mighty carbon
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some people thought it will be Gear VR killer

granite jacinth
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I did too until I noticed Samsung still support GearVR

fleet veldt
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@granite jacinth what fixed it? just restarting?

mighty carbon
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well, it's $70 because there are no electronics inside and no focus wheel.

granite jacinth
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No, something else was consuming the input

mighty carbon
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so my guess it's $10 for the cardboard and $60 for controller

granite jacinth
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why can't they both just do it at the same time?!!?!!

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But they are different actors... fml

gray rivet
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Hii

shut jungle
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RoadKill!

gray rivet
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hay

real needle
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@vital shale Could you throw me your email? We saw the note your wrote earlier

wintry escarp
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anyone here tried daydream sdk on a phone other than nexus 6p ?

vital shale
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And for everyone else in this channel: hi, I'm Sebastian, I work for Coffee Stain Studios and we're looking to fund and publish VR games. Pitch your stuff to me on the email address above ๐Ÿ˜Š

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I'm also going to OC3 and Steam Dev Days, so do let me know if you want to meet up for a chat

dry fjord
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hi Sebastian!

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given that everyone is making VR games now I want to do something a little different and not make a VR game. actually I want to be disruptive and break the mold and not make a game at all and instead sit of my arse redefining useful work in a whole new paradigm that just oozes synergy with feeling good. would you be interested in funding such a venture?

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I'm visualising the setting as being couch-based

clever sky
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I like your pitch antidamage, but seeing as we're competing in the same market, we can't take the risk of funding a competitor right now.

dry fjord
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haha

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you're not making a game too? we should collaborate

clever sky
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On the couch.

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No wait. that came out wrong.

dry fjord
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depends on the couch

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no black vinyl thanks

clever sky
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We should make VR couches. Couches with lockable castor wheels so that you can move them out of your play space.

dry fjord
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this is an idea I like

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I face this very problem every day

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they need a lever to lock them in place once they're moved or people won't be able to leap on them bodyslam styles

clever sky
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Yes. Lockable.

dry fjord
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which my research indicates is 90% of couch usage

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I'm going to need to see a series A funding document

clever sky
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I don't even know what that is!

dry fjord
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shit

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well how about a pitch sheet?

clever sky
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Seriously though... there probably is a niche for VR friendly furniture designs.

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Lockable castors on everything. Fold away beds!

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Height adjustable tables! These things all exist already!

dry fjord
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foldaway stuff

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where the chaperone knows when it's NOT folded away

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probably just mate a kinect to it like I'm gonna do this weekend

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use it to adjust the chaperone

clever sky
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Nice.

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Looking forward to when chaperone can show us the 3D boundaries of our furniture, rather than just the play space.

dry fjord
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yeah I'd like that

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well, lemme see what I can knock up with the kinect

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I've wanted to integrate a cockpit I could get in and out of with it for a while

clever sky
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Oh yeah. That'd be swish. Wouldn't have to show them as much more than grid lines. Make them occludable as well... I've found that it actually helps with presence for some reason.

dry fjord
#

yeah exactly. reduce them to bounding boxes.

#

nice

#

that would be awesome

fallow scroll
#

Does anybody know if Ue4.8 supports the oculus CV1?

#

I think it uses the Oculus .6 SDK, I just cant seem to find any answer by googling the issue

dry fjord
#

VERY UNLIKELY

#

get everything up to date if you're usinv the CV1

fallow scroll
#

I mean I would, but I have so much done on my project already. Updating the project never works

dry fjord
#

make a copy and try going from version to version incrementally

fallow scroll
#

Been there done that, I have 4.8, 9.2, 4.11.2, and 4.12.5. My project wont even update to 4.9. I was lucky to even get it to 4.8.

dry fjord
#

:/

#

post on answerhub

#

or you're extinct

#

especially with VR

#

pre 4.12 is a pretty shitty VR experience

#

I had problems going to 4.9 too

clever sky
#

4.14 beyond is probably where you want to be for VR.

dry fjord
#

there is some wisdom around that

clever sky
#

4.13 was a good update, but incomplete ๐Ÿ˜›

fallow scroll
#

Man, thats what I was afraid of. I guess I will post on answerhub and see what information I can get, but my limit comes to when I have to open visual studio. I always end up screwing something up and having to rely on my backup

clever sky
#

Only thing I can suggest is to migrate components bit by bit.

#

To a new project. Rather than converting in place. That'll let you see what objects you need to rewrite.

fallow scroll
#

That might be the best solution. Boy have I got my week lined out for me! Lol! Thank you guys for your help!!

#

Much appreciated

clever sky
#

Good luck!

fallow scroll
#

Thanks! I will absolutely positively need it

dry fjord
#

we can help you with VS btw

#

we're very good at that

#

and that's a good idea from zap

#

migrate your maps from one project to a clean one in the newer version

#

export and import your inputs, etc

#

once you get to 4.13 you get the VR template which will do away with all of your player controller dependencies on the old stuff

#

between each version open the assets and edit them a bit and resave them

#

just to be 100% that it's updated

fleet veldt
#

@fallow scroll when you are upgrading from one version to another something I think is important is to delete your cached/intermediate files. (Binaries, Build, DerivedDataCache, Intermediate, Saved) basically all the folders you wouldn't check into source control. Be sure to back everything up before doing this of course just in case. ๐Ÿ˜ƒ

#

and also be sure to regenerate your project files if using c++

dry fjord
#

hey that was my secret VS tip

#

now i'm useless D:

clever sky
#

So I'm doing a thing where I fade out the camera if the player tries to stick their head through things

#

But I want to show the player the chaperone bounds so they don't get disorientated.

#

Anyone know how to show those bounds through camera fade?

dry fjord
#

I was talking to someone last night about overriding the chaperone in UE

#

was that you?

clever sky
#

Yes.

#

I'm innovating in the chaperone bounds space because I'm dissatisfied with the current implementation.

dry fjord
#

maybe maker the chaperone like +3 emissive, and subtract one from the PP to make the rest of the scene black

clever sky
#

from the PP?

dry fjord
#

post process

#

get scenetexture->postProcess0 and subtract one, clamp it, output as emissive

clever sky
#

ah. Is the camera fade function a post process?

dry fjord
#

anything brighter than 1 will still show

#

yes

#

I think so

clever sky
#

ooh

dry fjord
#

just do your own post-process material for it

#

you'll have to tweak it from my description

#

fiddle with the numbers

#

key thing is making that chaperone grid BRIGHT

clever sky
#

Camera fade seems to only specify color values

#

And alpha.

#

Set the alpha to 0.99

#

But then I can see the rest of the world as well ๐Ÿ˜›

dry fjord
#

ditch camera fade

clever sky
#

If I could specify a material, I could set the draw order lower than the chaperone material.

dry fjord
#

do you own camera fade in a post process material

clever sky
#

Like a plane in front of the camera?

dry fjord
#

nope

#

make a post-processing volume

clever sky
#

Oh

dry fjord
#

now make a material and change it from surface to post-process

#

create a SceneTexture node

#

select PostProcessing0 as the output

#

hook it up to the missive of the material

#

under the PP volume go Settings -> Blendables

#

there's an array

#

add an asset item to it and point it at the material

clever sky
#

Yep. Cool. Actually can't I just change the depth sort on that material?

dry fjord
#

now you can do math in the material to fade the camera and keep the grid

#

probably

#

is it an occlusion problem?

clever sky
#

No. I just want the screen to black out entirely but turn on the chaperone so the player isn't 'lost in black'.

dry fjord
#

yeah

#

so my advice is to take the postprocess0 buffer

#

which is the final result

#

subtract 1 from it to make most things go black and fade to that

#

but keep the chaperone grid bright by making it emissive in its material

#

it may or may not work

clever sky
#

Ok. I'll investigate.

#

Cheers for the tips

dry fjord
#

just make sure you go into blueprints and set the PP material to swap out for a material instance dynamic based on that material

#

then you can push in parameters to it for your fade

#

basically just a scalar

#

and you populate that scalar based on a hit test I guess for level geometry

#

I like the idea, keen to see how you do

clever sky
#

It's not too bad. It's a bit buggy because I'm warping them back to the before occlusion (putting their head through the wall) position.

#

Because I don't want players to bash their heads through thin walls.

#

Doesn't work perfectly right now.

#

So when you say post process volume... is that a post process component in the VR pawn?

#

Because that almost works if I stick a texture in scene color. Problem is it's a texture not a material.

dry fjord
#

ok

#

no, search the modes tab for post process

#

it's like the PP settings on the camera

#

in fact, you can attach your PP material TO the camera

#

better to do it there IMO

#

no need for a separate volume

clever sky
#

Oh cool

dry fjord
#

but it's just a bounded container for a PP material

#

I'm out, later everyone ๐Ÿ˜„

clever sky
#

Peace

clever sky
#

@dry fjord Gave it a good shot... doesn't work unfortunately - the blackout is too strong, even when emissive is at 500+

dry fjord
#

fair enough

#

it must not be an HDR result then

#

that's ok

#

I had one more idea

#

do a world-aligned triplanar texture

#

black out with the PP, then draw that over it

#

look at the triplanar node, feed it a grid

#

it projects things like you're inside a sphere

clever sky
#

I'm not gonna lie. What you wrote kinda just broke my brain a little.

dry fjord
#

it'll be indenepdent of head angle

#

haha

#

go try the triplanar node

#

so black, then add a grid on top

clever sky
#

Ok. I'll research that.

#

Blur isn't easy to do in unreal is it?

#

I was thinking, what if I just start blurring the view if the player gets close to an object.

dry fjord
#

blur is easy in PP

#

you don't even have to make a material

#

just do it using strong DOF settings

clever sky
#

Wouldn't happen to know how to change the clipping distance of objects from the camera would you?

dry fjord
#

it's a global setting for the project

clever sky
#

Ah

dry fjord
#

set it to 0.1 MINIMUM

#

0 will fuck out hard

clever sky
#

Ok.

dry fjord
#

filter for "clip"

#

and probably under rendering

clever sky
#

Nice. It's under 'general settings'.

tidal crater
dry fjord
#

is MSAA available in 4.13?

clever sky
#

Don't think so. Forward rendering is... but buggy with VR right now.

#

Full implementation in 4.14 I hear.

#

Not 100% sure on my info though!

dry fjord
#

yeah about to try forward in VR

#

all good

#

it looks good in VR except it's doing some major artifacting

#

somehow artifacts from a rendertexture are leaking into the main projection

clever sky
#

Looks to me like shadows are offset in the right eye.

#

shadows of non-static meshes

#

dynamic shadows. That's the one.

dry fjord
#

that'd be annoying

#

hey, I'm trying to occlude the cage like you did

#

so what did you do again? I can't find a material relating to it

clever sky
#

in the vr template

#

there's a material called

dry fjord
#

drumroll

clever sky
#

teleport previews?

dry fjord
#

ok

#

they draw the chaperone cage?

clever sky
#

I think. I renamed some of those materials

#

so that might be incorrect

dry fjord
#

teleport previews all relate to the box and cylinder you create when you preview a teleport

#

I want to stop the blue cage showing over my characters

#

the chaperone grid

clever sky
#

Yeah. So with the teleport previews, make a duplicate and call it chaperone previews

#

then apply a cage mask to it

dry fjord
#

aah

#

wait

#

I don't want to preview anything

#

I'm not even teleporting

#

I want to alter the behaviour of the existing default blue grid that comes up in all games

#

I didn't think it was done in UE

#

the one that shows when you walk close to a real world wall

clever sky
#

Yeah... I did it through unreal.

dry fjord
#

ok

#

I'll give it a burl

clever sky
#

Hehe ๐Ÿ˜›

#

But I just turned off the chaperone grid - set it to developer

#

with minimum opacity floor bounds.

#

I don't think you can alter the actual chaperone bounds.

dry fjord
#

ooh I see

#

I don't want to alter the bounds

#

how did you turn it off?

clever sky
#

In Steam VR menu, under the little cog on the right

#

there's chaperone options. You can switch from beginner to developer to turn off the vertical grid

#

but you can't turn off the floor bounds - only reduce their opacity.

#

But like I was saying yesterday... my method doesn't even work when packaged! Still gotta figure out what's going wrong there, but been fixing other stuff today ๐Ÿ˜›

#

Works great in the editor though.

dry fjord
#

gotcha

#

floor bounds are fine

#

so we can't disable it programatically for players?

clever sky
#

Not really. Main reason I'm even bothering to create custom bounds is so that I can display them even when the player isn't close to the bounds

#

Because I created a 'grab turn' functionality that allows the player to rotate the actor arbitrarily by using the controller.

#

Which allows you to walk to the end of your bounds, grab turn around, and continue walking in the same virtual direction

#

Alternatively, allows you to arbitrarily orientate the room bounds to the virtual environment.

#

So I use the chaperone bounds as a manner of orienting the player to the real world while they spin around arbitrarily in VE.

dry fjord
#

it looks like someone made a program to do it programatically

#

might need to ask him about it

#

so about the custom cage

#

you just placed it in the player controller?

#

what did you call to set the scale of it to their bounds?

clever sky
#

in the player actor

#

There's a function called setup room scale outline in the motion controller pawn

dry fjord
#

got it

#

so add cage to pawn, set up the scale. easy.

clever sky
#

pretty much

dry fjord
#

the editor hangs a lot lately

#

thanks Zap

clever sky
#

np!

dry fjord
#

ah damnit, every time steamvr dies the editor stops updating its windows

clever sky
#

Yeah, I've been having a butt load of issues between steamVR and the editor too.

#

They don't play nice.

dry fjord
#

I'll let you know how packaging goes

#

hmm I don't have the room scale outline function in the motion controller pawn

#

found it

#

in the BP,. not the pawn

sharp swan
#

Got a question, would like some advice. I've been offered the chance to choose the next game type as we had 3 options. Im stuck with it though as all have downsides and benefits. The game is VR. It's either a bunker game, a trading card game or a space based RTS. Which could you see yourself playing (roomscale included)?

dry fjord
#

I've been adding the actual PAWN to my world to get it to work. should I add the BP_MotionController instead?

#

or both?

#

marc I was thinking about VR poker tonight even

#

it'd be all about the awesome environment

clever sky
#

@dry fjord sorry, yeah I meant in the BPMotion controller. and the motion controller pawn is fine - it spawns the BPmotion controllers for left and right hand

#

@sharp swan What's a 'bunker game'? Like a sniper game where you snipe at waves of opponents from in a bunker?

sharp swan
#

Yeah kind of like that

clever sky
#

If that's the cae, then space based RTS is definetly the most appealing sounding to me.

sharp swan
#

Yeah same from a personal gaming opinion

clever sky
#

And also beneficially, the least saturated genre right now.

sharp swan
#

we have all the assets ready for that type of game too so it's a time saver option

clever sky
#

Only have to try House of the Dying Sun to see the potential in a space based RTS... the opening screen shows off the coolness of miniature ships in combat ๐Ÿ˜„

#

Also you can use grab locomotion mechanics

#

Sadly house of the dying sun is not a space based RTS, although it has elements of it.

sharp swan
#

yeah we have the locomotion set for that, the assets, just have to do the balancing, code and storyline. Probably won't take too many months. I can see that having an appeal for the roomscale users who can walk around the space battlefield to see things from different angles

clever sky
#

If that's the way you're going, looking forward to seeing whatever you're cooking!

dry fjord
#

annoying. got it all working and my new cage draws in front of everything.

#

even stuff it's behind

clever sky
#

Yeah. But it's got an occlude node

dry fjord
#

oh

clever sky
#

plug that into opacity.

dry fjord
#

in the material?

#

this is new to me

clever sky
#

In the teleport_previews material

#

or boundary previews

dry fjord
#

ok

#

found it

#

what is it?

#

oh I see

#

I looked at this already

#

I get it now

clever sky
#

Yeah ๐Ÿ˜ƒ

dry fjord
#

it should just use pixel depth offset

clever sky
#

Probably. I don't actually know what the node does. I just used it. ๐Ÿ˜›

#

i.e what it does under the hood.

dry fjord
#

depthfade acts strange with a vr camera

#

yeah I got it

#

it takes the scene depth and works out if the bounds are behind it

#

and returns a 0-1 for lerping

#

so do mf_occludedpixels -> oneMinus -> multiply by your camera depth fade

uncut galleon
#

@clever sky @dry fjord concerning that SetupRoomScaleOutline function: just be aware of this when trying to use it in multiplayer: it uses "MinimumAreaRectangle" which is server only for some weird reason that I totally don't understand ๐Ÿ˜‰

clever sky
#

Oh... is that why it's not working properly when packaged?

dry fjord
#

I'm not doing multiplayer at the moment

fleet veldt
#

@dry fjord forward is working smoothly in promoted with the exception of no shadows at all working for movable lights. Dynamic shadows do work for movable objects under stationary lights though.

dry fjord
#

so I have a render capture texture that I use in a material. it's showing up like it's being used by the post-processing effect

#

but it's not

#

how do you take a vr screenshot in UE?

fleet veldt
#

If you just want to show a visual glitch just take a screenshot of the mirrored window on your desktop.

#

With alt-printscreen key combo

dry fjord
#

ok

#

so something else interesting happened

#

Start In VR is checked in my project

#

bStartInVR is 0 in the packaged game

fleet veldt
#

Scene captures have their own built I post processing blend setup by the way, though not sure if that's related to what your seeing.

dry fjord
#

so I set it to 1 in the console, reloaded, 0 again

#

what's the ini command for start in vr? I'll try it with your demo too

#

or is -vr enough in the shortcut?

fleet veldt
#

Yeah

#

Or console command "stereo on"

dry fjord
#

tried stereo on

#

did nothing

#

-vr didn't alter the setting

#

this worked earlier

fleet veldt
#

Are you saying the .ini setting?

dry fjord
#

say what?

fleet veldt
#

One sec on mobile heh

#

Let me.get to dwsk

dry fjord
#

hmm.. "last set by constructor"

#

that's bStartInVr

#

no rush man I'm gonna go crash out soon

fleet veldt
#

i think they might have moved that from one .ini file to another

#

i have one in DefaultGame.ini

#

[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=6F842E044A13D6D4F28EADADC9EFE5FF
bStartInVR=False

#

is that where yours is? i thought it used to be in defaultengine.ini

dry fjord
#

ah just like that

#

thanks

#

mine isn't anywhere

#

it says it's being set by a constructor somewhere

#

so overridign the project

#

I bet it's in a blueprint somewhere

#

yeah defaultgame

#

[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=9EF896D24FA85405F036FBA041D92BE0
bStartInVR=True

#

trying it in defaultengine too

#

restarting steamvr seemed to fix it

#

oh well

#

@clever sky yep, no cage in a packaged build. I guess the scale is unavailable there.

#

bedtime, night guys. thanks for the help.

clever sky
#

Cheers.

#

Well good to know I'm not the only one! ๐Ÿ˜›

#

Now to play the waiting game of - Epic plz fixxxx

uncut galleon
#

@clever sky this shouldn't affect packaging but it simply won't work on any pawn that doesn't have the authority

#

I haven't tried though

clever sky
#

Yeah. I'll have to do some leg work to figure out which part is breaking on packaging.

uncut galleon
#

I still have no clue why the node is server only in the first place. it doesn't really make sense on a node that is essentially just doing a simple computation.

clever sky
#

Nice. So which one is X and which one is Y?

#

the first 0-1 is X and 0-3 is Y?

uncut galleon
#

the other way round ๐Ÿ˜ƒ

clever sky
#

Cool

#

Well, at least I can work around it if that turns out to be the problem in packaging.

uncut galleon
#

fingers crossed

clever sky
#

Can confirm that showing boundaries when putting your head through things and blacking out the camera is... a sweet solution.

hard light
#

so you black out the camera if a player sticks their head through a wall? makes sense really

#

what do you mean by showing boundaries?

clever sky
#

I created custom chaperone boundaries that I can control from within Unreal.

hard light
#

ah gotcha

clever sky
#

By I created, I really mean, I cribbed the most important parts from the VR template.

sharp swan
#

thats what my boss was telling me he was gonna do with it.

clever sky
#

Crib from the VR template?

#

Ok. So did some testing.

#

Steam VR Chaperone or at least its Get Bounds function

#

doesn't work once the project is packaged.

hard light
#

that's annoying

clever sky
#

Looking at the chaperonecomponent code...

#

It'll only work if it detects it's on a steamVR supported platform.

#

Or is stereo enabled?

uncut galleon
#

fyi: getChaperoneBounds also still fails if the headset is not tracking when starting the app

clever sky
#

Ooh.

#

So you're saying I should delay

uncut galleon
#

so just make sure this is not the issue in your packed game

#

no, you just have to see on your steam VRMonitor that the headset is ready. if it is, then run your packaged exe

#

(or editor even)

#

if the headset is not tracking during starzup the get bounds will just return 0s

clever sky
#

If that's the case, then it's not that causing the get to fail.

#

This line...

#

if (SteamVRHMD && SteamVRHMD->IsStereoEnabled())
{
RetValue = SteamVRHMD->GetBounds();
}

#

is failing outside of the editor

#

for some reason.

#

Is it the first part or the second part?

uncut galleon
#

no idea, I'm not even sure if i actually tried it with a packaged build already XD

hard light
#

I don't suppose stereo is actually enabled?

#

if it's just bounds though, then it'd be obvious

clever sky
#

If you mean via console command -> Stereo On... yeah I tried that.

#

still no luck.

uncut galleon
#

I think I did a while ago and I think it worked. but I can't tell for sure... hence just try if getting the tracking to be solid before you start might solve the issue. because I know that this is a known bug

clever sky
#

If there's another way to do it, then I don't know about it!

fallow scroll
#

@fleet veldt , I just did what you suggested, and when I tried to launch it, it told me that two .dll files were outdated or missing. So I clicked the rebuild button, and it said it could not be finished, and that I should rebuild from source manually. So I opened the VS file that was provided for me when I updated the project to 4.12, what should I do next?

#

I have VS open

#

@dry fjord or actually, maybe this is a good question for you since you said you could help with VS, is there anything I need to do to set up before I click the rebuild button?

bitter wolf
#

Have there been any projects combining UE4 and the Microsoft HoloLens?

sharp swan
#

who could afford it really? I mean it's not cheap and risking that much money would be a studio affair I guess and probably under NDA

bitter wolf
#

I just remember when the Oculus Rift DK1 came out, there was a bunch of people trying and sharing what they'd found while using it.

clever sky
#

Yeah, but the DK1 was $300!

#

The Hololens is $3000.

#

It's kind of a vicious circle... too expensive for smaller devs/hobbyist experimenters to pick up on a whim... means that you see less innovation with it... means that the device is worth less for users.

hard light
#

Hololens' hardware isn't up to handling UE4

clever sky
#

Is that confirmed, or just based on specs?

mighty carbon
#

o/

hard light
#

the specs tell you outright; it's an Intel Atom x5

mighty carbon
#

has anyone tried FMOD with latest Audio SDK ?

hard light
#

very limited memory, very weak GPU

clever sky
#

@hard light Fair enough! (I was unfamiliar with hololens specs)

hard light
#

114MB video memory is not a lot to work with in UE4, hehe

mighty carbon
#

so Hololens is weaker than Apple TV ?

hard light
#

I'm not familiar with Apple TV specs

clever sky
#

What class of device is a hololens equivalent to then? A NintendoDS?

mighty carbon
hard light
#

it's a mid-tier mobile phone, basically

#

that link tells me nothing about the hardware

clever sky
#

Mid tier mobile phones sound more powerful than that to be honest.

hard light
#

(in true Apple style, really)

#

yeah, it's not a strong entry

#

I might have taken it more seriously if it had something like one of the new Tegras in it

clever sky
#

Wonder how the MagicLeap will stack up

mighty carbon
#

Fire TV is almost identical to Apple TV

#

Specs are all there

#

and UE4 supports both of those "weak" platforms

clever sky
#

I'm slowly gaining confidence in it... but still very little in the way of hard info about it.

mighty carbon
#

so I am surprised UE4 wouldn't run on Hololens

clever sky
#

Also the lack of announced dev kit and dev support is... worrying!

hard light
#

Apple TV doesn't need to do all the other stuff on top of it

#

and the hardware does look better

mighty carbon
#

I guess stereo rendering is the kicker

hard light
#

hololens doesn't do stereo rendering

clever sky
#

On the flipside, the hololens doesn't have to render that much.

hard light
#

to be fair, the super narrow field of view is the other problem with Hololens, lol

clever sky
#

Yeah. Well. Still potentially useful for professionals!

#

Which I guess is what they're targeting the device for right now.

#

Reminds me a lot of a Nvidia Quadro. Highly specific uses, totally overpriced, and the consumer version will kick its butt in most use cases.

hard light
#

for professionals there are already competitors on the market, so I don't really know where Microsoft are going with this thing

clever sky
#

What kind of competitors?

hard light
#

OHMDs have been around for a long time

clever sky
#

But they've all sucked D:

wintry escarp
#

i keep hearing hololense is serious tunnel vision, nothing like the MS videos

clever sky
#

Kinda like the hololens. Except the hololens has a bit more marketing grunt behind it!

mighty carbon
#

@hard light why wouldn't Hololens output in stereo, like VR HMDs do ?

#

@jade elm So what do you think of Pixel and Daydream?

hard light
#

because it has a different type of display

#

it doesn't have a screen for each eye

mighty carbon
#

I see

clever sky
#

It still does 3D though... instead of putting out one view for each eye, it creates a few layers of focusable depth.

#

I think it has 5 depth layers.

#

IIRC

hard light
#

thin profile combiner lense creating a collimated image

#

exactly what's going on under the hood, they don't tell you

#

similar to a flight simulator, I believe, just at a much smaller scale

mighty carbon
#

so, no one uses Oculus Audio SDK and FMOD ?

clever sky
#

Nope D:

mighty carbon
#

well, if you don't use Rift, then it's understandable

clever sky
#

Haven't developed for one yet.

#

Because I'm all about the roomscale/motioncontrollers

#

And Oculus didn't send me touch controllers. They ignored me ; ;

sharp swan
#

same here

wintry escarp
#

pixel is stupidly priced so I wont be getting one

#

I'm hoping daydream will work on the phone I do get

mighty carbon
#

which is ?

wintry escarp
#

oneplus3

#

cheap enough to use as a stopgap until better vr designed phones appear next year

clever sky
#

Got a fun question...

#

How do you flip an actor without flipping its normals/materials?

#

I'm trying to mirror things I grab depending on the hand I grab them in.

wintry escarp
#

no idea, that makes no sense to me

fallow scroll
#

@clever sky Is there no way to reverse the texture in the material editor?

mighty carbon
#

@wintry escarp if it's not out yet, maybe. If it's already out, it's not Daydream compatible.

clever sky
#

I could make it double sided maybe.

wintry escarp
#

it wont be certified, but it wouldn't make sense to stop it from working

clever sky
#

But what's confusing me is I'm simply using the same method that the hand mesh is using in BPMotionController.

#

in the VR Template.

mighty carbon
#

@wintry escarp then you will have same crappy tracking as any current Android phone

fallow scroll
#

@clever sky , If you make it double sided, then what will that help? Because doesn't that just mean that the inside has textures too?

wintry escarp
#

doesn't daydream have onboard gyros like gearvr?

mighty carbon
#

nope

#

plus Daydream phones will have chips inside that will pair with tag in Daydream View and that will kick off Daydream software. If not, it will fall back to Cardboard crap

clever sky
#

@fallow scroll Probably would. But the hand mesh doesn't use a double sided material, so that's throwing me

#

Kinda don't want to use double sided material if I can help it... because if I need to do that, then I'll need to do that for everything I can pick up.

#

Ditto on changing material types...

fallow scroll
#

If I may ask, and if it isnt breaking any NDA you might have, what Exactly are you attepmting?

clever sky
#

I've got an object with a handle on it

#

A shield.

#

And it's snapping to the origin... because I can't get it to attach at an arbitrary point.

#

And it's origin is keyed for right handed usage.

#

Looks great in the right, bad in the left.

#

So I'm trying to flip the model when I grab it with my left hand.

#

But I want it to be a general function for all grabbable objects with handles.

mighty carbon
#

make another model ? ๐Ÿ˜ƒ

clever sky
#

So I don't want to be making a bunch of material and mesh edits to deal with this.

wintry escarp
#

why not put 2 origin bones on the shield and attach it with left/right as needed

clever sky
#

How do you do that?

wintry escarp
#

load it into your modelling app of choice and add the 2 bones

#

give them labels you can look for when adding the shield to the player

clever sky
#

Is that how AttachToComponent works?

#

it asks me for a socket name...

wintry escarp
#

I havnt done it in ue4 but it could be

clever sky
#

hmmm... I've played around with it a bit... but while it takes a socket name, it's not referring to the child actor

#

it's referring to the parent. I think. So in this case, I can tell it to attach the origin of the child actor to a socket of my choice on my hand (pinky finger?)

#

I think if I can figure out this inverted normals thing, it'll probably be the easier solve.

#

It inverts fine in the editor... but doesn't like to be inverted at run time.

#

Is what I've figured out so far.

#

At least double sided material works.

ember comet
#

Hey guys, I posted an update for our VR controller: http://www.sprintrvr.com/progress-update/

Hi All, We've been making great progress on SprintR in the last few months, and we're happy to say the preliminary mechanical design is done! We're working on improvements to the electronics, and will be posting many cool new features soon. In the meantime, we are announcing that the devkits

clever sky
#

I apologize in advance Peterk

ember comet
#

why?

clever sky
#

I'm working on a solution that torpedoes all locomotion peripherals ๐Ÿ˜›

ember comet
#

Got a site?

clever sky
#

But... good luck!

#

Not yet. Working on refining it and going to put together a neat demo.

ember comet
#

so, software/hardware ?

clever sky
#

Don't want to say more than that right now!

#

HMD/motion controllers + software.

#

Nothing else.

ember comet
#

what do you mean by "motion controller" ? like, oculus touch or the vive controller ?

clever sky
#

Yes

neon zenith
#

@ember comet unrelated, but I can't see an "about" page on your website

#

Maybe I'm blind

ember comet
#

Okie dokie. Good luck with your torpedoing.

#

Fox: the main page is the about page, includes videos for how it works.

neon zenith
#

I'm trying to understand what it is and failing so far

#

Oh right

#

I didn't think of clicking the logo

ember comet
neon zenith
#

I was looking at four buttons in top right and failing to find the "About" there

ember comet
#

My bad, maybe I should add that

neon zenith
#

I would say so, it's not that obvious that logo is more than just a picture!

ember comet
#

yea, doing it now. Did you see the video by chance?

neon zenith
#

I will in a sec

#

Video on the main page, right?

ember comet
#

yea, there's two of them, one shows someone using it

neon zenith
#

Looks pretty neat! Is it for Oculus only, or Vive could use it too? What's the main output, just two analog joystick axes?

ember comet
#

works on everything, but it does more than a normal joystick, the rotation basically makes it WASD+Mouse in one device

neon zenith
#

Well, I meant from programmers point of view mostly

ember comet
#

Well, from a programmers standpoint, you can load it as a regular gamepad, yes.

neon zenith
#

I was just thinking our game could use support for something like that. It mostly doesn't have much walking, but sometimes it does

ember comet
#

gamepad/joystick. no need for special plugins. though we'll provide some for major engines.

#

aye, this allows for hands free walking. so you can use the controllers or even the mouse for other stuff. have a look here for developer info: http://www.sprintrvr.com/developers/

SprintR Developer Information This section outlines information for developers and publishers who are interested in creating VR games where the player should be free to walk around and explore 3d environments. SprintR is a wireless foot-pad that allows players to move around an virtual environment hands free. This means that it can work

#

There's also a newsletter if you want to stay informed, but fair warning, we only send like 1 email every 4-5 months.

neon zenith
#

Our game is about driving very detailed trains, but you have to leave the confines of the cabin from time to time

ember comet
#

We made a driving demo also.

#

let me find the video, 1 sec

#

So, you can use our thing to drive cars, fly choppers, and then get out and walk around. Run, Jump, Crouch, all of it.

neon zenith
#

Well, we only need it for walking and possibly as an optional pedal

#

The train has two pedals, for horn and for attention signal. We might just add special support for using this as either in case the player is sitting

ember comet
#

cool, works when standing also btw

#

I'll be posting more videos in the coming months, and as the update said, devkits will be up for preorder

granite jacinth
#

Who drives while standing up tho?

silk lodge
#

I sail standing up & fly through space while shooting asteriods on a couch while standing up.

sharp swan
#
Oculus

I am not a game developer, but a designer of a scientific application. My VR app uses a typical MFC Window UI to select files to load and set various options for display in VR. The Window is on its own user thread so it will not interfere with the VR display. I recently updated to SDK 1.3 and now the active window focus keep getting changed by Oculus. In debug output I now get messages like : 13:15:03.633 {INFO} [Log] [HMDState] Requested to SetForegroundWindow(5b1f62ll)13:15:03.633 {INFO} [CAPI] [HMDState]...

#

anyone else had this problem?

dry fjord
#

PSVR

fleet veldt
#

so is that now avilable from stores?

dry fjord
#

I think they just launched it. not sure though

mighty carbon
#

Oct. 13th is when PSVR launches

#

but I already saw bunch of reviews saying tracking is horrible

fleet veldt
#

yeah seems surprising because they all seem to feel it was better when showed at conventions etc.

mighty carbon
#

I wonder if anyone will make positional/controller tracking for Gear VR using Lighthouse tech

fleet veldt
#

hmm for positional head tracking i think it's more likely they'll work towards an inside out solution.

mighty carbon
#

I don't mean they (Samsung/Oculus)

#

I mean anyone else ๐Ÿ˜ƒ

#

inside out is not feasible

#

and not practical

fleet veldt
#

oh like a hax0r setup

#

.. inside out will happen in the next couple of years...

mighty carbon
#

OTOY already made it happen, but they used PC as gateway

fleet veldt
#

.. so much money is pumping into VR research

mighty carbon
#

need to use some embedded solution, like Raspberry Pi and whatnot, for a gateway

fleet veldt
#

it's comin.. i mean sure i could be wrong but that's what i see

mighty carbon
#

sure, in 5-10 years in smartphone form factor

fleet veldt
#

my bet is on 2 more versions.

mighty carbon
#

but for now, with Lighthouse tech being open sourced, why not to use outside-in tracking

fleet veldt
#

i.e. Note9

mighty carbon
#

that will be quite explosive solution ๐Ÿ˜›

fleet veldt
#

sure

#

oh i thought you said expensive

#

haha

#

i get it

mighty carbon
#

๐Ÿ˜‰

#

I am hoping something cool will be announced tomorrow

#

otherwise rumors that Samsung slowing down on VR scene might be true

mighty carbon
#

your own review, @fresh laurel ?

fresh laurel
#

@mighty carbon - I wish

mighty carbon
#

๐Ÿ˜ƒ

#

tracking is crap

fresh laurel
#

So I have heard

mighty carbon
#

apparently it's based on visual colors o.O

fresh laurel
#

PSVR is the virtual Boy of this generation

#

๐Ÿ˜ฆ

mighty carbon
#

I still think Gear VR could be the mass market VR system

fresh laurel
#

@mighty carbon - I think an All in one System will win. A Mobile version that is

#

@mighty carbon - Example

#

That is also comatible with SteamVR

#

Basically a 4k DK1

#

BUT

fleet veldt
#

I hope it comes down to 2 or 3 competitors doing similarly well. that is usually best for consumers

fresh laurel
#

@fleet veldt Same

fleet veldt
#

are you working on a vr project headclot?

fresh laurel
#

@fleet veldt - I really want to but lack the specs

#

to do so

#

I am really interested in AR

fleet veldt
#

i just barely squeeze by.. oculus home constantly bitchees that my pc is below spec heh

fresh laurel
#

D:

#

What are your specs?

fleet veldt
#

i have a 970gtx which is minimal but my CPU is a bit old i7-2700k

fresh laurel
#

ok

mighty carbon
#

@fresh laurel You don't need anything fancy for AR

fresh laurel
#

@mighty carbon - I know. Just waiting for some platforms to come out

mighty carbon
#

tablet with fast camera (or even phone will do), UE4 and UE4 AR plugin

fresh laurel
#

Ahem CastAR

#

Meanwhile I prototype

fleet veldt
#

i was in (very brief) talks to do a pinball game for CastAR but they kind of just quit contacting me

fresh laurel
#

:\

#

@fleet veldt - That is really sad to hear

fleet veldt
fresh laurel
#

That looks fun

mighty carbon
#

I don't think AR is going to be as nice as first gen of VR any time soon

fleet veldt
#

it was going to be VR as well.. although good lighting is a lot harder in vr

mighty carbon
#

Look at Magic Leap - money, brains, technology behind it and it's not any closer to materialize than when it was first announced

fresh laurel
#

@mighty carbon - I really think that AR is farther ahead that most people think

mighty carbon
#

Hololens costs $3k and isn't that great

fleet veldt
#

the one i'm watching out for is if Magic Leap can make a viable product. Enough wealthy people seemed to have been impressed with what they've seen behind closed doors.

fresh laurel
#

@mighty carbon - I know that the META 2 system is awesome

#

in some repects

mighty carbon
#

have you tried it ?

fresh laurel
#

@mighty carbon - Not yet - I know people who have tho

mighty carbon
#

is it accessible to an average consumer ?