#virtual-reality

1 messages ยท Page 27 of 1

fresh laurel
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1000 dollars

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So no

mighty carbon
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lol, I know people who are big fans of something and they pitch what they like in a quite exaggerated spectrum ๐Ÿ˜‰

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well, if it's $1k and untethered and can render nicer quality than Galaxy S7, then I'd say it's somewhat accessible

fresh laurel
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^

fleet veldt
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i mean just look where we are today though.. and where we were just 2 years ago

fresh laurel
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Totally @fleet veldt

mighty carbon
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personally I like to escape into virtual worlds, so AR isn't my thing, unless it's about a virtual anime assistant AI ๐Ÿ˜‰

fresh laurel
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@mighty carbon - I am about the social AR. So Board games etc

dry fjord
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AR for board games would be amazing

fresh laurel
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^

dry fjord
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anything multiplayer really

fresh laurel
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^

mighty carbon
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true

fresh laurel
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Top down shooter

dry fjord
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eventually VR and AR will merge anyway

fleet veldt
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@dry fjord yeah that's the market CastAR is trying to capture i think

dry fjord
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hardware-wise that is

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neat

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given the choice between AR and VR right now i'd go VR because it's more interesting to develop for

fresh laurel
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@fleet veldt - The recently got the Disney infinty devs to work on CastAR

dry fjord
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AR is getting cool but it's a couple of years behind VR

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due to increased technical challenges

fleet veldt
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fucking table top board games man. so hot on kickstarter right now. while videogames can't raise squat on kicktarter

fresh laurel
fleet veldt
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well *ex disney infinity devs.. there's no tie to disney

fresh laurel
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^

mighty carbon
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well, that's physical board games. You'd be surprised to find out people would prefer physical to virtual at this point

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mentality is not there yet

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especially outside of geek circles

fresh laurel
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A Top down space shooter where you blow up the Death Star But AR

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๐Ÿ˜‰

fleet veldt
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videogames had it's gravytrain era on kickstarter in 2010/11 but there were so many failed promises that people wont touch video game kickstarters today.

fresh laurel
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Agreed @fleet veldt

dry fjord
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there's a cafe in my town that does board games

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as in it's a board games place with a cafe attached

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the guy comes and explains the game to you or recommends one

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half the time you need an AR tutorial and rules reminder

fresh laurel
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ok

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Personally speaking - I think AR is the next major platform

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Not VR

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But ยฏ_(ใƒ„)_/ยฏ

dry fjord
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they'll merge

fresh laurel
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More than likely

dry fjord
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once VR becomes wireless and AR becomes a bit cheaper

fresh laurel
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Yeah

dry fjord
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you'll start getting devices that you won't mind wearing most of the time

fresh laurel
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Yep

mighty carbon
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from personal experience, 90% people I've met don't play games and while some were blown away by Gear VR (and had money to buy it) didn't care to buy it

fresh laurel
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๐Ÿ˜ฆ

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That sucks

dry fjord
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that's because, as we've been telling you, not having room scale or motion control is not a very good experience

mighty carbon
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that's life outside of geek circle ๐Ÿ˜

dry fjord
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there's a threshold where it becomes great and engaging and room scale + motion controllers is it

mighty carbon
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no, it has nothing to do with room scale

dry fjord
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the vive is for ordinary people, but it's not priced that way just yet

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and it needs more good content

mighty carbon
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it has to do with mentality

dry fjord
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it's like talking to a brick wall

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isn't your career invested in this or something?

mighty carbon
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not really.. I am an indie who had a chance in the golden days and didn't manage to capitalize on it :/

dry fjord
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well pay attention to what people tell you here. a lot of it isn't just opinion.

mighty carbon
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trying to get back into the game with VR

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I do pay attention

dry fjord
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I think you're cutting yourself short by focusing only on the gearvr

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I couldn't think of a single thing I'd do with the gearvr when that was the only thing I'd tried. it was a bit underwhelming, like you said, the mentality didn't engage

mighty carbon
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but again, from experience, folks who are in the industry and surrounded by like-minded people, forget that there is a world of people out there who don't care for VR/AR/video games and there are a lot of those

dry fjord
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after using more HMDs and trying more individual setups I started to realise the gearvr is an excellent companion device for mini-experiences that extend from IP on the main devices

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well we live in the real world too

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we're constantly testing our ideas on non-industry people

mighty carbon
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Gear VR has 1M+ install base.. I don't think I am cutting myself short. Plus making multiplatform game requires time, hardware and more that one dev preferably. Don't have any of that at this point.

dry fjord
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I can tell you what kind of reaction you'll get from different age and gender demographics and how to target them

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the killer user base for VR is kids

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they engage instantly with it, they're much more patient, much more involved

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and yet a lot of the hardware won't fit their heads properly

mighty carbon
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I wonder if it's bad for kids

dry fjord
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when you think about all of the opportunities there that kids have time for, you realise that they're the dominant potential users of VR

mighty carbon
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younger than 13 yo

dry fjord
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doubtful

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better than TV at least

worn magnet
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It can mess up there vision

dry fjord
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if you've never seen an 8 year old using VR then you haven't lived

fresh laurel
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TV is garbage

clever sky
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Roomscale VR and motion controllers is the future of VR.

dry fjord
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it made me want to make a game for kids right there and then

mighty carbon
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I am opposed to kids playing video games until in their mid teens

clever sky
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But risky market to develop for right now.

dry fjord
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@worn magnet do you have a reputable source for that?

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nah it's perfect. dad buys a vive because he wants to play with it, has no time for it, gets some games for the kids to get his money's worth

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suddenly realises it's amazing with them

mighty carbon
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better play outside and read books ๐Ÿ˜ƒ

worn magnet
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Ask any doctor if staring at screens are bad for you. And now we are putting them inches from our face. Of course it's bad

dry fjord
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VR could replace dora as a fantastic educational and behavioural learning tool

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@worn magnet still sounds like you're making things up

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I mean, WHAT ARE BOOKS

fresh laurel
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ยฏ_(ใƒ„)_/ยฏ

dry fjord
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surfaces close to your face, that's what.

mighty carbon
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TV is in the room. Hard to mix up with reality for young minds (and yet sometimes it happens). VR is definitely not something young minds need.

dry fjord
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nah kids learn things fast and adapt fast

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there won't be confusion, just engagement

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give them some credit

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they're like us with more time and energy for new things

mighty carbon
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let's say kids range from 3 to 15 yo. What age are you referring to ?

dry fjord
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VR has the potential to overcome all of the pitfalls that kids face socially with the internet too

clever sky
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If anything, I'd say it's worse if you don't engage them with obvious seperations between different modalities of reality. Then they grow up without a clear understanding of where fantasy stops and reality starts.

dry fjord
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I was thinking ages 6 and up

clever sky
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i.e. "Oh no, D&D will warp our children's minds!"

dry fjord
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haha exactly

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VR can't be any worse than religion

worn magnet
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I agree with @clever sky

dry fjord
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I'm not saying VR is a babysitter

mighty carbon
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lol, what?! Kids need to live real life to become sociable. To be able to stand up for themselves and learn how to communicate effectively. VR won't give them that.

dry fjord
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it's a fantastic tool though

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you do realise you can socialise in VR right...

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in fact, you could help with a lot of social disorders

mighty carbon
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nothing will replace real life experience

dry fjord
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it's not like they won't realise what's a character and who is a person with an avatar

mighty carbon
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no one will punch you in the face in VR if you are being stupid. In real life - sure thing. So you learn when to open you smart mouth ๐Ÿ˜„

clever sky
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Dammit. This is why I wanted to write a book about the future of VR ๐Ÿ˜›

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Too much misinformation out there!

mighty carbon
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that's why I personally think that maybe 14 - 15 yo is okay age for VR

dry fjord
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so kids need to be assaulted to learn?

fresh laurel
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huh?

worn magnet
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I don't think anyone's saying that

dry fjord
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"no one will punch you in the face in VR if you are being stupid."

mighty carbon
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I don't know when and where you grew up, but fighting is a part of growing up.

dry fjord
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this is his argument why VR is bad for kids

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jesus christ dude

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I'm going to do some work

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back later

worn magnet
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You ok? You seem angry

dry fjord
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just mortified

clever sky
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@dry fjord it's best to realize that history will be shaped regardless of regressive opinions ๐Ÿ˜›

mighty carbon
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sometimes I wonder what Wonderland people grew up in.. I didn't grow up in any ghetto or bad side of town, and we still had fights (one on one).

worn magnet
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I did in middle school. But never after that.

mighty carbon
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still had to argue with other kids, still had some short tempered fools who couldn't just walk away and had to use their fists to prove they are right, etc. etc.

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none of that is in VR

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no consequences for your actions

clever sky
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@mighty carbon The world the next generation of children grow up in won't be the same as the world you grew up in. New generation, new set of skills required.

mighty carbon
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lol

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on what planet ?

fleet veldt
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and a new set of regulations on what you can and can't do online

clever sky
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This one.

mighty carbon
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maybe in some parts of USA... Everywhere else it will be the same

clever sky
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Unless you believe that things haven't already changed significantly from when you were in school (unless you're particularly young and just finished).

fleet veldt
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yeah.. like the UK? o.O

mighty carbon
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oh, things are worse when I was growing up

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bullying has been taken on a whole new level

fleet veldt
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it's like you say.. in different places and different times it has always been worse.

mighty carbon
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in small towns no one gives a damn about regulations. Even in some metro areas they don't.

worn magnet
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Take my grandfather for instance. When he grew up in the 1930s all they had was radio. And for a refrigerator to work an ice man delivered a giant block of ice every week. Things are always going to be vastly different between generations.

fleet veldt
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but with digital becoming part of everyones lives thats not something they can ignore or hide from

mighty carbon
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so for a kid to grow up between VR and harsh reality it will be a disaster

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most kids will choose safer VR world

clever sky
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Also worth remembering that progress isn't a uniform thing. We live our lives with high end VR, while other people on this planet live doing sustenance agriculture.

mighty carbon
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so in VR, no one can bully you, no one can beat you up. Yet in school, it's quite the opposite.

fleet veldt
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they can't physcally bully you.. but they sure can emotionally bully you

mighty carbon
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I am saying if those regulation kick in, VR will be safer than real life with instabans and premod.

clever sky
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@fleet veldt absolutely. Different set of challenges. How to deal with mouthy jerks when you can't sock them in the face.

dry fjord
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the main problem with the internet and kids now is people set them loose or they find ways to talk to anyone and everyone. parents who are totally in control over who their kids socialise with in real life have no such control on facebook

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by its nature VR will likely be a different story. VR is a direct extension of real life, and only coincidentally the internet.

clever sky
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Hmmm... having experienced social VR, I'd have to say it's more like a weird unique combo of both.

dry fjord
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and the answer is never to hit someone. that's just stupid. if that's the dynamic controlling our progress forward that's why we're fucked.

clever sky
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The convenience of meeting people on the internet, with a lot of social interaction information of real life.

dry fjord
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social VR at the moment is things like alt-space

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which is not a typical social experience

clever sky
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It's kinda like... been able to teleport to a social space, with all that might entail - access to a lot more social spaces, reduced consequence because people don't know you, etc.

dry fjord
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exactly. so it's a pretty normal thing to control who can interact with your kids.

mighty carbon
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do you have kids?

fleet veldt
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i dunno.. if you still have the anonymity there's going to be the same problems we have with social media today and bullying / griefing.

dry fjord
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adult social spaces on the internet tend to either be people they know, communities they're a part of or groups like this server

mighty carbon
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there is no control over who they interact with in school or after

dry fjord
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then you';ve got the second-lifers who are simply looking for an "alternative" experience

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which is how alt-space struck me a bit. it was that crowd there.

fleet veldt
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hehe "alternative"

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whip cracks/leather stretches

dry fjord
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yes, much like that

clever sky
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It's going to be an interesting future with VR. Not all of it will be better. Not all of it will be worse.

dry fjord
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the problem isn't that the internet is bad for kids, the problem is that facebook doesn't do a damn thing towards putting in the kind of social boundaries kids have in real life.

clever sky
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Like... to create adult spaces, you need to have Id verification.

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To have id verification, you need some sort of 'passport' like a facebook account.

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... so you get tracked through out VR to a higher and more detailed degree than is currently possible.

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Which is simply an extension of the trend that already exists on the internet now.

fleet veldt
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i'm going to miss the wild west days of the internet though

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as it gets more and more regulated

clever sky
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Haha... there'll always be an underground.

fleet veldt
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yeah but they'll be called "terrorists"

clever sky
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But I think the 'overground' is just getting more legitimate, more regulated, and out resourcing the underground in terms of features and draw.

fleet veldt
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one of my favorite memories of the internet is when "Doom" was released.

clever sky
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Kinda like Spotify vs Napster and other music piracy services.

fleet veldt
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i twas like 3am I downloaded it on a 486.. played it and my jaw just like stuck on the floor for hours

clever sky
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Man... you had the internet with a 486. That's pretty much internet ground zero...

fleet veldt
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yep i'm 44

dry fjord
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I was a kid when doom came out. I went to someone's office and paid $5 to play multiplayer for half a day. it was amazing.

clever sky
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I only got it a couple years later with a Pentium.

fleet veldt
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been around the block

dry fjord
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the next time I had that level of an experience was with the vive

clever sky
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Fair call!

dry fjord
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no wait

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it was WoW THEN the vive

clever sky
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Ah WoW.

dry fjord
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WoW was quite a thing

fleet veldt
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and just happened to be taking my second shot at college when the internet stated becoming available so i had access through school.

dry fjord
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WoW may be still around but that thing is gone

clever sky
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Fond memories of running around Teldrassil during beta.

dry fjord
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mm yeah

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that was terrokar forest on someone else's expansion beta account for me

fleet veldt
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for me it was a few years earlier with Everquest... fucking 20 hours a day. sleep 4. then repeat

dry fjord
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haha

fleet veldt
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me and my roomate

clever sky
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Ah, I meant the actual game location, not the server ๐Ÿ˜›

dry fjord
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those are pretty good examples of complete game/social engagement

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I did too

fleet veldt
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yeah. super immersive

dry fjord
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vanilla wow was good but BC blew my mind

fleet veldt
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my roomate married a girl he met in everquest too

clever sky
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Oh man... want that experience for VR again.

dry fjord
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me too

clever sky
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Crack in my veins.

dry fjord
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that's what I'm hoping is coming

fleet veldt
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still married after like what 20 years?

dry fjord
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good old MMO marriages

clever sky
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Nice.

fleet veldt
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no i guess more like 15 years

clever sky
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'How playing Everquest changed my life'

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afk bit

fleet veldt
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my parents made me go to "gamblers anonymous" because of my everquest addiction

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as it was the closest thing they coudl find.

dry fjord
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hahaha

fleet veldt
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related to gaming addiciton

dry fjord
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little did they know you just have to wait it out

fleet veldt
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i seriously was too much into it.. i'm glad i dont' do that anymore heh.. came close to having that same type of problem again with Dota2 but with that t least it's borken up into 30min- 1 hour sessions

dry fjord
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I did the WoW addiction thing

clever sky
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Actually it was FFXI that did me in.

dry fjord
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then I realised I could be putting all that time into game dev

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and stopped

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wasn't too bad. still miss the old times though.

clever sky
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That game was more vicious than WoW from an addiction stand point.

dry fjord
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nice

clever sky
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Hard as nails at launch.

dry fjord
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I didn't know anything could be worse than WoW

clever sky
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And no instanced bosses.

fleet veldt
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yeah.. any of you play Command and Conquer: Renegade? that was another i spent.. so much time in

clever sky
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So you fucking waited around with other people around the world to try flag down world bosses

dry fjord
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I'd never really been addicted to a game until WoW

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and never will again probably. if I play something I like I can't shake the "I could make this" feeling

clever sky
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And killing anything past level 15 (of 75) meant getting into a party.

dry fjord
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sounds more like everquest

clever sky
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Where you had to wait anywhere between 10 mins to 3 hours to get into one.

dry fjord
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damn

clever sky
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depending on your class.

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Because you stand in the zone shouting - LOOKING FOR PARTY 15 WAR!

fleet veldt
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the first everquest versions were seriously brutal. like you'd die and have to spend hours to retrieve your corpse and items, often requireing the help of others.

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but those high stakes made the game intense as well.

clever sky
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Haha... yeah, FFXI wasn't quite that bad in that regard. But you lost a good chunk of XP. That takes hours to days to grind per level.

dry fjord
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that sounds awesome

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hardcore mode

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whereas I suicided and explored kalimdor dead

fleet veldt
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lol fuck i can feel my brain recalling those memories like some kind of heroin user

clever sky
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Same man.

dry fjord
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level 2 rogue hanging out at the entrance to MC

clever sky
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Acid flash backs.

dry fjord
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using the hover bug to float above the lava, selling health pots

fleet veldt
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one good thing that came of me getting addicted to some games.. is it made me realize never to allow myself to touch drugs or alcohol (apart from the occasional beer or two)

clever sky
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Ah yeah. Exploits in early MMOs were fun as shit.

dry fjord
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actually good point

clever sky
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I was never around for the blood plague bug though D:

fleet veldt
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i read your paper by the way Zap, ๐Ÿ˜ƒ good stuff.. seemd a little lengthy though.. maybe it could be condensed a little?

clever sky
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Cheers tmek. It probably could stand to have an abridged version.

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Where I cut out most of the definition stuff and explaining basics to people.

fleet veldt
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maybe really what it needs is like an part that just gives a quick review of how an implmeentation might work.

clever sky
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As it's written kind as a primer to VR locomotion, the ins and outs... and also why CAOTS rocks!

dry fjord
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the blood plague was fun

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now it's part of almost every world event

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the latest one was demonic whispers

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level 100s sitting the city could accumulate stacks of it, then dispel them to turn into a dreadlord with world boss abilities

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so some guy threw up a custom LFG for a rare spawn and got 80 people in it

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when they were all there he dispelled and killed half of them in the first hit

clever sky
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@dry fjord I got boundaries to show up after darkening the screen btw.

dry fjord
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ah nice

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in packaged?

clever sky
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Ah, no.

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That's a seperate issue.

dry fjord
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right

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does the teleport boundary show in packages?

clever sky
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Lol ๐Ÿ˜› it'll be great once Epic fixes that issue.

fleet veldt
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I'm currently building latest master branch source.. i'm a donkey livin' on tha edge!

clever sky
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Nope. The issue is related to the SteamVRChaperone component.

dry fjord
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woo

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let us know how it does tmek

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ah ok

clever sky
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In the C++ class, it checks for Steam VR headset && Stereo. Not sure which one is failing.

dry fjord
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put in a breakpoint

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I had Stereo On set in my game too

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maybe it just has a bad reference outside of the editor

clever sky
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Yeah... wasn't checking for stereo on, but if SteamVRHMD.StereoOn()

dry fjord
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aah

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maybe it's a race condition

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is it called once or on construction or on every frame?

fleet veldt
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(freakin vive owners.. grumblecakes)

clever sky
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Which I guess would fail if it's not picking up on the SteamVR identifier.

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Roomscale VR for life Tmek.

dry fjord
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haha

clever sky
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You'll feel the same way once you get the touch controllers too ๐Ÿ˜›

dry fjord
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tmek get you a vive

fleet veldt
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i'm getting touch this week though bitches :p

dry fjord
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it will change your view of VR

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have you tried roomscale at a conference or something yet?

silk lodge
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is quietly sitting in a corner with 3 vives

fleet veldt
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nope ๐Ÿ˜ฆ

dry fjord
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@silk lodge you monster

fleet veldt
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attacks pizza bug

dry fjord
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aww bro if you were here I'd let you borrow it for the weekend

silk lodge
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@dry fjord I could have some touch setups but why?!??!

clever sky
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You'll be like... the gulf between the Rift without touch and the Rift with touch is the same gulf as monitor and seated/standing VR!

dry fjord
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you'll eventually want a vive for the better tracking

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btw I got a kinect 2 today. going to map my body to an avatar.

silk lodge
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nice!

fleet veldt
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yeah, and to be able to have proper vive support for my project

clever sky
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@dry fjord Second camera does a pretty good job of keeping tracking.

dry fjord
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also I'm going to use it to tell me when the cat is risking his ass walking in front of me

silk lodge
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I'm just gonna tape 7 vive controllers everywhere

dry fjord
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@clever sky oh there's a second camera? I stand corrected then

silk lodge
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dude! that could solve cats!

clever sky
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@dry fjord let me know how the latency is like with the kinect 2 tracking.

dry fjord
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it could solve furniture in the way too

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will do

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shouldn't be too bad

silk lodge
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but could it solve couches?

dry fjord
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if they don't totally occlude it yes

clever sky
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Because I remember reading early people like Carmack poo-pooing the Kinect 2 for its latency.

dry fjord
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meh fuck that

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my use for it doesn't care too much about latency

clever sky
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But I maintain that for mere body tracking (i.e. not head/hand) it's more than ok.

dry fjord
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most of my avatar's visible bits will be from IK from the controllers

fleet veldt
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so.. is there a vive dev relations guy any of you talk to?

dry fjord
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controllers win in any disagreement

silk lodge
clever sky
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That's right.

dry fjord
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nah no vive relations to speak of

fleet veldt
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i've had good luck with Oculus and OSVR but can't seem to get in touch with anyone at HTC/Vive

clever sky
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That's what I was saying. And people were all - nooo, latency.

dry fjord
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I'll let you all know how I do. if it's good I'll release a plugin for UE to make it easy

silk lodge
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don't worry about htc, talk to valve @fleet veldt

clever sky
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Nice. I'll have to buy a kinect 2 if it works well.

dry fjord
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yeah, HTC just make the hardware. valve make the SDK and API

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kinect 2s are cheap too. also want to do some mocap

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I also figured at the with body occlusion, the motion controllers make up for one arm being hidden briefly

silk lodge
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i've been considering a neuron but I hear they're a beast to set up

dry fjord
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I can't justify the cost

clever sky
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Kind of a shame that all the technology for fantastic VR already exists now... just it's all owned by seperate companies and scattered to the four winds.

dry fjord
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had to be cheap

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there's money to be made connecting it

clever sky
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Only for out of home entertainment

dry fjord
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I dunno, people who spend money on VR rigs won't mind dropping $150 on another device to say add their body into the sim

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I spent $99 on the fucking leap motion which I will now never use

clever sky
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True that. I spent $50 on it just so I could see my hands in Waifu Simulator.

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hahahahaha

dry fjord
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hahaha

clever sky
#

But no. Total niche thing.

#

Chicken and egg problem for all VR peripherals.

dry fjord
#

yeah sadly, not really very good. I never tried the updated drivers but by then I'd moved on from the DKII

clever sky
#

No matter how cool it is.

#

Oh you should. The tracking is actually super solid now.

dry fjord
#

and I don't think a combination of kinect 2 and LM is all that good a solution either

#

a lot of vive actions are out of view

clever sky
#

Like the difference between broken and next generation.

dry fjord
#

yeah

clever sky
#

Just I personally think that hand tracking can only ever be a supplementary paradigm.

#

Because not having buttons/tactile feedback... that's like... having hands that only exist in front of your eyes.

#

Anyone got a new slim Vive cable?

dry fjord
#

yeah, it needs haptics

#

but it'd be nice to have gloves that could lock to give the sensation of holding something

#

that implies easy tracking too

clever sky
#

Will be interesting to see how those dexmo gloves pan out.

dry fjord
#

I think that's probably this or the next gen, depending on who wants to do it

clever sky
#

But again, chicken/egg problem with all peripherals.

dry fjord
#

I did not get the new slim vive cable btw, despite my vive being new

#

I might prefer this one because I can see if its twisted

#

with the open-source vive sensors I think someone will do hand tracking sooner rather than later

clever sky
#

Yeah. I think they're only sending those new ones once their warehouse in the shipping region has run out of old stock.

dry fjord
#

mine came from taiwan

clever sky
#

And I imagine that the headsets are manufactured in advance.

dry fjord
#

yeah def

clever sky
#

So they sop up all the old cable stock.

dry fjord
#

I did what everyone does and freaked out a bit when I thought they hadn't sent everything

#

lots of stuff hidden under the big foam

clever sky
#

Ah yeah. You got a new box I imagine.

#

Everything super neatly laid out in the old box.

#

Which was super massive.

dry fjord
#

haha yeah

#

the new one was like.. where is everything

#

I need to get a hook for the HMD

#

or a mannequin head or something

#

docks for the controllers

#

hooks for the future haptic gloves

dry fjord
#

I've been seeing VC funding applications a bit too. a few chinese places are doing automated scent systems for VR. so that will finally see the light of day.

#

what kind of gameplay are you going to have in that motorsep?

mighty carbon
#

just exploration with some interactivity

#

nothing fancy.. It's a small experience app, not a game

#

mostly trying to squeeze max visuals/performance out of Gear VR, get some core gameplay mechanics implemented and hopefully get some cash out of it for PC upgrade ๐Ÿ˜ƒ Plus to see actual purchasing power of the market.

dry fjord
#

quality of release is a distant secondary concern on the mobile app market. good marketing can make millions out of a polished turd

#

or even an unpolished one

#

time to release being by far the biggest factor

mighty carbon
#

UE4 is not really optimized well enough for Gear VR ๐Ÿ˜ฆ

dry fjord
#

not surprised

mighty carbon
#

so I might have to chop that crypt and make some sort of gazebo with teleport in the middle

#

on the other hand it should work fine on S7 (I am testing on S6 and performance is still okay'ish in that area)

clever sky
#

Yes! I figured out how to 'mirror' an object without flipping its normals in run time! #small victories

dry fjord
#

what'd you do?

clever sky
#

I was picking up things like swords and shields.

#

The attachment system in unreal doesn't like arbitrary attachment... it just attaches child actor's origin to the parent socket.

dry fjord
#

yeah

clever sky
#

So although I had positioned the shield to look good when holding it in my right hand

#

it didn't flip around when I held it in my left hand.

#

So I was just all... let's do a -1 on world scale like the BPMotionController hand mesh does.

#

And it flipped all the normals on my instanced mesh!

dry fjord
#

I suppose on movable objects it's A-OK

#

just don't do it with meshes you want to run through lightmass

clever sky
#

Well, whatever the case, it wasn't working for me, and answerhub said it was solved, but I was having the same issue that some guy from 2015 described and showed.

#

So I was like... let's just do a hacky work around and rotate the sucker. Only problem is when you rotate, the sword doesn't like that - it flips around and stabs you in the gut!

#

or at least it's positioned the wrong way.

dry fjord
#

heh

clever sky
#

So I had to make a bool in the actor that let me specify if it needs to be rotated on left hand pickup.

#

So that worked.

#

But the result is a more generalizable item pick up solution.

#

The other work around was making all the materials double sided.

#

Which... feels unpalatable to me.

dry fjord
#

not ideal that one

#

so wait, did you have to do more than just multiplying by -1?

clever sky
#

I've only been programming/developing for the last few months... and most of the time I'm thinking - 'I have no idea if I'm doing it right, but it works, so who gives a ****!'

dry fjord
#

or did you scale by -1 then flip the normals?

#

you seem to be doing ok ๐Ÿ˜„

clever sky
#

Scaling it by -1 (Z in this case) causes the normals to flip.

#

I think it happens to instanced static meshes only... but that's how my actor works. It's a general pick up class that I use drop downs to choose the meshes.

dry fjord
#

ok

#

so how did you fix the normals? in the material?

clever sky
#

No. I didn't scale it - I rotated it.

#

I rotated it around, then moved it up a little.

dry fjord
#

oh I see

#

yeah

#

well rotation is what would happen in real life

clever sky
#

Which is kinda how it'd happen in real life anyway.

#

exactly!

dry fjord
#

you can just mirror the rotation from the other socket

clever sky
#

Oh yeah.

#

I totally understand why game development is painstaking and fun now.

#

#smallvictories

dry fjord
#

heheh

#

game development is a game

clever sky
#

Yeah. Seriously, UE4 does a lot to make the experience of making games quite enjoyable.

#

The whole blue print system is... amazing.

#

@dry fjord you said you were looking around for VC funding? How's the process?

#

There's a company here that's interested in doing VR/AR incubation.

#

What are the terms like normally? Share of your company?

dry fjord
#

I'm not looking personally. That's a lot of it out there though

#

Like billions worth of funding

clever sky
#

Yeah but I want funding to make VR games ๐Ÿ˜›

silk lodge
#

vr "TEAM BUILDING EXERCISES"

fleet veldt
#

Oculus had a panel today on VC funding for VR

#

it should be up on their youtube a few days after the conference

clever sky
#

@silk lodge Haha... I want to build a team building VR program.

#

The team has to work together to overcome significant challenges in coordination and problem solving.

#

By killing this 3 phase onyxia raid in VR.

silk lodge
#

Yes, tell me more

#

perhaps you can be the future of team buildintg for big companies

#

maybe you need $$$$$$$$$$$ to make this happen

clever sky
#

Man... I'd love to make an awesome VR MMO. Beat the pants off Sword art online ๐Ÿ˜›

#

except with less entrapment and dying.

silk lodge
#

I'd love to make an awesome vr mmo

#

but with actual swordplay and dyamicly destroyable enemies and massive world destroying spells

clever sky
#

Right. Basically larping in VR.

#

๐Ÿ˜„

silk lodge
#

like [removed] in vr

real needle
#

@silk lodge Is there a secret to that webpage?

silk lodge
#

@real needle yeah. Everything was designed very carefully

#

@real needle and the page itself is secret!

dry fjord
#

kinect is all set up

#

works

clever sky
#

Nice.

dry fjord
#

doesn't interfere with the vive too much, just a tiny amount occasionally

#

now to get a UE plugin set up for it, unless one already exists

clever sky
#

Does your body match up with the Kinect capture?

#

Or you haven't tried it in VR yet?

dry fjord
#

shit yeah exists

#

it will

#

I just did it in VR

#

but nothing I know of supports it

#

see, matching up is easy

#

you can calibrate it using where the kinect thinks your head is and where the vive thinks your head is

#

then the controllers

#

three points of accuracy

#

should be a piece of cake if this plugin allows for calibration

clever sky
#

Cool cool. Main thing you'd want is for it to accurately track the rest of your body

#

That isn't been tracked by HMD/motion controllers.

#

Someone.... someone make a VR set with kinect style cameras as tracking stations!

dry fjord
#

nice

#

no problem tracking the body, it's appropriately accurate, didn't notice any latency

#

it's there but you don't notice it

clever sky
#

Nice.

dry fjord
#

basically the kinect is sitting flat so all it needs is to know what direction it's pointing in. the HMD tracking is good enough for that

#

so that's done

#

fuck yeah

#

no work needed

clever sky
#

Sweet googly

#

So what are you going to do with it now?

dry fjord
#

ew UE 4.10

clever sky
#

Haha

dry fjord
#

make an avatar in a VR game

#

this better update to 4.13

#

it was free so presumably I can get source somewhere

#

it's updated on their site, excellent

clever sky
#

Seems like you'd be able to do well integrating this kind of tech into out of home entertainment setups

dry fjord
#

yeah big time

#

I don't understand why the vive didn't come with something like this in the lighthouses

clever sky
#

In fact, I think that's really the go for VR peripherals - where location hardware and software can be matched up better.

dry fjord
#

there's always money to be made combining things in a good way

clever sky
#

Probably because the magic is in the software that spits out the animation data.

dry fjord
#

yeah likely

clever sky
#

And Microsoft has that shit on lock.

dry fjord
#

the kinect does a TON of onboard processing. it's why it costs a lot more than a webcame

clever sky
#

Yep

#

Basically the equivalent of a mid to low range smartphone in terms of hardware.

dry fjord
#

yeah

#

well that works pretty good

#

now to get them going together

clever sky
#

Keep me posted. Or upload a video? Would be bad ass, if only just as a "hey, look at this potential slice of future VR!"

#

Actually I had that moment in my own demo.

#

I used Epic's kite demo sample level

#

which is a super high detail forest scene contained to a little floating island.

#

And use my locomotion system to walk around it.

dry fjord
#

yeah, will do. need to figure out how to do VR video

#

nice man

#

I haven't run the kite demo yet

#

I'm too impatient

#

time spent doing that is time that could be spent making one of the huge list of things I gotta do

clever sky
#

Yeah... it's a lot of downloading for a very small sample map!

dry fjord
#

it's all downloaded

clever sky
#

Ah yeah

dry fjord
#

I cant' be fucked waiting for the materials

clever sky
#

Ah ok

#

Some useful assets in there if you're looking to make a high detailed VR experience.

#

But yeah. Was just walking around thinking... damn, if this is The Witcher or Elder Scrolls in VR, we're totally fuckin' set.

dry fjord
#

yeah I see a lot of people using it as a nice screenshot setting for characters or for testing foliage out

#

haha awesome

clever sky
#

Man... I hope I'm not deluding myself with this locomotion system I'm making.

#

Like some crazy bias that I can't get past. But goddamn. It's so good.

dry fjord
#

how does it work?

clever sky
#

It's a walking in place solution called 'CAOTS'

#

or 'controller assisted on the spot'

#

I wrote a paper about it... 30 pages long. Actually more like a VR locomotion primer + caots explanation

#

But the basic gist of it is you point the controller in a direction and press a button (like onward), and then you walk on the spot (unlike onward) to cause the velocity

#

It has a pretty huge range of motion though, and very intuitive. Can go from 1km/h to 40km/h.

#

But to hit 40km/h requires significant effort and exertion... so you won't be mistakenly sprinting at those speeds.

dry fjord
#

it woooorks

#

didn't do any IK replacement yet but it works good

#

holy fuck

#

video coming

#

so I just set the yaw of the pawn to my HMD camera and set the location to the camera

#

next I need to find an avatar with a separate head so I can hide it in the player camera

#

and remove the hands and map them to the motion controller hands

#

also need to set the body rotation to be independent from the head, map to the kinect instead

#

still haven't thought it all the way through there but the thing I'm using takes your pose and ignores your orientation I think

#

so I need orientation of the body too

#

or the head relative to the body, whatever

#

body is a bit jittery

#

some basic IK should fix that

#

like set reasonable limits on it

#

a speed limit too

#

make sure feet are on the ground if they are both at the same height, use that for calibration

clever sky
#

Nice. sounds ace.

clever sky
#

Fuckin' awesome.

#

How's it feel... to be a man-machine?

#

with the occasionally janky leg.

dry fjord
#

more than man, more than machine, possibly like michael J fox on a bad day

#

I uploaded your motion control settings in the video apparently, sorry D:

#

want me to pull it down?

clever sky
#

My motion control settings?

#

Oh that stuff

#

hahaha... ah, yeah, bit inconvenient to have it leak

#

sideways like that. Although to be fair, I have written and released a paper already.

dry fjord
#

ok I'll do a new video

#

nah it's cool

clever sky
#

Sorry! but cheers!

dry fjord
#

haha it's cool

#

I'll fix up the mannequin and do some IK and do a new video

clever sky
#

Cool first proof of concept though. Love it.

dry fjord
#

ah, it can operate in world or component space

#

in world space I don't need to do any tricky head shit

#

but it still centers you on zero, so you center the model on your camera. perfect.

#

still gotta do hand IK. it's been a while since I did that.

#

I am not sure I remember how

#

time to relearn

last trail
#

newcomer here, hey

clever sky
#

yo

#

sup

clever sky
#

Nice nice. Gotta reposition that BPMotionController hand mesh though... because by default it's not really in the right place!

#

Question is... how you gonna interpolate between the vive controller position driving the IK and the kinect elbows?

#

If you can get that right, it'll be amazing!

dry fjord
#

yeah it needs some IK to solve it

clever sky
#

I brought the hand mesh down around 15 cm and rotated it a bit to better match up with my hand position. Presence enhancing.

dry fjord
#

not everyone's arms are the same length, for example

clever sky
#

Probably needs a calibration function for best tracking?

dry fjord
#

yeah

#

stand there with your arms at your sides and push the calibrate button at the start

#

that'll set the relative scale of the mesh and lengthen the arms or something if needed

clever sky
#

Yeah. Stand with arms out, then touch the controllers to the shoulders.

dry fjord
#

but IK is higher on the list, since that's also a good way to solve it

clever sky
#

or something like that.

dry fjord
#

yeah

#

you just want them in a known state

clever sky
#

Yep

dry fjord
#

oh

#

ohohoh

#

I know what it is

#

the hands center on the top of the controller

#

not where you grip it

#

I just have to adjust that

#

it might solve it a bit more

#

but IK will help with failure to track too

#

so perhaps both

clever sky
#

That makes sense. I just kept repositioning the hand mesh until it looked right.

#

Took like... 30 tweaks ๐Ÿ˜›

dry fjord
#

gotcha

#

seems right to me

#

hehe

#

it won't track roll of the HMD though

#

that's annoying

#

I wonder if I need to get a forward vector and not just break the axes

clever sky
#

What won't? The helmet?

dry fjord
#

yeah

clever sky
#

Hmmm

dry fjord
#

I convert the camera position into local bone space then copy the rotation

#

so maybe the camera itself doesn't roll

clever sky
#

Can't you just stick the helmet onto the camera?

dry fjord
#

oh fuck, good idea

#

shut up you

#

stop being so geniusly smart

clever sky
#

Haha D:

dry fjord
#

๐Ÿ˜‰

clever sky
#

Will probably have to move the mesh back a bit though

#

because it'll spawn on the camera which is centered on the lens

dry fjord
#

yeah

#

the helmet is set to owner no see

#

hmm the vive application just closed for an update

#

cool

clever sky
#

So... what kinda game are you making anyway if you don't mind me asking.

dry fjord
#

nothing specific

#

I have a bunch of projects that could use this but right now I'm familiarizing myself with the vive

#

and now the kinect

#

need to catch up on it, I basically got a DKII and barely used it, piece of shit

clever sky
#

Haha. Fair enough.

dry fjord
#

the stormtrooper helmet was just for fun ๐Ÿ˜„

#

I've seen videos of people doing vive and kinect stuff together but I haven't seen anyone build a decent avatar with both yet

clever sky
#

Yeah, the gulf between Vive and DKII is huge.

dry fjord
#

solve a few things, put it on the marketplace, etc

#

so huge

clever sky
#

Definetly getting there with decent avatar.

#

Main thing is to figure out a way of moderating out pops

#

like when you go for a squat and kinect loses tracking and spazs out your foot.

#

... but thinking about it... that's... tricky stuff.

#

Some sort of velocity comparison between last and previous frames.

#

But for everyone bone that the kinect tracks for...

dry fjord
#

I was thinking of having some speed limits

#

it's a lot of IK though

clever sky
#

Yeah. Problem is when you limit organically fast speeds. Although there should be a pretty reasonable threshold.

dry fjord
#

one problem I'm having is that in order to move the body around I set it to the HMD location

#

so it drifts when your head moves a bit

#

I know, I'll cast out from the helmet to the neck and use that

#

that'll remove the drift

clever sky
#

Nice.

#

I was thinking more that there's drift between body and head because of Kinect lag.

dry fjord
#

not so much

#

when I tilt my head to the left the body slides to the left a tiny bit

#

it just needs a different point to home in on, such as the base of the neck

#

and done

clever sky
#

Nothing weird from a third person perspective though I imagine.

dry fjord
#

so easy

#

aww looks a bit odd

#

the whole body slides over

clever sky
#

Ah.

dry fjord
#

the kinect component treats the chest as the center of everything

#

root component

#

so if you bend over, the hips slide back

#

this should fix that

#

sorry

#

hips slide forward

#

so you end up behidn your avatar

#

even though it copied your movement

clever sky
#

Ah. Your kinect body is moving your actor around?

#

Hmmm. It's almost like you need to move the root around based on center of gravity.

#

Unrelated question. What's the deal with Americans and mac and cheese?

#

See that shit all over youtube cooking vids ๐Ÿ˜›

dry fjord
#

no, my camera component is moving the kinect poseable around

#

you get all the join deformation in world space

#

but no actual root bone movement

#

which is good, I want to line it up with the camera

#

solves a lot of problems

#

ugh, I edited the FBX though and when I reimported it the axis had flipped and rotated and shit

#

now it's a nightmare to get everything lined up

#

looks fine in the component

#

breaks badly in the game

clever sky
#

Ouch.

last trail
#

Anyone here developing for GearVR?

dry fjord
#

I've worked it out. there's a about 20cm of built in offset on the root bone

#

you don't see it until you start asking the component for its location

#

and you don't really ask for it directly, so it's difficult to measure. it just reposes the skeleton

#

but inadvertently moves the root

#

there's a guy named @mighty carbon doing some gearvr

last trail
#

thnx

clever sky
#

Ah yeah.

dry fjord
#

ah had an idea

#

get the neck bone and transform it into worldspace, line it up that way

#

fuck yeah

clever sky
#

Sounds like it should work. TBH though, I get confused as hell with all these transforms, and it often just ends up been a guessing game as I iterate and tweak ๐Ÿ˜›

dry fjord
#

haha yes

#

less guessing now fortunately

clever sky
#

Most of the time I have to do print strings to figure out what the hell is going on.

#

It's like... oh, ok. That's what that thing does. ... 2 minutes later. I think?

dry fjord
#

yeah that's perfect

#

hand IK time

clever sky
#

Sweet

dry fjord
#

print is amazing

#

although with BPs I find out most of the time my flow of logic is wrong

#

code? easy

#

BPs? not so much

#

need a tool for recording BP flow and laying it out in a flowchart

#

even loops

clever sky
#

Fair enough. I find myself enjoying BPs more.

dry fjord
#

or at least stepping through it

#

yeah they're fun

clever sky
#

Because I come from a design/graphic background

#

And been able to organize the relationships lets me know what stuff is at a glance.

#

Not in the - I can figure out what it is by glancing at it. But in a - I remember what that does by the layout.

#

Whereas code is easier to figure out. But tends to blend together.

dry fjord
#

yeah that's how we all work I think

clever sky
#

I think what'd be best would be if we could create C++ nodes in BP

dry fjord
#

BPs don't lend themselves to understanding complicated iterative stuff when you look at it

clever sky
#

and just edit C++ code directly.

dry fjord
#

whereas lines of code do

#

you can tell BPs to compile to assembly now

clever sky
#

inside UE4.

dry fjord
#

it's in experimental

#

check the project settings

clever sky
#

Yeah.

dry fjord
#

not MUCH of a speed gain but for people who need it it's pretty good

#

there's nothing wrong with the bytecode BPs compile to by default

clever sky
#

I meant more like a visual interface in blue prints where you can type in visual studio code, while seeing the spatial relationships to the rest of the BP.

#

instead of going back and forth.

dry fjord
#

with the way the reflection system works every blueprint node is a copy of a C++ framework class

#

gotcha

#

VS has that already

#

it's called code visualisation

#

try it out

#

you can generate a graph

clever sky
#

Is it in the free version?

dry fjord
#

likely to be

#

lemme check, I have it open

clever sky
#

I was googling for something like that and it seemed to be enterprise version only

#

Unless we're not talking about the same thing.

dry fjord
#

lemme see if I can find it

#

I had it in pro at work for sure

#

on community at home

clever sky
#

Code dependency that's the one

dry fjord
#

meh maybe it's gone

clever sky
#

Ah well.

dry fjord
#

if you do any php dev, blackfire does what you want

#

but that's basically the call stack in VS

#

just with pictures and boxes and lines

clever sky
#

Yeah. Nah, I'm super novice at programming.

#

Haven't done any real C++ work - just followed along with an Unreal C++ course which was pretty great.

#

But not exactly years of experience! ๐Ÿ˜›

sharp swan
#

https://forums.oculus.com/developer/discussion/33429/sdk-1-3-messes-with-the-foreground-window
Anyone had this issue? It's causing terrible issues with UMG focus in our menus

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]...

#

the UMG keeps the focus but the window isn't active so it takes a mouse click to make it the active window, which then removes the focus from the UMG. It's been a pain to try debug

dry fjord
#

@clever sky how did you adjust the hand meshes? I can't find out where their location I set.

#

I want to both move them a bit and offset their rotation

clever sky
#

I think you can do them through the BP motion controller view port

#

Don't have unreal open to confirm right now though

dry fjord
#

gotcha

#

oh I get it

#

the hand mesh doesn't move, the motion controller BP itself does

#

thanks ๐Ÿ˜„

clever sky
#

no worries!

dry fjord
#

apparently IK happens in the animation blueprint, this one doesn't have any. may have to do it manually

#

but I did get the forearm to look at the hand mesh

#

and got the hand mesh palced mostly right

#

they;'re tracking unevenly

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thanks for your help zap

last trail
#

Ha! took me till now to notice your stormtrooper :p

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kudo's!

mighty carbon
#

A rumor has it that Touch will be compatible with Gear VR

clever sky
#

Nice work antidamage! Looks honestly like the best tracking I've seen outside of more professional grade solutions like perception neuron.

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And a shit load cheaper to boot.

#

Could legitimately use that to capture animations for meshes.

last trail
#

Touch, as in what sense?

clever sky
#

Also head and hand shadows hidden ๐Ÿ˜› can turn on hidden shadow options in the static mesh component.

dry fjord
#

yeah, I was thinking once the pop is eliminated and good constraints are in it'd be excellent for mocap as well as VR

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yeah it looks weird with bad shadows ๐Ÿ˜‰

clever sky
#

Fo sho. Excited man. VR gonna revolutionize content creation.

dry fjord
#

VR is just magical

clever sky
#

Some Pixar dude making a VR animation system as well.

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Doing stuff in a few minutes that he says took him hours on workstations

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Becasuse you know... it turns out posing and moving things in 3D space with 3D controllers is a lot more efficient than doing the same in 2D space with 2d controllers.

dry fjord
#

that's awesome

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haha yeah

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keyframing animation is hard even if you're rotoscoping

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might as well just record it

clever sky
#

For sure. All the expense of mo-cap makes sense.

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Even when it's a bit janky and needs to be massaged.

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But now we're moving into an era where we can retarget all that shit on the fly

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with consumer grade tech.

dry fjord
#

yeah good quality is worth it and you get what you pay for

clever sky
#

Fuckin' amaaazzzing

dry fjord
#

then again another kinect might solve all my remaining problems

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it's having trouble if I point my arms right at the screen

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which is a common gesture in VR

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I might try moving the kinect to the side a bit

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come in at an angle

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but ultimately two kinects would sort it right out

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if there's any support for that

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only one problem with HMDs: you can't capture facial expressions

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time to sleep, night fellas!

uncut galleon
#

@mighty carbon sounds interesting, where did you hear about it? ๐Ÿ˜ƒ

clever sky
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@dry fjord Maybe have IK override kinect (for the occluded areas) when it detects the user is facing forwards to the camera.

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And yeah... facial expressions are tricky dice without face/eye capture.

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Best idea I have right now is simply to provde the player with an easy and highly accessible menu (left and right menu buttons don't have to do the same thing...)

mighty carbon
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@uncut galleon on Reddit ๐Ÿ˜›

clever sky
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Would never trust Amazon as a primary source of information.

mighty carbon
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(which very well might be a typo or maybe they figured out how to connect Touch and Android)

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rumor is what I said

clever sky
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Wouldn't even entertain a rumor with an amazon source ๐Ÿ˜›

last trail
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interesting idea though

clever sky
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But impossible.

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Because the touch controllers rely on the constellation cameras for tracking.

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Hence the rings around them with IR-LEDs embedded all around them.

mighty carbon
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so?

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camera can be connected to a gateway (Raspberry Pi for example) and communicate to smartphone via WiFi

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no PC needed

clever sky
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If you're going to go that far, you can also use external means to pass motion controller data to the phone.

mighty carbon
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that is external means ๐Ÿ˜ƒ

clever sky
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That's right.

mighty carbon
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so that's really the only way to get motion controls to Gear VR

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until they figure out Rink

clever sky
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Rink?

mighty carbon
clever sky
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Until they figure out a robust inside out tracking solution for mobile use.

mighty carbon
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5-10 years from now, maybe

clever sky
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Not really? I mean hololens does it. And so does the Magicleap

mighty carbon
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but, who on Earth would use motion controllers in public ?!

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you know how idiotic it looks and disrupting to other people ๐Ÿ˜ƒ

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inside-out positional tracking - maybe fine in public. Motion controls - please leave it at home.

uncut galleon
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who on earth would use a HMD in public to begin with ^^

clever sky
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Social acceptability changes.

mighty carbon
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well, people use Gear VR on public transportation to watch movies

clever sky
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So does tech.

mighty carbon
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for movies you don't need positional tracking though

clever sky
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Often it does so at different rates among different generations.

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Like how some people are all chill about using mobile phones in public

mighty carbon
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and for a social event one can setup outside-in tracking for both HMD and controllers

clever sky
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and others are decrying the fall of civilization because of that.

last trail
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Well, Google Daydream will be using a handcontroller, so it can't be tah far off?

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that far off*

mighty carbon
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Google Daydream controller is nothing like Vive/Touch

uncut galleon
#

so i would assume controllers would be fine sooner or later as well. somebody wildly waving around their hands is weird enough, having controllers as well wouldn't be too much worse i guess

last trail
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nope, agreed, but u'll have twist, rotation, position tracking

mighty carbon
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@clever sky wearing/using HMD / motion controls in public is already fine. I bet if I outrig myself with VR and walk the streets in a big city, no one will even look at me. It's not about "it's acceptable, I shall wear it". It's about practicality, not about proving a point.

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@last trail No positional tracking for Daydream controller.

clever sky
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@mighty carbon ... you're sending very mixed messages! On one hand you say: "but, who on Earth would use motion controllers in public ?!
you know how idiotic it looks and disrupting to other people"

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Then you say " I bet if I outrig myself with VR and walk the streets in a big city, no one will even look at me."

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These are not congruent statements!

last trail
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In all their video previews, they show hand movement/'position' as the wield their wands etc.?

clever sky
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As far as practicality goes - that's highly dependent on the tech. As it improves, it becomes more practical.

lucid pecan
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Yeah, I'm woundering too about the controllers abilities as far as tracking goes. a live demo during the event would have been nice.

clever sky
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I mean at this point, it's not even possible to do walk abouts with advanced VR tech.

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because of the tracking station requirements.

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Wearing a gear VR on your face and walking around has already been done though. But no one would do it 'seriously', because it's inconvenient and doesn't really enhance anything.

lucid pecan
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they did mention the controllers were precise enough so you could draw with them. but drift surelly is still a problem

clever sky
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Once VR/AR tech slims down to a form factor that's easy enough to wear for prolonged periods and provides useful functionality that's worth having on you constantly, you'd expect to see more people using it in public.

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@lucid pecan Yeah, their presentation didn't really clarify much. I mean you can draw kinda with a non-positional tracked controller. Just like you can kinda draw with a laser pointer on a fixed pivot.

mighty carbon
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@clever sky No mixed message there. I am saying if I'd do that, no one will care. That doesn't mean I will and doesn't mean I am ok with people using motion controllers in public. People might not look, but they see. If a person is in the public, swinging hands and being weird, I'd definitely notice that and think "what a moron".

last trail
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That will be me, acting like a 'moron' :p

clever sky
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... ok mate.

snow raft
#

So what's this Oculus announce thing?

mighty carbon
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heh, good luck shopping and having people bumping in you and accidentally swinging at you. I am sure first time you'd be like WTF?! but the more you get disturbed, the more pissed off you will be

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AR will be practical in public, but motion controls will never be

last trail
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:p

snow raft
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Lol people getting robbed playin pokemon go imagine how bad it'd be if you can't see your attacker coming

last trail
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then they won't need any RFID methods no more :p

snow raft
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AR won't be practical people hate big brother watchin em, google glass got banned heaps of places and I'm sure snapchat glasses will too

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Only reason people tolerate phones is cuz its not so subtle

hard light
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AR will be fine as soon as they market it towards women

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because welcome to society - give it to nerdy guys, and it's a creepy personal privacy / security security risk

snow raft
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I think it could have some good use on job sites but in general public you might see a growing stigma towards it

hard light
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market it towards women on the other hand, and it'll be fine ๐Ÿ˜‰

snow raft
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Yeah and probably best not to call it AR-15 just incase :p

last trail
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and aim towards an avatar of your self (said woman/women) on which you can instantly check/measure/... clothes. Does it fit, is the color right etc...

hard light
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it doesn't matter what it is, so long as it's marketed correctly, it'll get through

last trail
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:p

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and making it pink won't be enough ;p

snow raft
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Yeah but that has more use on job sites, will this bolt fit etc. You can get children building exoskeletons :)

last trail
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I can already see myself building robot suits!

snow raft
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Imagine as a tradie not having to use a tape measure cuz the AR does it for you

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But as usual people want to use brilliant things for cat pics and pink tutus

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Might as well sell it with rainbow mohawks addon

clever sky
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cat pics - yes, an accurate jab at the modern state of affairs.

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pink tutus - what?

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๐Ÿ˜›

snow raft
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My jab at fashion or lack there of :)

last trail
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:p

snow raft
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Last biggest invention for mens fasion since the 3 piece suit.... the cargo pant woooo awe noises

last trail
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hehe

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it'll surprize you how many companies use unity/UE4 for real-time fashion

snow raft
#

Honestly for what you pay for pro sunglasses these day you'd think they'd already be AR capable

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But nope they haven't even figured out a decent way to integrate earphones

clever sky
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The price of glasses is entirely on Luxotica

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owns 80% of global marketshare for glasses and sunglasses.

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With many many different brand names.

snow raft
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That's the market they'll have to tap, no one wants to look like a borg from star trek they want sleek graphite and carbon fibre shit with custom lenses

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I still don't see it being widely accepted though, I think you'd start seeing remove glasses signs

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But if you can make me an app that would take peoples clothes off I'm sure you could make yourself rich :p

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Hell make any chick I date look like emma watson... sure totally worth it bwahaha

#

Reminds me of that Black Mirror episode where when they bonk they replay old memories

last trail
#

Demolition Man with Stalone aswell

clever sky
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I'm all about that Demolition man future sex.

snow raft
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Ahh yes Sandra Bullock, would still bone her too lol

clever sky
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She's like the keanu reeves of leading ladies.

snow raft
#

I liked that movie The Heat think it was, hilarious

clever sky
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My guess is... she got some keanu in her while filming Speed. Got some of his powers.

snow raft
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Lol does that make her a neopet? :p

last trail
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Back to UE4 for then, laters

snow raft
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I'm just killin time bingin walkin dead till theme announce

mighty carbon
#

VRTracker is making progress: https://twitter.com/VRTracker

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

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btw, how does walking / leaning work with Vive ? If HMD moves only so much it's "leaning" and if it moves more than that it's "walking" (and moving whole character actor in UE4) ?

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if so, what if I lean and walk ?

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it would be nice if someone with experience give VRTracker guys some tips about that for their UE4 plugin.

dusky light
#

Hi all. I've been trying to get teleportation working using the BP_Motioncontroller from the VR template in UE4.13. I didn't want to use a NavMesh as I found it difficult to accurately create one for my architectural scenes. omebody (from here I think) helped suggest which bits of the BP to delete to have anywhere a valid teleport target. This works, but now you can teleport half-way up walls etc.
Anyone have time to help me change the BP to have specific physical materials that are possible targets?

dusky light
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...I've managed to assign a physical material to particular objects by creating a new PhysicalSurface type in Project Settings/Engine/Physics called 'Teleport'

hard light
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Vive isn't something like GearVR, it's fully tracked

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it's using lasers to determine where the headset is

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it doesn't detect movement, it just updates the location every frame

mighty carbon
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@hard light These guys making positional tracking for Gear VR and it's already working. What I wonder about is how "leaning" separated from "walking", since on hardware level position in 3D space is tracked.

hard light
#

why would it be?

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you could do a backflip in a Vive and it'll just track it

mighty carbon
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right

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but in a game, what if I am on a ledge of a skyscraper. I want to be able to lean forward to look down.

hard light
#

then just lean forwards and look down?

mighty carbon
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and not fall (character shouldn't move)

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yet at the same time I want to be able to move around (get off the ledge and walk away)

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how do you do that in UE4 ?

hard light
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you'd fall if the ledge was thin enough

mighty carbon
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hmm

hard light
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but realistically human center of balance isn't going to shift that much

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if you lean forwards, you head only moves forwards by about 20cm

mighty carbon
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well, the way I see it, if offset is relatively small, only camera should move in the scene. If offset is larger, then whole player actor should be moved

hard light
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maybe 40 if you bend all the way over, but who does that?

mighty carbon
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is what how it's done?

hard light
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you have no way of knowing what a player's body is doing, so don't design things assuming you can

mighty carbon
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but you have a way of knowing how much HMD moved, right ?

hard light
#

sure, but you have no way of knowing why

mighty carbon
#

that's irrelevant

hard light
#

it's entirely relevant

mighty carbon
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if it moves +/-20 cm - consider it "leaning". If it moves more than that - "walking"

hard light
#

that doesn't work

mighty carbon
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why wouldn't it ?

hard light
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you're going to get out of synch with the player

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if I move forwards a little, then a lot, then a little, you eventually get a wide margin of error

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you could be meters out

mighty carbon
#

hmm

hard light
#

you should design applications based around what you absolutely know for sure, and not make assumptions based on what you cannot know

mighty carbon
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that sucks

hard light
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not really, it's just common sense. It's like trying to design a normal FPS and guessing what the player is looking at on the screen

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you just don't know

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information not available

#

it's why things like depth of field are so shitty in a lot of games

mighty carbon
#

so I guess for my skyscraper example I should have invisible ledge so that when player "leans" forward, actor wouldn't wall off too early

hard light
#

I'd imagine the collision capsule would just be large enough to compensate

mighty carbon
#

normal FPS has no need to sync with real worlds

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and you can snap cam to the body without causing any sickness

hard light
#

sure it does, it needs inputs to match up with expectations the same, or it doesn't work

mighty carbon
#

oh but it does

hard light
#

no, it doesn't - if mouse input doesn't match expectation, the game is broken

mighty carbon
#

look at any game that mixes cinematic cam with player controlled cam

hard light
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cinematics usually use black bars to tel the player 'input isn't accepted now'

mighty carbon
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and since you know exactly what player is doing (using WASD, or leaning keys, or mouse) and where player is, you can do whatever you want in conventional FPS

hard light
#

but you can't assume you know what the player is actually looking at

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which goes back to my point

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you just don't know, you do not have that information

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(unless you have something like a tobi eye tracker)

mighty carbon
#

eeh, you know exactly where player is looking at for moments like that, "by design"