#virtual-reality

1 messages ยท Page 29 of 1

sharp swan
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thats a nice guideline

granite jacinth
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If anything, next gen headset should do retina scans

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So it can calibrate automatically

wintry escarp
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pffft it should lose the screen and project directly into the eye

sharp swan
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@granite jacinth yeah once they get that, they can let kids use it. I have been preaching that for the past year

granite jacinth
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Aye

wintry escarp
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is there any little wand you can buy for gearvr?

hard light
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Timewarp on GearVR would be redundant

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most phones have a 30Hz screen, some 60Hz

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you can use an XBOne controller with Gear VR

mighty carbon
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Timewarp is on Gear VR

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Phone has low latency mode and it runs at 60Hz

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As a matter of fact async timewarp came to Gear VR first and only then to Rift

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@wintry escarp no wands, but you can use any bluetooth gamepad for Android or Xbox One S gamepad

wintry escarp
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I found out last week you can plug an x360 wired gamepad into android devices and they work

sharp swan
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yeah I can plug a ps3 or 4 controller into my phone. It's a sony phone tho so I guess you should be able to :p

wintry escarp
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#oculus on freenode is totally dead, no-one has said a word in hours

sharp swan
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should get all the #unrealengine folks on freenode to come over here. ยฌ_ยฌ

mighty carbon
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@wintry escarp you can't with GEar VR, unless you are using 2016 version with USB-C

wintry escarp
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I thought gearvr had a usb passthrough

mighty carbon
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no

wintry escarp
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hmmmm that's a bit sucky

mighty carbon
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2016 version can use USB-C port for peripherals and for data storage

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previous releases with micro-USB can not

wintry escarp
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so 2016 has passthrough

mighty carbon
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that's what people on reddit said - they tested it

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I haven't gotten around getting 2016 version yet

wintry escarp
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prob not worth it if you have 2015

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unless you need that passthrough

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could gearvr do that luckys tale to look the same as the desktop?

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I have a windows phone so I odnt really know what a modern phone can do

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he seemed to suggest the exynos chip was better than the snapdragon

mighty carbon
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2016 is better anyway

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and S8 won't work with 2015 version

wintry escarp
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do you want new Samsung things on your head?

mighty carbon
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Carmack said Snapdragon is better than Exynos

wintry escarp
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bit I saw said he reported a snapdragon bug that still hadn't been fixed

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hmm I saw it all

mighty carbon
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sure

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but that's driver bug

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not hardware

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Based on what I am seeing in his keynote, he is still pro-Gear VR, but Samsung doesn't want to do what needs to be done and cell phone providers add more junk into Android that doesn't allow usage of hardware at 100%

wintry escarp
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yes he seems to be leaning towards a standalone mobile headset

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so he can run cpu flat out instead of worrying about throttling etc

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I still think they should do that but split the processor from the glasses

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you could go from a headset to bono style glasses

mighty carbon
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ha, he called out loading times for apps on Gear VR...

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UE4 takes forever to load on Gear VR ๐Ÿ˜ฆ

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also it seems JC doesn't think UE4 is a good choice for Gear VR ๐Ÿ˜ฆ

clever sky
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Well UE4 is a little heavy weight.

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Will be good in the future.

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A few years in the future. Or good on desktop now ๐Ÿ˜›

mighty carbon
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well, it works okay'ish, but things like loading times, unoptimized instancing, etc. really kill it ๐Ÿ˜ฆ

wintry escarp
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I tried the suntemple as a cardboard demo on Samsung edge 7

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was awful

mighty carbon
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art is not optimized perhaps, or lag

wintry escarp
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im guessing cardboard is broke on ue4, or its broken on exynos

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normal mode was lovely and smooth, VR looked nice but as if it was tracking movement at 5-10fps

scenic mason
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Is there a way to Check if a HMD is Plugged in?

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Via Blueprints? or C++?

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And is there a way to See if its a Oculus, or Vive?

clever sky
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Kinda Bioblaze.

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There's a function called - get HMDDeviceName

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And can be used with a switch on name selector

dry fjord
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My friend is taking h3vr seriously

scenic mason
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:X Yea that Prone in VR is serious Shit

clever sky
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Oh yeah

scenic mason
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Your Friend, isnt joking. Dead on Aim prolly

dry fjord
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Yup

scenic mason
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need some sort of like laydown thing

clever sky
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that reminds me, I should make a prone crawling state for my locomotion system ๐Ÿ˜›

scenic mason
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so u dont hurt ur neck and stuff

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lulz

dry fjord
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First shot ever hit the far target

scenic mason
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Nice.

dry fjord
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I threw him some cushions

scenic mason
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yea,

snow raft
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news just in John Carmack scarred for life in freak accident when he pushed mobile CPU too hard and it exploded on his face

clever sky
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No johny carmack nooo

snow raft
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I would actually be a tad worried about that reality if I were testing mobile VR quite frequently, first thing Id code is an overheat warning

clever sky
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๐Ÿ˜›

snow raft
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its all well and good to be running 90fps with MSAA and all that but if your face is getting roasted it makes you wonder if its worth it

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I honestly havent used VR for more than 20 mins at a time yet where in the regular gaming space people sit for hours easy, GearVR just wouldnt last that long, youd get maybe 1 good hour

frosty geode
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From a high level, what do you guys think would be the best approach to making a 3d paint gun/drawing tool similar to the one in Rec Room? Mesh instancing?

clever sky
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How well does the Rec Room one conform to curved surfaces?

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There's draw to texture functionality in UE 4.13

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That I'd explore as my first port of call here

frosty geode
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Rec Room's is very simple, it looks like mesh data is being stretched between recorded vectors

clever sky
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Hmmm

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How do they move the verticies so that the last tube aligns with the new tube?

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Can you manipulate vertecies at run time directly?

dry fjord
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render to texture for sure

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it has a fixed cost

clever sky
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Bloody people. No sense!

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We have a 1 lane drive way

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and a sidewalk that goes past it

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With walls and trees around it. Tight space.

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So my brother's daughter's friend parks in the front of the driveway. blocking the sidewalk, blocking my car from entry, blocking me from even using my verge properly

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The 1 lane drive way is deep enough to fit 5 cars simultaneously

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5 or more. It runs down the entire side of the house.

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Sorry. Just had to bitch D:

dry fjord
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move her car somewhere inconvenient

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like a creek

clever sky
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dammit.

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Forgot to buy a shovel

stuck hamlet
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huh, this is a silly question but why is it that when i rotate my pawn its not rotate my headset view?

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its like the headset isnt attached to the possessed pawn

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except it is because i can move its location just fine

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...just not rotation?

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this is for vive, if it matters

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ok apparently the camera stuff for HMDs cahnged in 4.11

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i didnt even know

real needle
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Has anyone experienced issues when attaching components to motioncontrollers and not receiving late updates on all of them?

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I'm only noticing it client side, which makes me very confused.

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I have a child actor, and a static mesh component both as children to the motioncontroller. The child actor updates perfectly, but the static mesh updates as if late update was turned off

clever sky
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Dag nabbit

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Spent $70 on a market place arch viz asset

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And the BP is all in chinese!

real needle
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lol, was the description in english?

clever sky
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Yes.

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I mean, to be fair, it's still useful

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And it's not like I can't understand it with some effort.

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It's just annoying D:

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I think I'll just copy and paste things into Google translate.

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Also for some reason this guy doesn't know how to place shower heads.

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One has the shower head at eye level - so I'd bang my head into it.

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The other one is at ceiling height, and I have to reach up to grab the knobs.

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Which is amusing because most of the rest of the space looks great.

dry fjord
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my avatar thing is coming along. I switched from the nasty-ass kinect-only solution to an IK rig

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I have hands, head and elbows tracked

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also figured out a nice solution for if a user only has a vive too, can still get relatively believable elbow movement by using the hand rotation as the joint target

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trying to figure out the body IK now

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tedious

stuck hamlet
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Im doing IK stuff as well in VR

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what a coincidence

clever sky
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Nice work antidamage

stuck hamlet
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Im not doing head, just head and elbows

clever sky
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Looking forward to buying that marketplace asset!

stuck hamlet
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hands*

clever sky
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Or if you can't sell it because you're building off someone else's work, then share it around! ๐Ÿ˜„

dry fjord
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haha

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nah it's all me

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it's not hard

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it just uses the unreal 4 kinect plugin, which is freely available

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someone other than bonezone and I is doing the same thing as well

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it's not worth selling the IK stuff alone. the kinect rig perhaps

clever sky
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Yeah. I've seen you guys pimping your IK stuff. Want to use the best ๐Ÿ˜›

dry fjord
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d'aww haha

clever sky
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So. I wanna do light trails that fade when a weapon clips through an object.

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Like a lightsaber trail.

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What's the best bet? Texture draw?

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Need me a good texture draw example to crib.

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Ooh. nice. Texture draw with burny fade and mesh slice...

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means you can create a light saber that can actually slice through things in VR ๐Ÿ˜ฎ

stuck hamlet
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Im cheating though, im just using the ue4 IK solver

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Im not actually doing my own rofl

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are you writing yours from scratch?

clever sky
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Dammit. Ever since tmek told me about his project it's been an itch in the back of my mind.

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I wanna play it!

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Or at least an idealized version of the idea!

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VR FTL! brilliant!

dry fjord
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use decals

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that fade out and remove themselves

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or particles

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@stuck hamlet nah I'm using the UE IK solver too. no reason not to

clever sky
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Decals eh. Yes. Makes sense.

dry fjord
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the kinect is such a bitch to work with

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thing's inaccurate as fuck and the plugin can't get your position in world space

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just relative to other bones

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so I track the elbows relative to the neck

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then set the avatar neck to line up with the HMD, which is far more accurate

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then I track everything else relative to the spine base

clever sky
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Makes sense.

dry fjord
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was all going swimmingly, now it appears the kinect can't tell if you're facing backwards

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so I have to track rotation somehow and remember

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also this plugin, when you ask it for the spine orientation, it halves it for some reason

clever sky
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Sounds like time to buy a second kinect!

dry fjord
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I've solved a lot of the jitter though

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haha then they can both think they're facing my front?

clever sky
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True that!

dry fjord
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actually a 90 degree offset would make sense

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I haven't even tried that yet

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dunno what will happen if I move the kinect

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when you ask for bone coordinates they're also relative to the kinect, obviously

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so I need a way for the user to calibrate it

clever sky
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Kinect foot ends up as a kinect hand.

dry fjord
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so "stand in the center of the room and point at the kinect"

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haha

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sometimes yes!

clever sky
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Haha

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Fuckin' youtube. What the hell, why are you feeding me videos of some white chick living in tokyo?

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And how do you know I'll watch it?!

dry fjord
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it just knows

clever sky
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Pretty decent recommends for the most part... but sometimes I wish I could hide or reject some of them.

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Because my niece comes and wants to watch some vids

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and the next few days I'll have suggestions for stupid kiddy crap all over youtube! D:

wintry escarp
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hmmmmm gearvr forum says last update broke it on a lot of phones

mighty carbon
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They already fixed it

wintry escarp
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i wish Samsung would announce daydreamvr support

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I wonder if its jus ta sensor speed issue, could they make a small usb addon that adds new sensors

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patents add on sensors

snow raft
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whats wrong with the sensors?

wintry escarp
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someone in here suggested they were slow, that's why gearvr added its own

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is the new gearvr supposed to cost much more than the old one?

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$130

snow raft
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honestly you cant really move around that much when youre blinded anyways ๐Ÿ˜›

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sensors seem totally fine for a seated experience

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good luck getting 1 billion people off their fat arses ๐Ÿ˜„

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way Im hearing peoples intepretation of Carmacks keynote is they expect to see groups of VR tai chi people out in public parks or somethin

wintry escarp
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most I got was he wants a mobile system made for VR, so he can run it flat out without heat throttling

mighty carbon
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sup

wintry escarp
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i cant believe they increased price of gearvr

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hi

mighty carbon
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huh?

wintry escarp
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it was ยฃ80, now its ยฃ100

mighty carbon
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$99.99 directly from Samsung

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USD that is

wintry escarp
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the new black one?

mighty carbon
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ya

wintry escarp
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wtf, uk is third world..Samsung uk doesn't have new one

mighty carbon
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and I checked Amazon Co UK and indeed no black Gear VR there :/

wintry escarp
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new one seems pretty necessary, to avoid having to unplug it to deploy from unity/ue4....then plug it back into gearvr

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repeat....

mighty carbon
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I wonder if it's $99 + delivery to UK

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I don't see how it can be more expensive in UK otherwise

wintry escarp
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I'm right aren't I? the new pass through stops that being necessary

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uk always get s screwed

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look at pixel phone, free headset in usa

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ยฃ100 is the uk price, even from pcworld ๐Ÿ˜ฆ

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silly question but when you use rift on ue4, do you need to deploy a desktop exe to see it on the rift, or can you press play in the editor and see it sent to rift in realtime?

wicked oak
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play in editor

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you use the special "play in vr" button

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it minimizes the editor

wintry escarp
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so we're talking an order of magnitude faster for development, none of this deploy to test...deploy to test crap

wintry escarp
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does the rift camera thing have to be centred in front of you? or just somewhere where it can clearly see you

dry fjord
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it has to be on a surface that vibrates lots

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to keep it active

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nah anywhere in front of you is fine

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wall is best

dry fjord
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this is working well

real needle
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They're made by iliumVR, and it's called the persuader

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I'm hoping people will buy into gun controllers, because I don't want to make rifle games for the vive-motes when these things exist

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If you're wondering about the rifle or their unreal support, just ask

dry fjord
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nice!

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how does it work?

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oh I see, made it bigger

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that's awesome

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does it have buttons?

clever sky
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Bloody unreal. Taking over my C drive

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300+ GB!

dry fjord
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Haha

mighty carbon
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holy moly

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so I am planning on getting 512Gb SSD for upgrade and I still think it's a good idea to have projects on conventional HDD :/

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(I wanted to just have UE4 and projects on SSD for performance reasons)

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I like your vivefle, @dry fjord ๐Ÿ˜„

clever sky
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I have a 1TB that I bought to put games and apps on.

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... at first it was games. then it was like... the good games.

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then it was good and reasonable sized games

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Soon, it'll have to be important unreal projects ๐Ÿ˜›

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Each time shoving off the lesser priority programs off to HDD

real needle
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@dry fjord Yeah it has a thumbstick and 4 gamepad buttons on the other side

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You can reload by pushing the magdrop, and the mag drops down a bit, then push it uo

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There's also a chamber slide

dry fjord
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Awesome! How much?

clever sky
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Hmmm

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Anyone know why I'd be able to hide an actor in game dynamically... but not its attached point light?

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I'm using the BPCelingLight that comes in the starter pack

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and I literally have both point light and the BPCeiling light set to hidden at start.

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And a light switch that toggles them.

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The ceiling mesh itself toggles fine! But the point light stays stubbornly on!

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Meh. Worked around it by calling the set intensity function directly.

dry fjord
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I added two more magnets and now the controllers snap into their docking position from about four inches away

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eeeexcellent

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they stay there too until you pull them off

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my god VR is awesome

clever sky
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Whatcha been playing with that thing?

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Onward?

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H3VR?

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Would you believe before they showed off touch and vive controllers... I 'designed' an awesome VR motion controller... that'd still be pretty awesome if it was made now? ๐Ÿ˜›

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One of its features was the ability for things to clip into the bottom, kinda like the Wii motion controllers.

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So that players could clip battery packs and even a rail onto it.

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A rail with one of these things:

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Newer version of the StrikerVR stuff...

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realistic haptic for Hand gun, assault rifle, mini gun, chainsaw, plasma rifle, etc.

dry fjord
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@clever sky H3VR. I just tried the nest too but it sucks

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not a real scope

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I nailed the last watermelon on the sniper range on the second shot with the barrett

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having a proper thing to hold is that good

clever sky
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Yeah, I can imagine.

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But I'm not big enough into shooters to rig something like that up.

dry fjord
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having some haptic feedback would be awesome, but I do really like just having the controllers dock in

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keeps them functional, you can just let the gun mount swing down if you want

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not sure if the oculus touch can easily take a setup like this

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but in retrospect the design of the vive controllers is genius

clever sky
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Because you can do that? ๐Ÿ˜›

dry fjord
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yes ๐Ÿ˜ƒ

clever sky
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#accidentalgenius

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Seriously though, I'd like to have seen more buttons on these controllers.

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The ones I designed have 12... each!

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I was thinking about doing 3D modelling in VR... and I wanted as many hotkeys as possible

dry fjord
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they need to get rid of the grip buttons for sure

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they're so fucking annoying

silk lodge
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they need MORE GRIP BUTTONS EVERYWHERE

dry fjord
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but in general an in-vr menu does the trick

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grip button on my D

clever sky
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Grip buttons are awesome. What's wrong with you! ๐Ÿ˜›

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I use it extensively!

real needle
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@dry fjord Thanks for hating on my game, too bad you don't like arcade style :/

clever sky
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grip buttons are the shift buttons of VR.

dry fjord
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aww sorry, I was a bit harsh. I knew someone here made it too.

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I actually like it but I want two things very dearly:

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  1. option for a real scope
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  1. fallujah setting with a real gun and real targets
clever sky
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Real scopes are tough D:

dry fjord
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yeah I can imagine they are

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a bit of maths involved

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hard to use too

clever sky
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Also, I quite like the fake video scope in out of ammo anyway ๐Ÿ˜›

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easy to use!

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Like using a video camera with a sniper rifle attached. hahaha

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Watching FFXV gameplay stream. Kinda makes me think of what an up to date AAA Ultima game might be like.

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Because you run around the world with team mates.

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Ah crap

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I forgot to do the Orbus VR MMO stress test!

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Noooo... I missed the first VR MMO experience ever!

clever sky
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@dry fjord Why's your fur shader look so good cept for that weird black spot in the middle?! D:

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@dry fjord if you've fixed it, you should update the vid on the marketplace ๐Ÿ˜›

dry fjord
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the black spot is gone but I need to release an update

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yeah I know

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I gotta redo all the asset screens

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I have such a huge backlog I'm in some kind of work frozen panic, a real slow motion one

clever sky
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I was looking at it a while back thinking - that'd be handy when I need fur stuff. ... and that black mark is offputting D:

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Is it dynamic? Can I interact with the fur?

dry fjord
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at the moment it can be set up to respond to movements

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or you can paint the length using vertex painting

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waiting on forward rendering for it to be really good though

clever sky
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Nice.

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Would be nice to figure out a way to get some Vive controller interaction with furry stuff.

dry fjord
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hmm

clever sky
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Like a thick pile rug.

dry fjord
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could do a velocity map instead of a single value

clever sky
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And then it vibrates

dry fjord
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then do render to texture

clever sky
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Yeah

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Some sort of render to texture function that returns to default over time

dry fjord
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basically translucent fur looks far better but it has messed up z sorting, so I was sort of waiting on that and taking the bad PR

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yeah, a convolver

clever sky
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what's a convolver? Sounds like a fancy pistol.

dry fjord
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an operation you iteratively do on an image

clever sky
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Fair enough!

dry fjord
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but yeah it sounds like an escaped pistol

clever sky
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Hehe

hard lagoon
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clever sky
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Why wouldn't ASW work with traditional games?

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Got people on reddit guessing at why it wouldn't. None of it sounds really that plausible. ASW gets directional input data and the last two frames to create an updated third frame.

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Nothing about that seems like an exclusive to HMD kinda deal.

mighty carbon
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why do you need ASW on non-VR games?

clever sky
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It's a 200% frame rate boost.

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That's amazing for everything.

mighty carbon
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my 12 yo PC can run DOOM 2016

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sure, but hardware needs to evolve

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if you don't buy new hardware, there will be (economical) consequences

clever sky
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So you're saying that if ASW was available for use with whatever game, and you were a developer... you wouldn't use it...

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So as to ensure that people would buy more hardware?

mighty carbon
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for once it needs to be used automatically in the driver.

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And yeah, if I don't have to upgrade for another few years, I wouldn't. And there are plenty of people like me.

clever sky
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Ok, so you're Nvidia. If you could implement ASW across the board... you wouldn't, because you want them to buy more hardware?

mighty carbon
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So, why innovate hardware when old hardware works fine ?

clever sky
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What if AMD made this functionality available?

mighty carbon
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AMD sucks

clever sky
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Haha. Ok.

mighty carbon
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they have good hardware and awful drivers

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(GPU hardware that is, not CPU)

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the point is if we all could still play on RivaTNT, we wouldn't have 1080 around

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lusty vortex
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Store everything in a single pak file can already help a lot, in case you're not doing that

mighty carbon
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yeah, doing that

lusty vortex
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Experiment with compression on/off, to test if you're CPU or IO bound with loading

mighty carbon
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have to have compression - it's mobile stuff

lusty vortex
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Also making sure you only load what is needed and use streaming levels

mighty carbon
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what's I am wondering about if I have proper setup for streaming levels

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lol, did you even read what I posted ?

lusty vortex
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Didn't read the forum post, sorry if it was mentioned there ๐Ÿ˜›

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Only the header discord gave me, thought might as well give some pointers

mighty carbon
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I already use streaming levels

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I am just not sure I do it correctly

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it seems that all assets from all streaming levels load first, and then actual levels load as directed

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where I want for first level load with assets that present on that level, and then second level load in the background with the rest of the assets used on the second level

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and that doesn't seem to happen

lusty vortex
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What's your streaming setup? Are you sure your assets are placed in the specific levels, etc, many things can be the case

mighty carbon
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set up is in the forum's post

lusty vortex
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Alright, let me read it ๐Ÿ˜›

mighty carbon
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well, first level is a black room. So there is only that, player and black texture

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second level is where everything else is

lusty vortex
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"Invalid Attachment specified. If you followed a valid link, please notify the administrator" when I click on the attachment :\

mighty carbon
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refresh the page

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(I re-uploaded the image)

lusty vortex
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Still saying it

mighty carbon
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bah

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ok

lusty vortex
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And in the world outliner you can confirm the actors are in the correct levels?

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That they aren't saved in the persistent level or something like that

mighty carbon
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right

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actors are where they suppose to be

lusty vortex
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Then I don't see anything wrong with this setup for level streaming

mighty carbon
lusty vortex
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Still on 4.12 myself

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Wonder what's changed in 4.13 that causes it

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This ticket doesn't mention streaming levels though

mighty carbon
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damn, tighter requirements for mobile now :/

wintry escarp
#

why must they keep 60fps if the new timewarp lets you run 30?

mighty carbon
#

no

#

ASW isn't on Gear VR

inland acorn
#

vr hands drive me crazy. I mirrored the left hand to the right with scaling 1,1,-1 and rot 180,0,0but then the Sockets are inverted, but not rotated...wtf.

mighty carbon
#

why not to have 2 hand models ?

barren rose
#

I decided to route holes though my walls to hide the power cables for my lighthouses

#

First lighthouse turned out great

#

Second one... can't fish anything down the wall and come out the other side

#

ghdfjgd

#

So now I have two holes in my wall and still a cable

dry fjord
#

use a coathanger

#

a wire one

#

you feed it through, hook the cable, pull it back through

#

I would have just used small routing ducts tbh

#

like they have in offices to cover cabling

wintry escarp
#

2 strong magnets? pull it down the wall from other side

barren rose
#

I used fish tape

#

fjhdjkgd

wintry escarp
#

wassat

mighty carbon
#

A fish tape (also known as a draw wire or draw tape) is a tool used by electricians to route new wiring through walls and electrical conduit.
Made of a narrow band of spring steel, by careful manipulation, the tape can be guided through confined spaces such as wall cavities. The goal is to push toward an area where guide string has been dropped inside the confined space and to pull it through, so the guide string can then be used to pull through various types of wiring, such as phone wire, network cables or...

dry fjord
#

yeah that'd do it too

dry fjord
#

it doesn't look like they're demanding oculus store exclusivity either

#

I think Palmer's shit came at just the wrong time for them, this looks like a recovery move

#

I'd take them up on that

fresh laurel
#

The VR Tracker store is up

mighty carbon
#

Was just about to post it ๐Ÿ˜‰

#

@dry fjord sure, but if you sell outside, you will pay Epic royalties on the sales outside Oculus Store

#

@fresh laurel tbh I don't see why they include second tag with pinouts for people to build motion controllers. I'd rather pay less for 1 tag and then separately buy from them motion controller.

dry fjord
#

that's ok, it's still free sales on the oculus store, which is where most rift owners will be

clever sky
#

Wonder which company will do better next year

#

Rift or Vive.

mighty carbon
#

Rift already doing better thanks to Fb money ๐Ÿ˜ƒ

clever sky
#

Probably the Rift. But I wouldn't discount the Vive.

#

They've got a strong foothold in China

#

thanks to HTC. You know they've got a netcafe with 100k stores in operation?

#

For reference, McDonalds has 17k worldwide.

#

To clarify, the netcafe isn't theirs, it's some big chinese netcafe company. But they've got VR stuff setup in those netcafes.

dry fjord
#

neither company is going to tank

#

they're the AMD and Nvidia of VR

clever sky
#

Or the Nokia and Ericsson.

mighty carbon
#

I see what you did there @clever sky

dry fjord
#

haha

#

well, we still have smartphones

#

and we don't have dinosaurs

clever sky
#

( อกยฐ อœส– อกยฐ)

dry fjord
#

I wonder if AI will look back at the time they were unsentient, unaware corporations and wonder what gave rise to the beautiful desert planet they now inhabit

#

with its wealth of silicates and occasional carbon biological infestation

#

none of them will be named Nokia though

clever sky
#

What are you talking about? Nokia will be a common AI name, like Blackmage2000113141002

dry fjord
#

hahaha

clever sky
#

What's the best way to turn on/off tick on event?

#

Don't want a bunch of objects in the level ticking when they have no reason to be.

dry fjord
#

can you set bCanEverTick ?

#

or maybe set it not to be active?

#

not sure

clever sky
#

I figured out another way around the issue

#

Setting it to tick on trigger range input

clever sky
#

It took half a day, but I made a light switch that I would switch nicely in VR.

#

that would* (not that I would)

#

... because it actually has a gradient of movement before clicking off.

wicked oak
#

timelines?

clever sky
#

Not quite. Using trigger input to drive

#

Clicks off when you click in the controller button.

#

Otherwise it snaps back to its previous position. Like a real switch would if you don't press it far enough.

#

It's actually really excessive for a light switch. But it'll also work for things like door handles!

real needle
#

Nice

#

I made a 3d mesh menu that I just need to feed strings into, and it dynamically creates text and collisions

#

Then I realized I also could use it to just spawn 3d text instead of using widgets. Pretty neat.

clever sky
#

That's pretty sweet.

#

Spawn against a plane or a rectangle with a blur material

#

for maximum aero feel.

#

Time to see if my system works with guns.

#

Bought the projectile pack.

#

Bloody epic projectiles in that thing.

wicked oak
#

wich one?

clever sky
#

'The projectile pack'... I think. The name is a bit basic, but it has things like rail guns, blackholes, homing and interceptor missiles

#

among other things.

dusky light
#

Hi all.

clever sky
#

SAup

dusky light
#

I've created a navmesh in my scene and some grabbable boxes on the floor. When I package and play, the grabbable boxes jump up off the floor, above where the navmesh lies.

#

Anyone else have this?

clever sky
#

Yeo

#

Yep.

dusky light
#

Is there a solution to that?

#

It's a PITA

clever sky
#

Or at least, the default boxes in the VRtemplate just collapse on themselves as opposed to stay neatly organised

#

Haven't bothered to research that yet.

dusky light
#

OK. At least I'm not alone ๐Ÿ˜‰

clever sky
#

You might also notice that the chaperone bounds that shows up in the editor when teleporting

#

doesn't when packaged D:

#

Or if it does show up for you when pacakged, leet me know what kinda settings you've used!

dusky light
#

I've packaged a few projects and the chaperone doesn't appear at the end of the teleport arc - I assume it was something I did.

clever sky
#

Nah. It's something to do with the SteamVRChaperone component

#

Doesn't work when packaged. Not sure why. No response anywhere D:

dusky light
#

I am struggling to find answers to my questions on VR-related things. Perhaps it is too new for many people to be using it yet.

#

I also think this might be a problem with UE4 being 'free' as there is no real support from UE themselves.

#

I don't suppose you know how to prevent the NavMesh from being blocked my moveable objects do you?

clever sky
#

There's an option in the instance that lets you prevent it from acting on navmesh

dusky light
#

ah - let me look for that.

#

...is that in the BP for the movable object, or the object itself?

radiant cairn
#

What am I doing wrong; everything is black inside of a sphere, where my player spawns. Spheres normals are towards inside.

#

Im deving on gear vr.

clever sky
#

@dusky light It's under the actor instance (in the map), but also under blueprints - collision - can ever affect navigation

dusky light
#

Zaptruder - thankyou! Awesome!

clever sky
#

no worries.

#

@radiant cairn do you have lighting inside the sphere?

radiant cairn
#

Yes i have, and outside

clever sky
#

Has it been scaled?

#

to -1?

radiant cairn
#

Nope

clever sky
#

Dunno then. I had an issue where scaling to -1 during run time for instanced meshes would flip their normals.

dusky light
#

This moveable object 'jumping' at the beginning of play is annoying. I don't think it is to do with NavMesh as I have just told the moveable objects not to affect the NavMesh

clever sky
#

Yeah... it's a bugger. Not sure what the fix is to be honest. I've kinda just lived with it for now, because it hasn't impacted me yet.

dusky light
#

Is this what you experience Zaptruder?

clever sky
#

Nope.

#

You know in the VRTemplate?

dusky light
#

Iit means all my moveable objects are just floating off the floor during game play.

clever sky
#

The stack of cubes on top of each other?

dusky light
#

Yes - I know the cubes

clever sky
#

They collapse onto themselves in the packaged version.

#

But stay stacked fine in the editor.

dusky light
#

Mmm.

clever sky
#

I haven't tested it beyond that.

signal roost
dusky light
#

It's as though they have an invisible contact region around them - like a buffer or something. Having said that, they do rest on top of each other as they should, but just floating off the floor. I'll have another look at the template...

signal roost
#

This is my vr game on steam~

#

If you have interest, can have a try~

wicked oak
#

does it happen without navmesh?

dusky light
#

vblanco - are you referring to my issue?

wicked oak
#

yes

dusky light
#

I'll give it a try.

#

Yes - still happens if I delete the NavMesh

wicked oak
#

then its not a navmesh problem. Most likely your collision boxes are too big

dusky light
#

Interestingly, I reimported the cube mesh (an FBX) with the pivot point in the centre of the cube rather than the centre-base of the cube. The cubes no longer seem to move when I play. (Collision boxes are exact same size as cube)

#

I tried manually moving the pivot point of the chair to the centre, but it doesn't seem to make any difference with them. I will have to re-import the chair with its pivot in the centre and see if that helps.

real needle
#

hi

#

got a quick question

#

is anyone here?

clever sky
#

Sup

dusky light
#

Yes

real needle
#

great

dusky light
#

...actually, I don't think I have solved the cubes bouncing into the air at start of play. I moved the pivot to the centre, but the collision shape was still higher up, so it gave the impression that it was working! Bugger

real needle
#

i just wanted to ask what would be the most easy straight forward way to set up a triggerable sliding door with thwe VRPawn. i have a feeling the normal way wont work because the vrpawn doesnt have collision

clever sky
#

Put a collider on the VRPawn. Like the head or something.

#

Attach a collider to the camera.

real needle
#

ok, sounds good, gonna try that and let you know how it works for me

#

๐Ÿ˜ƒ

#

thx

clever sky
#

Hehe ๐Ÿ˜› gl

dusky light
#

What 'room' should I post a simple question about lighting in?

clever sky
#

general/leveldesign

dusky light
#

ta

wicked oak
#

im going to create a far improved code version of the Oculus hands

#

might release it when im done

#

gonna email oculus soon to ask for the final touch, new hand 3d assets, and maybe funding

clever sky
#

@wicked oak What do you mean far improved version? Sounds intriguing....

wicked oak
#

from my older version

#

you can see some gameplay here

#

in some moments when i use spells, the hand can be seen

#

i do have finger tracking from Touch, but its kind of half-assed

clever sky
#

Bad ass. Like what you're doing there.

wicked oak
#

its been a massive success on Barcelona

#

i wrote an essay on that in Lounge

clever sky
#

Nice work.

#

Maybe we should team up. I've got an immesive locomotion system in the works ๐Ÿ˜›

wicked oak
#

im using this dash mode and the game is balanced for it

#

people actually loved it

clever sky
#

Fair call. Looks pretty good as is.

wicked oak
#

i do have a instant teleport option

#

in settings

clever sky
#

Is it a face forward game?

#

Very fast pace

wicked oak
#

yes, you can play it both forward facing and roomscale

#

even seated if you want

clever sky
#

Never!

wicked oak
#

i told everyone in barcelona to play standing

#

but to keep their feet glued to the floor

#

becouse this has no chaperone

#

and its forward facing becouse i had no space to put the camera behind

#

so around 270 degree tracking

clever sky
#

Yeah

#

Well... if you want to tap the biggest early VR market it's the PSVR

#

and that's pretty much only forward facing and standing

wicked oak
#

im finalist on Playstation Talents

clever sky
#

Nice stuff!

wicked oak
#

thats why i was in barcelona

#

and ive also become a playstation partner

#

im waiting for developer access

#

but they are extremelly busy with PSVR launch

clever sky
#

Fair call.

#

So when's it coming out? Mid next year?

#

Or earlier/later?

wicked oak
#

yeah, i spoke with Playstation Iberia boss about that

#

well, im trying several things

#

first, i want to have it for Touch launch

#

in december

#

i think its possible to do that

#

a Playstation Europe tech boss also really liked the game

#

becouse this build is really optimized, and runs smooth as butter

clever sky
#

Dayum. You been working on this long?

wicked oak
#

1 month and 1 week

#

since i got my Touch devkits

clever sky
#

Well played. Kinda looks like what doom VR sounds like

#

although I haven't actually seen Doom VR footage

#

you slow down the world on teleport?

wicked oak
#

yes

#

but i did that before doom Vr did ๐Ÿ˜ฆ

clever sky
#

Hahaha. I'm sure they arrived at it independently ๐Ÿ˜›

wicked oak
#

if you dont take in mind the rotation, this movement system is awesome

#

i have 5 rounds + a boss

#

by round 2-3 people already got it

#

people new to VR

#

and were zipping around the map at high speed

clever sky
#

Makes you feel like some kind of super-hero I bet

wicked oak
#

yes

clever sky
#

Nightcrawler with sword and gun.

wicked oak
#

or just 2 shotguns

#

people played in different ways

clever sky
#

hehe

wicked oak
#

kids loved it

#

they often were waving around the arms, aiming 2 sides at once and similar

#

some non-gamer people played in a more "conservative" way

clever sky
#

So what hand work did you actually do, because I was kinda distracted by the rest of the game tbh ๐Ÿ˜›

wicked oak
#

like a turret

#

its a oculus touch hand implementation

#

animations change depending on your fingers

clever sky
#

Haha... probably need to show a seperate video specifically to show off the hands to demonstrate the tech

#

They're out of view too much.

#

But cool stuff man. Did something similar (although much more basic) for the Vive controllers

#

Use the trigger to drive the grip amount. Felt a lot better instantly.

wicked oak
#

what about this one

#

first video i have about it, couple days work

#

started with another game i had, added "VR support"

#

the newer version has far better balancing, weapon handling, maps, and AI

#

this is from another game, i just picked the map and the enemies

clever sky
#

Still hard to tell. They look natural... but also like canned animations. Did you create a bunch of situational animations, or are the hands responding entirely to controller input/gesture tracking?

#

Because the latter makes it super impressive.

#

OTOH, I haven't got the touch controllers/haven't experienced the touch SDK first hand, so I don't know what it comes with

wicked oak
#

they are canned

#

i do blends and stuff

clever sky
#

Ah.

wicked oak
#

beetween different poses and animations

clever sky
#

So they react more intelligently/appropriately to the action.

#

Yeah... that's probably the way AAA VR will have to do it for best visual presence

wicked oak
#

better games have their own hands

#

this ones are from Toybox

#

that first Touch demo

#

and bullet train

clever sky
#

You do this stuff all in BP or use C++ too?

wicked oak
#

depends on the thing

#

this last one is mixed

clever sky
#

Cool... do you have world collision with the player?

wicked oak
#

no

clever sky
#

Fair enough. You're encouraging to stand on the spot and move fast with teleportation anyway.

wicked oak
#

yeah

clever sky
#

Good stuff man. Looking forward to playing it. Touch exclusive or Vive too?

wicked oak
#

works on Vive ATM

#

works better on oculus

#

due to the extra button and joystick to rotate

clever sky
#

Ah ok

#

Missing some secondary controls on the Vive?

wicked oak
#

i can send you a key

clever sky
#

Oh yeah. That'd be awesome.

#

Want feedback?

wicked oak
#

i got plenty

#

but you can try it and tell me what do you think

clever sky
#

Sure thing. I'll give you a gut feeling comparison between the other things I've already tried.

#

Alright. back in a bit.

wintry escarp
#

not a fan of this teleporting around

#

has anyone tried detecting the rocking motion of walking, to walk in vr

woeful blaze
#

i have a question

dry fjord
#

I'm meant to be implementing that for someone

#

@wintry escarp ^

woeful blaze
#

i don't have a Vive but i need to make something for somebody where he has to hit a button

#

can i do that with the 4.13.1 vr template?

dry fjord
#

should be able to I guess

clever sky
#

@wintry escarp Yeah, I'm working on that right now.

dry fjord
#

it's a bit tricky without having an HMD to test it on though

clever sky
#

Polishing up the rest of the functionality.

woeful blaze
#

yeah i know :/

#

what does HMD mean?

dry fjord
#

how does it feel zap?

clever sky
#

But the actual walking in place functionality (as I've implemented it) feels fantastic.

#

Not perfect mind you.

dry fjord
#

"walking in place"?

woeful blaze
#

oh thanks

clever sky
#

But once you get used to it... everything else is a bit meh ๐Ÿ˜›

#

'rocking motion of walking'

#

I assume he meant the way your head bounces up and down when you walk on the spot.

woeful blaze
#

so how can i make it so that the motion controllers get detected by an onhit or overlap event?

#

should i cast to the motioncontrollerPawn blueprint and then check if the other actor is equal to the left/right controller?

#

could anybody help me with this please?

#

would this work?

clever sky
#

Seems like it should work. But you should debug with print strings to figure out where the logic is failing if it is.

woeful blaze
#

yeah

#

i will

#

i will send it to the person i have to do it for

#

to test it out

dusky light
#

Anyone have any good solutions for 'architectural glass' in a UE4 project? I'm talking about glass balustrades, large glass windows etc. My first attempts following an online tutorial weren't too hot (very wobbly/distorted)

clever sky
#

@wicked oak Thanks for that. Great stuff. Solid mechanics all around. Just the sword needs more work, but I'm sure you've already been working on it!

#

@dusky light arch glass for VR?

#

Kill all the refractions.

wintry escarp
#

no, just rocking from side to side...the way you would while walking

#

slight rock, not something silly

clever sky
#

Ah well. I mean, you can rock side to side in my system and get some movement. Just not a whole lot.

dusky light
#

@clever sky So how do you make a transparent material that has no refraction?

clever sky
#

Grab the starter pack glass material and unplug the refraction node.

#

Done.

#

Also set up cubemaps or sphere maps and use that to create fake reflections on the glass.

dusky light
#

Ah - I need to check out the starter packs.

#

If I'm brutally honest, I'm not even really sure how to grab a material from a starter pack. Can I just import a material from somewhere into my current project?

clever sky
#

Yeah. Open a new project, add starter pack. Migrate the material to your project.

#

Right click on the material, one of the sub menus - migrate

dusky light
#

So you have to actually create a new project in order to migrate a material from it?

clever sky
#

There's probably an easier way. I just don't know it off the top of my head.

#

Look in engine content?

dusky light
#

ok - cheers

mighty carbon
#

@wintry escarp are you getting Galaxy S7 after all ?

wintry escarp
#

nah, i have an axon7 coming from Germany that will do daydream eventually

#

unless this phone turns out to to be rubbish i'll keep it

#

I was actually swaying towards getting a cheap plain phone and a rift, if this phone isn't as good as reviews say that's what i'll probably end up doing

mighty carbon
#

If I had powerful enough PC, I'd already grabbed Rift

wintry escarp
#

it seems my pc is now powerful enough

#

the gpu was marked as not good enough but I'm pretty sure it was fine

#

with the drop in requirements I'm now within the limits

sharp swan
#

I do ok with a 970 and a rift. If you are using a VR game/app that has taken into account the rules of the road, it should be fine on anything close to that or above.

wintry escarp
#

gtx780

#

780ti was ok before the change, so a 780 should be fine now

wicked oak
#

keep in mind most of the VR optimizations are for the 900 series and above

#

so maybe not

mighty carbon
#

1060 is under $300

wintry escarp
#

but in normal use its no faster than my 780

#

well 1060 might be but not my much

#

by much

#

they don't seem to have updated the system checker app

sharp swan
#

it has a different chipset though right? Pretty sure pascal came in the 9xx series.

wintry escarp
#

nah, 9xx was Maxwell, all it added was a hardware global illumination addon that isn't used cos its still too slow

sharp swan
#

ahh confused myself then ๐Ÿ˜ƒ

#

cant keep up with all these chipsets and version numbers

mighty carbon
#

@wintry escarp I am sure there is a good reason different architectures exist and Oculus recommends going with Pascal.

#

although 780 has wider bus

#

1070 would be a better choice

#

~$450

wicked oak
#

it did much more than that VXGI

#

it has Multires wich is +40% performance in VR

#

and way better async timewarp support

woeful blaze
#

could anybody help me with this issue?

#
#

i have been trying to figure it out for the past 2-3 hours

#

but to no avail

mighty carbon
#

Note 7 is dead

woeful blaze
#

?

mighty carbon
#

Samsung stops manufacturing/replacing them

#

some kind of design flaw they can't fix

#

I hope they rebound with S8

woeful blaze
#

this is the VR channel

#

anyway

mighty carbon
#

yeah

woeful blaze
#

you should be able to get a refund for it

#

if you have one

mighty carbon
#

heard of Gear VR ?

woeful blaze
#

yeah i have

mighty carbon
#

I don't have Note 7

#

just posting info about it since some folks here interested in Gear VR development and loss of Note 7 is related info

woeful blaze
#

yeah true

#

๐Ÿ˜„

mighty carbon
#

it was suppose to be top smartphone for top mobile VR

#

especially that it had HDR screen

woeful blaze
#

HDR?

#

meaning?

mighty carbon
#

scroll down

woeful blaze
#

i found it

#

thanks though

mighty carbon
#

good thing Gear VR 2016 has both micro-USB and USB-C ports

#

otherwise it would be collecting dust until S8

woeful blaze
#

i don't even know if my phone supports GearVR or Google Cardboard

wintry escarp
#

note7 will do both

#

before it blows up

dry fjord
#

did you hear what happened with samsung notes? they worked out why they're blowing up

#

apparently tom cruise ordered "a bunch" for mission impossible 8 but they got confused and manufactured "a bunch more" and released them to the public. Now they all self-destruct within 10 seconds.

#

da da daaa, da da daaa, da da daaa, da dah

clever sky
#

Is that the mcdonalds theme song?

#

da da da daa daaaa

dry fjord
#

mcdonalds has a theme song?!

wintry escarp
#

ummm "youre loving it" or something isn't it

#

obesityyyyyy ... you're loving it

dry fjord
#

we don't have to learn the mcdonalds national anthem at school I guess

full junco
#

I want a steamvr sdk with vulkan support...

#

I hate being limited by draw calls in vr

keen pumice
#

I am using a 3d widget in world space as my crosshair. I enabled instanced stereo rendering to try that out and that caused issues with the 3d widget where it produced double vision for the widget. I disabled instance stereo rendering but the double vision for the 3d widget persists. Any ideas?

#

Weird. Adjusting the widget components relative location fixed the double vision even when returning to the previously values.

wicked oak
#

all phones can explode or burn

#

but after its been widespread

#

a phone burning is news good enough for big websites

#

so public perception is 100% fucked

#

samsung just lost its brand

deep skiff
#

is everyone know why motioncontroller grip axis all way is 0?

wicked oak
#

grip axis doesnt work on Vive

#

its for Touch

#

and there it works, at least ive tested it

#

im using it for animations for the hand, becouse my needs are just "pressed/depressed"

deep skiff
#

ummm, thanks a lot

clever sky
#

Dayum.

#

Oculus killed Gear VR for Samsung Note 7s

#

So what do you think the rebrand will be?

sharp swan
#

galaxy note 8

clever sky
#

Galaxy Note 8 - The Unexplodable

digital vault
#

Anyone here who could help me with a Collision problem (locomotive movement)? It's seems to be a common problem and many ppl just solve it with plugins but i think there could be another solution.

clever sky
#

What's the issue?

digital vault
#

PN... Maybe it's stupid but it already cost me too much time.

dry fjord
#

Fisher Price Super Safe Galaxy Note 8

digital vault
#

So anyone use the VRExpansionPlugin when handle collision for a User?

clever sky
#

VRExpansionPlugin is pretty heavy weight for just handling collision. But it's also the easiest place to start. Next step is to delve into it and reengineer a BP version of it.

digital vault
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I'll try 1-2 things before i use it...

clever sky
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Fair call. Let me know how you go! It's a problem that I'll have to deal with as well!

real needle
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hey

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how do i make the mirror fullscreen

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or record proper video in VR mode?

clever sky
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Not entirely sure. My editor is affected by a bug.

real needle
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hmd mirror mode breaks the preview window and its freezen

clever sky
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Where the first time I play from VRPreview, it'll full screen the game.

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And then it'll just do the small window after that.

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Not that I'm complaining. But I have no idea what's causing it, or what I might've done to set it off.

quartz pewter
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does anyone know if its possible to change the viewmode that the stereo panoramic plugin renders in?

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tried using the viewmode console command but even though it changes in the viewport the renders are still in lit mode

real needle
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Hey folks. I've made a setup which allows for several viewpoints. One is first person, another third person fixed perspective (more like controlling an object remotely whilst stood in the level), the last is an overview mode. Currently in this mode I change the "Set World to Meters Scale" value to 5000 which gives a great feeling of looking at the level as a model (and still allows the character to be controlled remotely). The only issue is that when in this mode, I want to be able to pick up and move objects in the level around. Changing the scale as I mentioned, however, doesn't adjust the tracking distances of motion controllers so it's no longer 1 to 1 movement, but rather tiny amounts of motion. If there a way to change the motion controller tracking scale as well?

clever sky
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I'd suggest multiplying motion controller movement by world scale relative to 100cm

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100cm been 1:1

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But then you have to account for your own offset probably and ensure that the solution captures that.

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Also scale up your motion controller mesh sizes.

real needle
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The meshes aren't really an issue (I've actually got a second Motion controller in the location of the overview camera anyway). It's purely the location / movement distances that don't change. Increasing the scale of the MotionController object in the BP doesn't change how it tracks. Got no idea how I'd access that info.

clever sky
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Get local location of motion controllers. Get world location of actor. Set motion controller world location to actor + location + motion controller local location x world scale

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Per tick.

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That's what I'd try.

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Interestingly enough, my issue with scaling seems to be the opposite. My mesh doesn't scale, but my movement is fine.

real needle
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Makes sense. So effectively the motion controller is tracked in the same space, but the object representing it is offset based on the world scale changes I've made.
Just seems strange that there's no obvious way to scale the entire VR setup (if that makes sense). That way the "floor" would remain at the same height in the world, but your player height would increase and hand movement would adjust accordingly.

clever sky
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Yeah. Well, I guess they just haven't gotten around to building that functionality in as an automatic thing yet.

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A bit annoying, because when I have to fix the issue myself, it always feels like I'm hacking it together! ๐Ÿ˜›

real needle
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yup

clever sky
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'I don't know if this is the right way... but it works!'

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eventually anyway ๐Ÿ˜›

real needle
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heh, that's 80% of blueprint dev for me (I'm an artist, not a coder)

clever sky
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Yeah same. Came from a 3D modelling background.

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But I seem to be doing ok? I think understanding 3D just helps a lot with this sort of work.

real needle
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Yup, it's done me no harm ๐Ÿ˜ƒ

clever sky
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So whatcha working on anyway?

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If you're at liberty to answer ๐Ÿ˜›

real needle
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can't really say, just prototyping some ideas at work

clever sky
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Fair enough!

real needle
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Just tried your suggestion of scaling the relative location of my controller representation object and it works perfectly. Cheers ๐Ÿ˜ƒ

clever sky
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Cool

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Good to hear!

mighty carbon
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iPhone 6s burned many times, yet you don't see headlines about that

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obviously Note 7 went overboard with number of units burning

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if S8 doesn't burn/blow up, I'll get it ๐Ÿ˜ƒ

clever sky
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S8 should be fine. I'm looking forward to it been relatively cheap to help restore some of their brand/good will.

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I mean S7 is fine now.

mighty carbon
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shit happens to any device/machinery. There are recalls in auto industry. I just don't see how people can't wrap their head around that errors happen and as long as no one dies from it and manufacturers fix the issues in the next generation (or fix it in the same gen and re-issue fixed products that don't fail all over again) there is no need to bury manufacturer

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S8 won't be any cheaper than S7

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especially with all the new features they are packing it

clever sky
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See how it goes! Currently have an S6 so due for an upgrade with the S8. OTOH, I'm not that excited about mobile VR, so maybe I'll just keep waiting ๐Ÿ˜›

mighty carbon
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in order for manufacturer to be mistrusted in my book, they have to hide the issue, it has to cause damage to me and my wallet without recovering the costs (no refunds)

clever sky
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Positional tracking by S9 would be a must buy.

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That's good @mighty carbon rational approach to the situation.

mighty carbon
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so, Samsung is still awesome in my book ๐Ÿ˜ƒ

clever sky
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But you must understand that most people don't operate so cooly rationally.

mighty carbon
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yeah, and that sucks ๐Ÿ˜ฆ

clever sky
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Despite what classical economists would like to tell you!

wintry escarp
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shops here expect S7 to pick up the slack, a few have raised prices

mighty carbon
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lol

wicked oak
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i tried the VR editor 4.13 with oculus touch

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doesnt work well ๐Ÿ˜ฆ

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such a shame, touch is very confortable to use it in the editor

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the gizmos are broken

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i can only move stuff

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not rotate or scale

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so pretty much useless

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and this one is a case where using it actually makes a bit of sense

sharp swan
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we are having some really annoying issues with Oculus runtime atm with 4.13 . The window management has messed up somehow and now when you start the game you have to click the window and it borks the UMG focus when you do. Nailed it down to the integration of the runtime used in 4.13 but no idea how to fix it.

normal thorn
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Having an issue where play in vr in editor works fine (on the Vive). Build and VR doesn't seem to be working. Headset sees grey scene, nothing seems to be tracking

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I have enable HMD in BP but hmm

normal thorn
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I have stereo on set in console command on event begine play after enable HMD

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camera just starts at player start but not VR movement or tracking seems to be enabled

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in build

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edit my short cut to be E:\Build\WindowsNoEditor\Airplane.exe -vr

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I like to keep the windows no editor ๐Ÿ˜‰

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but still not working

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-vr worked but it took a little messing about. Not wure what I did to finally get it working

lyric beacon
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Hello guys, does anyone know how I would add an offset to the camera position w.r.t tracked HMD transform (obtained by enabling lock to HMD in the Camera settings in Pawn)

dry fjord
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wrt?

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the pawn is the center of the room space, always

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the camera is the HMD's location in that space when it's locked to it

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so just get the pawn location in the world

reef reef
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hi

mighty carbon
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From AMD: "Support for Oculusโ€™ Asynchronous Spacewarp (ASW) feature on select Radeon RX 400 series graphics products. ASW compares previously rendered frames, detects the motion between them, and extrapolates the position of scene components to create a new synthetic frame. Using this technology, synthetic frames will accurately approximate the fully-rendered frames theyโ€™re designed to replace."

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So, if you don't have RX 400 series, you get mo ASW :/

fleet veldt
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i played with ASW on my project, worked really well. there was a couple of very minor issues that could be worked around. definitely a win

reef reef
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Can somebody help me,
I have an error when animating a mesh, attached to the camera, when the animation crouching??

fleet veldt
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i typed "hmd mirror mode 0" on the vive. and mirroring went black and i can't seem to get it back, any suggestios?

lyric beacon
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@dry fjord : I am using full body IK, so I need the camera to be a little in front of the head so that it doesn't intersect the body, However, I want the arms and the rest of the body in the correct location wrt the controllers, so I can't just move "everything else" back.

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@fleet veldt That happened to me as well, I think there's a config file you need to change to fix that. There are some answer hub posts about this issue.

fleet veldt
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@lyric beacon ah thanks i think i found a forum post on it ๐Ÿ˜ƒ

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just got a Vive today, man "The Lab" is awesome. any other "must try" experiences? (particularly ones that showcase breakthrough VR gameplay)

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i'm planning on trying onward and Job Simulator

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and tilt brush

stuck hamlet
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has anyone gotten haptic feedback to work for vive? I see the Haptic Feedback curve asset in misc. as well as the play haptic feedback function in the player controller....

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but maybe Im not setting up the asset right

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what is the units of frequency in the asset? it doesnt display the units. Im assuming its hertz?

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wait, there it goes I think

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Im confused about the frequency though, I cant tell a difference when i set it to high or low

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I think it might be broken, it feels like the frequency is always 100 hertz or something

lyric beacon
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@fleet veldt I think The Lab and Tilt Brush is where its at currently.

dry fjord
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what is "wrt"?

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@fleet veldt get Hotdogs, Horseshoes and HandGrenades

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onward is quite bad

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job simulator is quite good

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space pirate trainer is good

lyric beacon
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Ah With Respect To

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I thought you were asking me with respect to what ? ๐Ÿ˜ƒ

fleet veldt
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@dry fjord whew "The Lab" was amazing. so much fun. tired of standing a bit though ๐Ÿ˜„

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what's the one where you can see a 3D scan of the Valve offices / lobby

slim raft
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@fleet veldt destinations

fleet veldt
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@slim raft ty

dry fjord
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yep. VR is all about sore feet, and you can't wear comfy shoes because you'll step on the cable

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@lyric beacon I'm doing IK vive controller/kinect stuff at the moment, the vive side of it is straightforward

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for the head you want to make it a separate material so you can turn it invisible when possessing

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or do what I did and lop it off, attach a new helmet and make it "owner no see"

slim raft
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Errrr my god

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Stuuuur wuuuurs

dry fjord
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naturally

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everyone wants to be a storm trooper at some point

slim raft
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Vader for me

dry fjord
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btw best trick I've found is to use the rotation of the vive controllers to set the elbow IK target

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90% of the time it matches up to the player's arm in real life

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at least from what I've seen once people grip something they do very little wrist manipulation away from the basic IK position you can get

slim raft
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It's great to see your progress

dusky light
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Morning all. About to embark on a new VR project (using the Vive). My dev machine doesn't have the Vive connected to it - that is set up in a different room connected to a different PC. During development, I want to be able to 'play' the game on my local dev machine to test everything works as it should - however, when I 'play', the controllers (mouse/keyboard etc) don't function as it is set up for the Vive motion controllers.
How do I easily switch between setups? (I am fairly new to UE4)

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@dry fjord that storm trooper thing is amazing!

dry fjord
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check for the vive and possess a different pawn

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probably the first person pawn

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so add both to your level

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let neither of them auto-possess or auto-receive input

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and choose programatically

fleet veldt
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and maybe have both inherit from a base pawn so they can share common functionality

dry fjord
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yeah!

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I gotta do the same thing actually, how do you detect the vive?

fleet veldt
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there's a node to get hmd name lemme check

dry fjord
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ah yeah

fleet veldt
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there's a problem with it though.

dry fjord
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it comes up as SteamVR or something doesn't it?

fleet veldt
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even if you start in desktop mode (no -vr or auto start in vr)

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that function will still return whatever headset is connected to your system

dry fjord
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ah right

fleet veldt
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so.. i added a static pure funciton to determine if the game is running in stereoscopic mode or not

dry fjord
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ah that'd help

fleet veldt
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that's the only way i've come up with to determine if i should switch between desktop (mouse/keyboard) controls vs VR controls

dry fjord
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hmm