#virtual-reality
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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 ๐
well, if it's $1k and untethered and can render nicer quality than Galaxy S7, then I'd say it's somewhat accessible
^
i mean just look where we are today though.. and where we were just 2 years ago
Totally @fleet veldt
personally I like to escape into virtual worlds, so AR isn't my thing, unless it's about a virtual anime assistant AI ๐
@mighty carbon - I am about the social AR. So Board games etc
AR for board games would be amazing
^
anything multiplayer really
^
true
Top down shooter
eventually VR and AR will merge anyway
@dry fjord yeah that's the market CastAR is trying to capture i think
hardware-wise that is
neat
given the choice between AR and VR right now i'd go VR because it's more interesting to develop for
@fleet veldt - The recently got the Disney infinty devs to work on CastAR
AR is getting cool but it's a couple of years behind VR
due to increased technical challenges
fucking table top board games man. so hot on kickstarter right now. while videogames can't raise squat on kicktarter
well *ex disney infinity devs.. there's no tie to disney
^
well, that's physical board games. You'd be surprised to find out people would prefer physical to virtual at this point
mentality is not there yet
especially outside of geek circles
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.
Agreed @fleet veldt
there's a cafe in my town that does board games
as in it's a board games place with a cafe attached
the guy comes and explains the game to you or recommends one
half the time you need an AR tutorial and rules reminder
ok
Personally speaking - I think AR is the next major platform
Not VR
But ยฏ_(ใ)_/ยฏ
they'll merge
More than likely
once VR becomes wireless and AR becomes a bit cheaper
Yeah
you'll start getting devices that you won't mind wearing most of the time
Yep
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
that's because, as we've been telling you, not having room scale or motion control is not a very good experience
that's life outside of geek circle ๐
there's a threshold where it becomes great and engaging and room scale + motion controllers is it
no, it has nothing to do with room scale
the vive is for ordinary people, but it's not priced that way just yet
and it needs more good content
it has to do with mentality
not really.. I am an indie who had a chance in the golden days and didn't manage to capitalize on it :/
well pay attention to what people tell you here. a lot of it isn't just opinion.
I think you're cutting yourself short by focusing only on the gearvr
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
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
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
well we live in the real world too
we're constantly testing our ideas on non-industry people
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.
I can tell you what kind of reaction you'll get from different age and gender demographics and how to target them
the killer user base for VR is kids
they engage instantly with it, they're much more patient, much more involved
and yet a lot of the hardware won't fit their heads properly
I wonder if it's bad for kids
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
younger than 13 yo
It can mess up there vision
if you've never seen an 8 year old using VR then you haven't lived
TV is garbage
Roomscale VR and motion controllers is the future of VR.
it made me want to make a game for kids right there and then
I am opposed to kids playing video games until in their mid teens
But risky market to develop for right now.
@worn magnet do you have a reputable source for that?
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
suddenly realises it's amazing with them
better play outside and read books ๐
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
VR could replace dora as a fantastic educational and behavioural learning tool
@worn magnet still sounds like you're making things up
I mean, WHAT ARE BOOKS
ยฏ_(ใ)_/ยฏ
surfaces close to your face, that's what.
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.
nah kids learn things fast and adapt fast
there won't be confusion, just engagement
give them some credit
they're like us with more time and energy for new things
let's say kids range from 3 to 15 yo. What age are you referring to ?
VR has the potential to overcome all of the pitfalls that kids face socially with the internet too
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.
I was thinking ages 6 and up
i.e. "Oh no, D&D will warp our children's minds!"
I agree with @clever sky
I'm not saying VR is a babysitter
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.
it's a fantastic tool though
you do realise you can socialise in VR right...
in fact, you could help with a lot of social disorders
nothing will replace real life experience
it's not like they won't realise what's a character and who is a person with an avatar
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 ๐
Dammit. This is why I wanted to write a book about the future of VR ๐
Too much misinformation out there!
that's why I personally think that maybe 14 - 15 yo is okay age for VR
so kids need to be assaulted to learn?
huh?
I don't think anyone's saying that
"no one will punch you in the face in VR if you are being stupid."
I don't know when and where you grew up, but fighting is a part of growing up.
this is his argument why VR is bad for kids
jesus christ dude
I'm going to do some work
back later
You ok? You seem angry
just mortified
@dry fjord it's best to realize that history will be shaped regardless of regressive opinions ๐
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).
I did in middle school. But never after that.
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.
none of that is in VR
no consequences for your actions
@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.
and a new set of regulations on what you can and can't do online
This one.
maybe in some parts of USA... Everywhere else it will be the same
Unless you believe that things haven't already changed significantly from when you were in school (unless you're particularly young and just finished).
yeah.. like the UK? o.O
oh, things are worse when I was growing up
bullying has been taken on a whole new level
it's like you say.. in different places and different times it has always been worse.
in small towns no one gives a damn about regulations. Even in some metro areas they don't.
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.
but with digital becoming part of everyones lives thats not something they can ignore or hide from
so for a kid to grow up between VR and harsh reality it will be a disaster
most kids will choose safer VR world
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.
so in VR, no one can bully you, no one can beat you up. Yet in school, it's quite the opposite.
they can't physcally bully you.. but they sure can emotionally bully you
I am saying if those regulation kick in, VR will be safer than real life with instabans and premod.
@fleet veldt absolutely. Different set of challenges. How to deal with mouthy jerks when you can't sock them in the face.
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
by its nature VR will likely be a different story. VR is a direct extension of real life, and only coincidentally the internet.
Hmmm... having experienced social VR, I'd have to say it's more like a weird unique combo of both.
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.
The convenience of meeting people on the internet, with a lot of social interaction information of real life.
social VR at the moment is things like alt-space
which is not a typical social experience
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.
exactly. so it's a pretty normal thing to control who can interact with your kids.
do you have kids?
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.
adult social spaces on the internet tend to either be people they know, communities they're a part of or groups like this server
there is no control over who they interact with in school or after
then you';ve got the second-lifers who are simply looking for an "alternative" experience
which is how alt-space struck me a bit. it was that crowd there.
yes, much like that
It's going to be an interesting future with VR. Not all of it will be better. Not all of it will be worse.
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.
Like... to create adult spaces, you need to have Id verification.
To have id verification, you need some sort of 'passport' like a facebook account.
... so you get tracked through out VR to a higher and more detailed degree than is currently possible.
Which is simply an extension of the trend that already exists on the internet now.
i'm going to miss the wild west days of the internet though
as it gets more and more regulated
Haha... there'll always be an underground.
yeah but they'll be called "terrorists"
But I think the 'overground' is just getting more legitimate, more regulated, and out resourcing the underground in terms of features and draw.
one of my favorite memories of the internet is when "Doom" was released.
Kinda like Spotify vs Napster and other music piracy services.
i twas like 3am I downloaded it on a 486.. played it and my jaw just like stuck on the floor for hours
Man... you had the internet with a 486. That's pretty much internet ground zero...
yep i'm 44
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.
I only got it a couple years later with a Pentium.
been around the block
the next time I had that level of an experience was with the vive
Fair call!
Ah WoW.
WoW was quite a thing
and just happened to be taking my second shot at college when the internet stated becoming available so i had access through school.
WoW may be still around but that thing is gone
Fond memories of running around Teldrassil during beta.
for me it was a few years earlier with Everquest... fucking 20 hours a day. sleep 4. then repeat
haha
me and my roomate
Ah, I meant the actual game location, not the server ๐
yeah. super immersive
vanilla wow was good but BC blew my mind
my roomate married a girl he met in everquest too
Oh man... want that experience for VR again.
me too
Crack in my veins.
that's what I'm hoping is coming
still married after like what 20 years?
good old MMO marriages
Nice.
no i guess more like 15 years
my parents made me go to "gamblers anonymous" because of my everquest addiction
as it was the closest thing they coudl find.
hahaha
related to gaming addiciton
little did they know you just have to wait it out
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
I did the WoW addiction thing
Actually it was FFXI that did me in.
then I realised I could be putting all that time into game dev
and stopped
wasn't too bad. still miss the old times though.
That game was more vicious than WoW from an addiction stand point.
nice
Hard as nails at launch.
I didn't know anything could be worse than WoW
And no instanced bosses.
yeah.. any of you play Command and Conquer: Renegade? that was another i spent.. so much time in
So you fucking waited around with other people around the world to try flag down world bosses
I'd never really been addicted to a game until WoW
and never will again probably. if I play something I like I can't shake the "I could make this" feeling
And killing anything past level 15 (of 75) meant getting into a party.
sounds more like everquest
Where you had to wait anywhere between 10 mins to 3 hours to get into one.
damn
depending on your class.
Because you stand in the zone shouting - LOOKING FOR PARTY 15 WAR!
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.
but those high stakes made the game intense as well.
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.
lol fuck i can feel my brain recalling those memories like some kind of heroin user
Same man.
level 2 rogue hanging out at the entrance to MC
Acid flash backs.
using the hover bug to float above the lava, selling health pots
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)
Ah yeah. Exploits in early MMOs were fun as shit.
actually good point
I was never around for the blood plague bug though D:
i read your paper by the way Zap, ๐ good stuff.. seemd a little lengthy though.. maybe it could be condensed a little?
Cheers tmek. It probably could stand to have an abridged version.
Where I cut out most of the definition stuff and explaining basics to people.
maybe really what it needs is like an part that just gives a quick review of how an implmeentation might work.
As it's written kind as a primer to VR locomotion, the ins and outs... and also why CAOTS rocks!
the blood plague was fun
now it's part of almost every world event
the latest one was demonic whispers
level 100s sitting the city could accumulate stacks of it, then dispel them to turn into a dreadlord with world boss abilities
so some guy threw up a custom LFG for a rare spawn and got 80 people in it
when they were all there he dispelled and killed half of them in the first hit
@dry fjord I got boundaries to show up after darkening the screen btw.
Lol ๐ it'll be great once Epic fixes that issue.
I'm currently building latest master branch source.. i'm a donkey livin' on tha edge!
Nope. The issue is related to the SteamVRChaperone component.
In the C++ class, it checks for Steam VR headset && Stereo. Not sure which one is failing.
put in a breakpoint
I had Stereo On set in my game too
maybe it just has a bad reference outside of the editor
Yeah... wasn't checking for stereo on, but if SteamVRHMD.StereoOn()
aah
maybe it's a race condition
is it called once or on construction or on every frame?
(freakin vive owners.. grumblecakes)
Which I guess would fail if it's not picking up on the SteamVR identifier.
Roomscale VR for life Tmek.
haha
You'll feel the same way once you get the touch controllers too ๐
tmek get you a vive
i'm getting touch this week though bitches :p
it will change your view of VR
have you tried roomscale at a conference or something yet?
is quietly sitting in a corner with 3 vives
nope ๐ฆ
@silk lodge you monster
attacks pizza bug
aww bro if you were here I'd let you borrow it for the weekend
@dry fjord I could have some touch setups but why?!??!
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!
you'll eventually want a vive for the better tracking
btw I got a kinect 2 today. going to map my body to an avatar.
nice!
yeah, and to be able to have proper vive support for my project
@dry fjord Second camera does a pretty good job of keeping tracking.
also I'm going to use it to tell me when the cat is risking his ass walking in front of me
I'm just gonna tape 7 vive controllers everywhere
@clever sky oh there's a second camera? I stand corrected then
dude! that could solve cats!
@dry fjord let me know how the latency is like with the kinect 2 tracking.
but could it solve couches?
if they don't totally occlude it yes
Because I remember reading early people like Carmack poo-pooing the Kinect 2 for its latency.
But I maintain that for mere body tracking (i.e. not head/hand) it's more than ok.
most of my avatar's visible bits will be from IK from the controllers
so.. is there a vive dev relations guy any of you talk to?
controllers win in any disagreement
couches!
That's right.
nah no vive relations to speak of
i've had good luck with Oculus and OSVR but can't seem to get in touch with anyone at HTC/Vive
That's what I was saying. And people were all - nooo, latency.
I'll let you all know how I do. if it's good I'll release a plugin for UE to make it easy
don't worry about htc, talk to valve @fleet veldt
Nice. I'll have to buy a kinect 2 if it works well.
yeah, HTC just make the hardware. valve make the SDK and API
kinect 2s are cheap too. also want to do some mocap
I also figured at the with body occlusion, the motion controllers make up for one arm being hidden briefly
i've been considering a neuron but I hear they're a beast to set up
I can't justify the cost
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.
Only for out of home entertainment
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
I spent $99 on the fucking leap motion which I will now never use
True that. I spent $50 on it just so I could see my hands in Waifu Simulator.
hahahahaha
hahaha
yeah sadly, not really very good. I never tried the updated drivers but by then I'd moved on from the DKII
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
Like the difference between broken and next generation.
yeah
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?
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
Will be interesting to see how those dexmo gloves pan out.
I think that's probably this or the next gen, depending on who wants to do it
But again, chicken/egg problem with all peripherals.
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
Yeah. I think they're only sending those new ones once their warehouse in the shipping region has run out of old stock.
mine came from taiwan
And I imagine that the headsets are manufactured in advance.
yeah def
So they sop up all the old cable stock.
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
Ah yeah. You got a new box I imagine.
Everything super neatly laid out in the old box.
Which was super massive.
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
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?
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 ๐ Plus to see actual purchasing power of the market.
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
UE4 is not really optimized well enough for Gear VR ๐ฆ
not surprised
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)
Yes! I figured out how to 'mirror' an object without flipping its normals in run time! #small victories
what'd you do?
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.
yeah
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!
I suppose on movable objects it's A-OK
just don't do it with meshes you want to run through lightmass
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.
heh
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.
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 ****!'
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.
No. I didn't scale it - I rotated it.
I rotated it around, then moved it up a little.
you can just mirror the rotation from the other socket
Oh yeah.
I totally understand why game development is painstaking and fun now.
#smallvictories
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?
I'm not looking personally. That's a lot of it out there though
Like billions worth of funding
Yeah but I want funding to make VR games ๐
vr "TEAM BUILDING EXERCISES"
Oculus had a panel today on VC funding for VR
it should be up on their youtube a few days after the conference
@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.
Yes, tell me more
perhaps you can be the future of team buildintg for big companies
maybe you need $$$$$$$$$$$ to make this happen
Man... I'd love to make an awesome VR MMO. Beat the pants off Sword art online ๐
except with less entrapment and dying.
I'd love to make an awesome vr mmo
but with actual swordplay and dyamicly destroyable enemies and massive world destroying spells
like [removed] in vr
@silk lodge Is there a secret to that webpage?
@real needle yeah. Everything was designed very carefully
@real needle and the page itself is secret!
Nice.
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
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
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!
nice
no problem tracking the body, it's appropriately accurate, didn't notice any latency
it's there but you don't notice it
Nice.
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
Kinect 4 Unreal enables the use of the Kinect 2 Sensor and the Kinect 4 Windows API.
so that's done
fuck yeah
no work needed
ew UE 4.10
Haha
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
Seems like you'd be able to do well integrating this kind of tech into out of home entertainment setups
yeah big time
I don't understand why the vive didn't come with something like this in the lighthouses
In fact, I think that's really the go for VR peripherals - where location hardware and software can be matched up better.
there's always money to be made combining things in a good way
Probably because the magic is in the software that spits out the animation data.
yeah likely
And Microsoft has that shit on lock.
the kinect does a TON of onboard processing. it's why it costs a lot more than a webcame
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.
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
Yeah... it's a lot of downloading for a very small sample map!
it's all downloaded
Ah yeah
I cant' be fucked waiting for the materials
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.
yeah I see a lot of people using it as a nice screenshot setting for characters or for testing foliage out
haha awesome
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.
how does it work?
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.
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
Nice. sounds ace.
Fuckin' awesome.
How's it feel... to be a man-machine?
with the occasionally janky leg.
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?
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.
Sorry! but cheers!
Cool first proof of concept though. Love it.
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
newcomer here, hey
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!
yeah it needs some IK to solve it
I brought the hand mesh down around 15 cm and rotated it a bit to better match up with my hand position. Presence enhancing.
not everyone's arms are the same length, for example
Probably needs a calibration function for best tracking?
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
Yeah. Stand with arms out, then touch the controllers to the shoulders.
but IK is higher on the list, since that's also a good way to solve it
or something like that.
Yep
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
That makes sense. I just kept repositioning the hand mesh until it looked right.
Took like... 30 tweaks ๐
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
What won't? The helmet?
yeah
Hmmm
I convert the camera position into local bone space then copy the rotation
so maybe the camera itself doesn't roll
Can't you just stick the helmet onto the camera?
Haha D:
๐
Will probably have to move the mesh back a bit though
because it'll spawn on the camera which is centered on the lens
yeah
the helmet is set to owner no see
hmm the vive application just closed for an update
cool
So... what kinda game are you making anyway if you don't mind me asking.
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
Haha. Fair enough.
the stormtrooper helmet was just for fun ๐
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
Yeah, the gulf between Vive and DKII is huge.
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...
Yeah. Problem is when you limit organically fast speeds. Although there should be a pretty reasonable threshold.
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
Nice.
I was thinking more that there's drift between body and head because of Kinect lag.
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
Nothing weird from a third person perspective though I imagine.
Ah.
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
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 ๐
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
Ouch.
Anyone here developing for GearVR?
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
thnx
Ah yeah.
ah had an idea
get the neck bone and transform it into worldspace, line it up that way
fuck yeah
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 ๐
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?
Sweet
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
Fair enough. I find myself enjoying BPs more.
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.
yeah that's how we all work I think
I think what'd be best would be if we could create C++ nodes in BP
BPs don't lend themselves to understanding complicated iterative stuff when you look at it
and just edit C++ code directly.
inside UE4.
Yeah.
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
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.
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
Is it in the free version?
I was googling for something like that and it seemed to be enterprise version only
Unless we're not talking about the same thing.
Code dependency that's the one
meh maybe it's gone
Ah well.
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
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! ๐
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
@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
I think you can do them through the BP motion controller view port
Don't have unreal open to confirm right now though
gotcha
oh I get it
the hand mesh doesn't move, the motion controller BP itself does
thanks ๐
no worries!
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
thanks for your help zap
A rumor has it that Touch will be compatible with Gear VR
Nice work antidamage! Looks honestly like the best tracking I've seen outside of more professional grade solutions like perception neuron.
And a shit load cheaper to boot.
Could legitimately use that to capture animations for meshes.
Touch, as in what sense?
Also head and hand shadows hidden ๐ can turn on hidden shadow options in the static mesh component.
yeah, I was thinking once the pop is eliminated and good constraints are in it'd be excellent for mocap as well as VR
yeah it looks weird with bad shadows ๐
Fo sho. Excited man. VR gonna revolutionize content creation.
VR is just magical
Some Pixar dude making a VR animation system as well.
Doing stuff in a few minutes that he says took him hours on workstations
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.
that's awesome
haha yeah
keyframing animation is hard even if you're rotoscoping
might as well just record it
For sure. All the expense of mo-cap makes sense.
Even when it's a bit janky and needs to be massaged.
But now we're moving into an era where we can retarget all that shit on the fly
with consumer grade tech.
yeah good quality is worth it and you get what you pay for
Fuckin' amaaazzzing
then again another kinect might solve all my remaining problems
it's having trouble if I point my arms right at the screen
which is a common gesture in VR
I might try moving the kinect to the side a bit
come in at an angle
but ultimately two kinects would sort it right out
if there's any support for that
only one problem with HMDs: you can't capture facial expressions
time to sleep, night fellas!
@mighty carbon sounds interesting, where did you hear about it? ๐
@dry fjord Maybe have IK override kinect (for the occluded areas) when it detects the user is facing forwards to the camera.
And yeah... facial expressions are tricky dice without face/eye capture.
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...)
@uncut galleon on Reddit ๐
http://cdn.uploadvr.com/wp-content/uploads/2016/10/Amazon.png << note platform listed as Android
Would never trust Amazon as a primary source of information.
(which very well might be a typo or maybe they figured out how to connect Touch and Android)
rumor is what I said
Wouldn't even entertain a rumor with an amazon source ๐
interesting idea though
But impossible.
Because the touch controllers rely on the constellation cameras for tracking.
Hence the rings around them with IR-LEDs embedded all around them.
so?
camera can be connected to a gateway (Raspberry Pi for example) and communicate to smartphone via WiFi
no PC needed
If you're going to go that far, you can also use external means to pass motion controller data to the phone.
that is external means ๐
That's right.
so that's really the only way to get motion controls to Gear VR
until they figure out Rink
Rink?
Until they figure out a robust inside out tracking solution for mobile use.
5-10 years from now, maybe
Not really? I mean hololens does it. And so does the Magicleap
but, who on Earth would use motion controllers in public ?!
you know how idiotic it looks and disrupting to other people ๐
inside-out positional tracking - maybe fine in public. Motion controls - please leave it at home.
who on earth would use a HMD in public to begin with ^^
Social acceptability changes.
well, people use Gear VR on public transportation to watch movies
So does tech.
for movies you don't need positional tracking though
Often it does so at different rates among different generations.
Like how some people are all chill about using mobile phones in public
and for a social event one can setup outside-in tracking for both HMD and controllers
and others are decrying the fall of civilization because of that.
Well, Google Daydream will be using a handcontroller, so it can't be tah far off?
that far off*
Google Daydream controller is nothing like Vive/Touch
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
nope, agreed, but u'll have twist, rotation, position tracking
@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.
@last trail No positional tracking for Daydream controller.
@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"
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."
These are not congruent statements!
In all their video previews, they show hand movement/'position' as the wield their wands etc.?
As far as practicality goes - that's highly dependent on the tech. As it improves, it becomes more practical.
Yeah, I'm woundering too about the controllers abilities as far as tracking goes. a live demo during the event would have been nice.
I mean at this point, it's not even possible to do walk abouts with advanced VR tech.
because of the tracking station requirements.
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.
they did mention the controllers were precise enough so you could draw with them. but drift surelly is still a problem
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.
@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.
@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".
That will be me, acting like a 'moron' :p
... ok mate.
So what's this Oculus announce thing?
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
AR will be practical in public, but motion controls will never be
:p
Lol people getting robbed playin pokemon go imagine how bad it'd be if you can't see your attacker coming
then they won't need any RFID methods no more :p
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
Only reason people tolerate phones is cuz its not so subtle
AR will be fine as soon as they market it towards women
because welcome to society - give it to nerdy guys, and it's a creepy personal privacy / security security risk
I think it could have some good use on job sites but in general public you might see a growing stigma towards it
market it towards women on the other hand, and it'll be fine ๐
Yeah and probably best not to call it AR-15 just incase :p
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...
it doesn't matter what it is, so long as it's marketed correctly, it'll get through
Yeah but that has more use on job sites, will this bolt fit etc. You can get children building exoskeletons :)
I can already see myself building robot suits!
Imagine as a tradie not having to use a tape measure cuz the AR does it for you
But as usual people want to use brilliant things for cat pics and pink tutus
Might as well sell it with rainbow mohawks addon
cat pics - yes, an accurate jab at the modern state of affairs.
pink tutus - what?
๐
My jab at fashion or lack there of :)
:p
Last biggest invention for mens fasion since the 3 piece suit.... the cargo pant woooo awe noises
Honestly for what you pay for pro sunglasses these day you'd think they'd already be AR capable
But nope they haven't even figured out a decent way to integrate earphones
The price of glasses is entirely on Luxotica
owns 80% of global marketshare for glasses and sunglasses.
With many many different brand names.
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
I still don't see it being widely accepted though, I think you'd start seeing remove glasses signs
But if you can make me an app that would take peoples clothes off I'm sure you could make yourself rich :p
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
Demolition Man with Stalone aswell
I'm all about that Demolition man future sex.
Ahh yes Sandra Bullock, would still bone her too lol
She's like the keanu reeves of leading ladies.
I liked that movie The Heat think it was, hilarious
My guess is... she got some keanu in her while filming Speed. Got some of his powers.
Lol does that make her a neopet? :p
Back to UE4 for then, laters
I'm just killin time bingin walkin dead till theme announce
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
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) ?
if so, what if I lean and walk ?
it would be nice if someone with experience give VRTracker guys some tips about that for their UE4 plugin.
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?
This is what I had to delete to get 'anywhere' a valid target.
...I've managed to assign a physical material to particular objects by creating a new PhysicalSurface type in Project Settings/Engine/Physics called 'Teleport'
Vive isn't something like GearVR, it's fully tracked
it's using lasers to determine where the headset is
it doesn't detect movement, it just updates the location every frame
@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.
right
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.
then just lean forwards and look down?
and not fall (character shouldn't move)
yet at the same time I want to be able to move around (get off the ledge and walk away)
how do you do that in UE4 ?
you'd fall if the ledge was thin enough
hmm
but realistically human center of balance isn't going to shift that much
if you lean forwards, you head only moves forwards by about 20cm
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
maybe 40 if you bend all the way over, but who does that?
is what how it's done?
you have no way of knowing what a player's body is doing, so don't design things assuming you can
but you have a way of knowing how much HMD moved, right ?
sure, but you have no way of knowing why
that's irrelevant
it's entirely relevant
if it moves +/-20 cm - consider it "leaning". If it moves more than that - "walking"
that doesn't work
why wouldn't it ?
you're going to get out of synch with the player
if I move forwards a little, then a lot, then a little, you eventually get a wide margin of error
you could be meters out
hmm
you should design applications based around what you absolutely know for sure, and not make assumptions based on what you cannot know
that sucks
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
you just don't know
information not available
it's why things like depth of field are so shitty in a lot of games
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
I'd imagine the collision capsule would just be large enough to compensate
normal FPS has no need to sync with real worlds
and you can snap cam to the body without causing any sickness
sure it does, it needs inputs to match up with expectations the same, or it doesn't work
oh but it does
no, it doesn't - if mouse input doesn't match expectation, the game is broken
look at any game that mixes cinematic cam with player controlled cam
cinematics usually use black bars to tel the player 'input isn't accepted now'
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
but you can't assume you know what the player is actually looking at
which goes back to my point
you just don't know, you do not have that information
(unless you have something like a tobi eye tracker)
eeh, you know exactly where player is looking at for moments like that, "by design"