#virtual-reality

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fleet veldt
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like when you'd start the game using "ue4editor.exe foo.ueproject -game" it would return true even in desktop mode

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I also ran into the issue that even if you tell your project to "start in VR" it really will start in non-vr mode for a few frames. so you have to put a bit of a delay in before you check. it's currently is a bit of a pain and even after working on it for a while mine feels hacky. I would like to be able to switch between vr and desktop repeately at runtime but I ran into bugs although I didn't look into them much further.

dry fjord
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check every frame ๐Ÿ˜ƒ

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forever!

dusky light
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thanks @dry fjord - I'll give that a try

tropic heart
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hey all

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does anyone know how to buy a htc vive in unsupported countries? India does not show up in the list in their site while ordering and I don't see a way of buying it from other channels

wicked oak
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cant you ebay or amazon?

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there is no region lock on the vive

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you can also travel to a country where you can buy, and then "smuggle" it

tropic heart
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๐Ÿ˜‰

wicked oak
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i think there are services that let you buy stuff and then they mail it to you

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i remember some of them that did that to buy amazon USA stuff, and ship it to countries where amazon isnt valid

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of course, they charge extra

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dont buy a vive anyway

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why, if a oculus is same price now with Touch

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and its better

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on that side, after touch releases you are going to see some cheap Vives on ebay

tropic heart
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ok. I heard vive have better tracking?

wicked oak
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no it doesnt

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its similar

tropic heart
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ah ok

wicked oak
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but the oculus Touch is smaller, so occlusion can happen more easily

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its still busllhit, my action game can be played on 1 camera on a 270 degree tracking range

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(forward facing)

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you can also get the extra camera, and use 3

tropic heart
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nice. I'll check it out

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thanks!

wicked oak
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Oculus rift headset is better than the vive (better quality, more stylish, lighter)

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and Touch is also better than the vive wands(much smaller, more "hand presence", buttons and joystick, finger tracking, and wayyyy more confortable and smaller)

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and oculus then works with all Vive games

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so after Touch, HTC better drop the price of the vive

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beccouse they have no chance at all at the same price

dry fjord
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can you mount a gun controller on the touch controllers?

wicked oak
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i guess you could

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similar to Vive

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the Touch comes with some attachment thing

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that is used for rock band vr

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so i guess you could use that to mount it to a gun thing

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but i wouldnt think its a good idea. in difference from the Vive wands, the oculus touch is a hand based controller,with finger tracking

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so probably better if it stays in your hand

dry fjord
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all a gun mount does is bind two controllers together for support and accuracy, often with a stock

clever sky
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I did it! My locomotion system in all its glory!

dry fjord
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hahaha

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I can't wait for SSVR

clever sky
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Should be a bit of fun. But it'll still be a wave shooter D:

dry fjord
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they are the best

clever sky
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At least it's the original* wave shooter *not really

dry fjord
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interesting crowd management in that one

clever sky
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Hahaha... I wonder if you can actually kill them like that?

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Seems like shooting them while you're on top would just kill you?

dry fjord
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it would

clever sky
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Need some sort of super jump boots ๐Ÿ˜ƒ

wicked oak
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i really dont think wave shooters are bad

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do you REALLY expect a full lenght campaign shooter this soon?

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its not like Raw Data is a bad game

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or that serious sam game

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Doom VR will be the first actual shooter in VR

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cant wait for that ๐Ÿ˜ƒ

clever sky
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Yeah Raw Data is pretty good.

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I really meant to say turret wave shooter

wicked oak
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ah

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yeah, static movement wave shooters are kind of boring

clever sky
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As far as I know... no locomotion system in SSVR right?

wicked oak
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thats why MY wave shooter has ridiculous movement you cant find anywhere else

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no, no locomotion

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you are in a roomscale square

clever sky
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Yeah.

wicked oak
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but they know their stuff

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so its probably going to be a lot of fun

clever sky
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I mean SSVR will be the best turret shooter. But... it's still just a turret shooter!

wicked oak
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silly weapons, silly enemies, things like that

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little kids loved my game when i showed it at barcelona

clever sky
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Yeah I can imagine

wicked oak
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dashing around at ridiculous high speed shotguning enemies in the face is fun

clever sky
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Feel powerful.

wicked oak
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important to note that i did not encourage that kind of hardcore movement

clever sky
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That's fun! Who'd thunkit? ๐Ÿ˜›

wicked oak
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funniest thing

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the enemies are bigger than them XD

clever sky
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Haha

wicked oak
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you see little kids who arent higher than 1.40 meters, and the enemies are around 1.70

snow raft
shell karma
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quick question, I've got volumetric clouds particle and it does show up in the editor although when playing in VR it doesn't show up at all, has anyone encountered issue like this ?

south fractal
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Question. I'm running into an issue with VR and Trigger Volumes. The issue is, the Trigger Volume works great when you walk into the volume. But if you teleport via VR controller, the Trigger did not register that you entered the volume. How can I set a triggerbox to activate once something occupies anywhere in the volume?

granite jacinth
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Hmm

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New Vive controller

south fractal
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@granite jacinth Is that an answer for me? The trigger isn't set on my controller, its set on a volume box. So its all internal in UE.

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@granite jacinth Basically when I teleport into the Trigger volume in my scene, the trigger box on my HMD does not activate. It only activates when it is walked into the Trigger volume in my scene.

fresh laurel
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@granite jacinth - And new basestation

fresh laurel
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Also

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I know that I am late but New VR Min spec

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This means that I can run a VR Headset now

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๐Ÿ˜ฎ

wicked oak
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you can run an oculus

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not a vive XD

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but have care, that 960 tier its becouse it runs at 45 fps with async spacewarp

fresh laurel
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Interesting

full junco
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what you talk about? @fresh laurel @granite jacinth

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something new related to the vive shown?

fresh laurel
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@full junco - Vive on linux

full junco
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using vulkan or opengl?

dry fjord
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HTC or Valve better get cracking on ASW

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it's just a software thing, no reason for it not to be done already

fresh laurel
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^

full junco
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yeah!

fresh laurel
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@full junco Probobly Vulkan but unsure

full junco
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@fresh laurel I'm quite sure its opengl... dont have much hope for vulkan

fresh laurel
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Why is that?

full junco
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well khronos said vulkan next will be focused more on VR, I interpret that as the current vulkan has some limitations that dont make it work well with VR

fresh laurel
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Interesting

full junco
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but I really want to have vulkan support

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don't care about linux, but if it would run on vulkan that would be really interesting ๐Ÿ˜›

full junco
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is there no more info about that linux support than that one image on twitter?

vale matrix
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This question has likely been answered but is there a way to emulate the Vive (using the Epic VR template) when you're not close t your VR setup?

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Actually scratch that, I just realized my question makes no sense....๐Ÿ˜ณ

dry fjord
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we talked about it last night

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add a first person pawn and a vr pawn

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use blueprints on beginplay to decide which one to possess

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although there's no good ways to decide if the headset is being used or not, tmek made a blueprint function that exposes a hidden C++ property that's reliable

vale matrix
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ahhh good idea

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I'm fine with manually telling the engine which pawn to posess

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I just want to make sure certain collisions, etc are working.

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with the pawn, I don't see a way to emulate the actual motion controller easily

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Thanx @dry fjord

dry fjord
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yeah I'd just go WASD

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test the vive motion with actual motion controllers

inland acorn
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has anyone of you managed to get a melee weapon working with collisions? As soon as I attach it to a controller, I need to disabled Physics and therefore no hit events are generated. But using the overlap is no solution either, because there are no Normals and bones informations in it for me...

dry fjord
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add a collision box to it? not sure otherwise. I don't see why hit events would stop working.

inland acorn
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forget my question... sweep result is the new hit result for me ๐Ÿ˜ƒ

dry fjord
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ah ๐Ÿ˜„

inland acorn
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nhรถ... doesn't work

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using a collision sphere could work. But as soon as I enable physics, it falls of my club.

dry fjord
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what does your setup look like? in the viewport of the actor

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you don't enable physics for collision boxes btw

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you just attach them to sockets

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you only enable physics for things that need to be affected by physics

inland acorn
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the collision object is not attached to a socket

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do i really need to attach it?

dry fjord
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not sure

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what's in melee weapon component?

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that's one hell of a club btw

inland acorn
dry fjord
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what is meleeweaponcomponent?

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can you open it up, not just see the details?

inland acorn
dry fjord
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does it have a viewport or is it purely a data class?

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like is it based on scenecomponent?

inland acorn
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just data

dry fjord
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ok

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I can't think of what to do off the top of my head, but you do need collision geometry of some kind somewhere

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otherwise there's nothing to collide with

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usually the staticmesh has the collision geometry

full junco
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@inland acorn you can't really do something like that without stuff like physics handles (I think thats what its called?)

inland acorn
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well... they suck... they always lag behind

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I think I will use overlap and traces

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this will need some coding but it will look nicer

full junco
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I dont think so

inland acorn
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Let me give them a try... one moment

full junco
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no matter if you use physics handle or manually trace and set positions, it will always be behind 1 frame I think

dry fjord
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it won't matter when ASW is always one frame behind too ๐Ÿ˜‰

full junco
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@dry fjord but thats another frame then, additionally

dry fjord
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shouldn't be

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I think

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actually it's independent

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ASW just kicks in when it wants and UE doesn't even know about it

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it's still doing the major frames and ASW is adding some interp in between

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so yeah, kinda two frames behind, but not really since that frame is an interim one

full junco
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well but your point that it wont matter is wrong ๐Ÿ˜„

dry fjord
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you're right, if anything ASW will make the correction more obvious

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smooth world, weirdly jittery club

fresh laurel
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Lots of cool stuff in there

dry fjord
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the new vive controllers are cool, but I guess this means we're going to need dedicated gun controllers to mount them in

fresh laurel
dry fjord
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excellent

fresh laurel
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@dry fjord Totally ๐Ÿ˜ƒ

dry fjord
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ah I see, it has a component that straps around the hand too

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looks finnicky to put on

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I hope you can do non-vr hand stuff without fully taking them off

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more pics

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going by that you can definitely still use your fingers with the attached

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so that's good

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there is definitely finger sensing going on there

fresh laurel
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๐Ÿ˜ฎ

granite jacinth
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Heh, different Victor though

dry fjord
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it is?

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damn

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why isn't it you?

tawny storm
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Dang, new controllers!?

granite jacinth
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I've been having problems with watching videos on twitter lately

dry fjord
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me too today

granite jacinth
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Anyway

dry fjord
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won't load

granite jacinth
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Those new controllers...

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look kinda cool

dry fjord
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they look quite nice but how will I attach a stick and a stock to make a gun

granite jacinth
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I like that they went smaller this time

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Well, I am sure you'll adjust somehow ๐Ÿ˜‰

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And anyway, they are not killing off the old ones

dry fjord
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true

granite jacinth
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I am curious as to why the new lighthouses though

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new controllers sure, I like touch better

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this will compete

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but lighthouses, makes me wonder what is up with that

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Maybe you can't use the new controllers without the new lighthouses?

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Hmmm

dry fjord
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are they doing some significant changes to the lighthouses?

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fuckin lighthouses need body tracking like the kinect

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even if it was loose tracking

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as long as it was consistent

granite jacinth
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Yes, new lighthouses coming out next year also

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Maybe it's just preemptive for Wireless Vive?

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Oh, so many theories, tbh, had I know the hurricane was going to get me

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I would have gone to Seattle

tawny storm
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if they are doing new lighthouses i wonder if they've altered them to be able to handle pairs with more than 2 per single area (e.g., 3 lighthouses in an area for occlusion resistence - i knwo there are some issues with doing that though, related to how the sweeps work)

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not really important for a single user case but for multiple users in the same physical space that becomes more important (as does wireless)

granite jacinth
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This is why I used the link cable

dry fjord
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I think it was invite-only so if you got one and didn't take it, what a dick. but otherwise your hurricane was the best bet for entertainment this week,

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I finally got rid of some furniture. I need to reposition my lighthouses to get more room and better coverage.

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I know where a third lighthouse would go if it was an option: above my desk.

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for tracking seated VR

granite jacinth
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"invite only" but you could have registered to go

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which is how a lot of folks got in ๐Ÿ˜ƒ

dry fjord
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oh neat

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I did not know that

fresh laurel
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@dry fjord Did you do the florida huricane check list?

dry fjord
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yep. first item was "are you on the other side of the planet, if so skip to step 12: relax."

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then I enjoyed some hurricane videos in a non-ironic way

fresh laurel
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Heh

granite jacinth
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I think I have almost all my gameplay scripting done

fresh laurel
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ROBO Recall will be free?

granite jacinth
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And then it's going to be a mad dash for story

fresh laurel
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Oh my

granite jacinth
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oops wrong channel

lyric beacon
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@modern lantern Thanks for your input about VR. But if you could move the camera infront of the head then you wouldn't need to hide the head wouldn't you ? It would be an easier setup for end users.

dry fjord
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if you move the camera in front of the head you can't see your body

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and animations are still likely to pass through it

lyric beacon
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Well your eyes are not at the center of your head

dry fjord
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suit yourself

lyric beacon
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This is for VR controller though, so no animations will be played currently.

dry fjord
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so what's the point of having a body at all?

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can the user see it?

lyric beacon
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Why wouldn't you be able to see the body if you move the camera 15 cm in front of the head center ?

dry fjord
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have you tried it?

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you don't see much of the body with the camera in the right place

lyric beacon
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right now if you look down you can see through the chest

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I do want to try yes.

dry fjord
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give it a go, trust me when I say I've done this

lyric beacon
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But the question is how to move the camera

dry fjord
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don't move the camera

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ever

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let it track to the HMD and stay there

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or it's pukesville

lyric beacon
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Right, move the skeletal mesh back

dry fjord
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yes

lyric beacon
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Makes sense

dry fjord
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so that's pretty trivial to do

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thing is, the body sits where the pawn is

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so you have to manually make the body follow the camera regardless

lyric beacon
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Well I have the body effector follow the camera's movement on the ground plane.

dry fjord
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ok

lyric beacon
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I guess I will just move the head effector back as well. But then I am a bit concerned about arms being a bit off

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have to give it a shot, otherwise it is transparent material time

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Thanks for the input.

dry fjord
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nah don't do transparent

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actually delete the head

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then reattach it to the camera as a separate static mesh

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just put it IN the camera

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Owner No See

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then it'll look good from the outside, multiplayer, render targets, etc

lyric beacon
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Right, that makes sense.

dry fjord
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no extra work to make it track

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hmm

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I might try scaling the head tonight

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modifying models is admittedly work

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be easier to just make it zero scale

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whee solved

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and not replicate

lyric beacon
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Great !

clever sky
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Figured out a way to get good full body avatar with base Vive level tracking.

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... but I'm not knowledgeable enough to implement it! Woeee

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About animations that is. I haven't done any bone/skeleton animation work in UE4.

fresh laurel
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@clever sky - I might be able to help

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What do you need?

clever sky
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Haha... thanks for the offer - not working on it at this point, as I've got other things to work on first

fresh laurel
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ok

clever sky
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But the basic idea is simple enough... just use camera + actor position to drive the movement of a normal third person style avatar.

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Hide that thing from owner and IK the hands/head to the body.

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So you're not getting the Z height from the camera - because then you get all sorts of funky popping and locking

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Pretty sure that'd look good.

clever sky
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Magical.

dry fjord
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that song calmed me

clever sky
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It's the best.

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For some reason, Diana Ross' It's your move slowed down to half speed speaks to our generation.

dry fjord
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I can just do that on youtube too, slow it down

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oh man

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that is good

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I am developing to this

clever sky
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It's soooo chillll

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Go to a vapor wave concert and people just lying down on the ground everywhere, or slid out of their seats.

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Side note: Thought about a concept for a new restaurant; Hedonism. You lie in a day bed and order finger food.

dry fjord
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that's not what I associate hedonism with. is finger food a euphemism for something?

clever sky
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No. It's an extension on the idea of reclining and eating grapes ๐Ÿ˜›

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That's like... the classical roman-grecan imagery of hedonism. Plus the futurama vision of it too.

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You can of course jazz it up with extras. Smokes, drinks, drugs (that are legal to sell in the state), scantily dress waiters and waitresses, etc.

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But the core concept is to lie back and grab food and stuff it in your mouth! It has to be finger food because it's not really a position you can use utensils from!

dry fjord
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it's hard to swallow lying down

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either that or you have to slow your hedonism down

clever sky
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Haha ๐Ÿ˜›

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I could imagine some eccentric millionaire or son of a billionaire thinking - yes... yes, that's a great idea.

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Millions of investment and most of the year later.

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People line up around the block.

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couple hours later, ambulances out the front and up chuck all over the couches.

dry fjord
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so an ideal hedonism evening then ๐Ÿ˜‰

clever sky
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Totes

clever sky
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I don't know how many of you have grabbed UE learning demos and tried VR out in them.

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But the landscape map learning demo works amazingly well in VR without modification.

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You're flying a hang glider in that experience.

snow raft
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Does VR work with HTML5 builds?

hard light
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doubt it

mighty carbon
pallid echo
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^ Aw yeah, my boy @real needle is in that photo.

real needle
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Aka Fanta-handmodel

south fractal
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Has anyone had an issue with the new "WidgetInteractive" component and using VR controllers? I am able to get the menu to work with roll-overs, but when I click with the assigned button, it does not register a click. It had worked before, but its not working anymore and Im not sure how to fix it.

abstract gale
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@real needle awesome. 3rd controller in your pocket?

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@south fractal you figure it out?

south fractal
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@abstract gale thanks for responding. No I have not do you have any suggestions?

abstract gale
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your motion controller trigger something?

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made sure its getting called?

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Using the press pointer Key call, and assignment to widget interaction as target? key set?

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nothing got disconnected or reset?

abstract gale
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@south fractal I just did a fresh implementation, it def works..

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just dbl check your setup..

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4.13.1

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if u have issues show some BP, assuming your using that

south fractal
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@abstract gale Sorry for the late reply. My monitor blew right after I sent a message to you! It was due, 10 years old. But yes I do have my motion controller triggering something on a button event. I also have a "Press Pointer Key" with the target assigned to one of my "WdgetInteraction" components. Key is assigned to Left Mouse Button. I am using two WidgetInteraction components, one of left controller, one for right controller. Left is set for "Virtual User Index = 1" and Right is set to 0 .

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My menu opens correct. The point over events are working (meaning if I point at a menu option, it changes colors telling me the point detection is 100% working.

abstract gale
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so.. 'hover' works.. but the trigger doesnt?

south fractal
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exactly.

abstract gale
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VR right? 4.13.1?

south fractal
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yes, Vive setup

abstract gale
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and it worked before? same version?

south fractal
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yes. The strange part is that I had this exact same issue about a month ago, and the only thing I did was delete the blueprint that created my UI Menu, and recreate it. Didn't change code or anything. The only thing in the blueprint that is driving the UI is a "Widget" component. I tried this again, but this time it didn't solve it. Its very strange. I have a feeling I have encountered a bug.

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I'm going to test again in the morning and double check a few variables.

abstract gale
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so this is all through BP yes?

south fractal
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yes

abstract gale
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did you try recreating and re-ref the BP components?

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and re-link them to the point vie?

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sometimes the BPs dont get refreshed

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delete and redo the component BP refs, and relink to the pressed/nonpressed

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same thing with vars, if diff or new or recreated in the BP component

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delete, compile, drag them back out, and where does the debug end?

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also can enable debug line in interaction to make sure the current one is actually the highlighting one..

south fractal
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Yeah I had relinked everything....

abstract gale
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what does debug do?

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you print string all the events?

south fractal
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Basically what's going on is 3 steps. The Widget BluePrint has the buttons. The buttons are scripted to do functions that I know works because it has worked before. Next another blueprint creates the Widget Blueprint and places it in 3D Space via the "Widget" component. The last step is the VR Pawn which has two controllers components. Both controller components have the "WidgetInteraction" components as a child. The two controllers both have a Press Pointer Key event attached.

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I did do a print screen on various locations, the one that was the strangest was the print screen at the end of my Widget Blueprint button. It was not printing when clicked. This tells me the button was never being executed.

abstract gale
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Are you a developer or tester?

south fractal
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developer.

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Unfortunately I can't test again till the morning, because I'm not in the office anylonger.

abstract gale
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so when u run in debug, with a break set on the motion controller trigger, does t hit the break point?

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ahh ok

south fractal
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I'll have to try that. I know I do have a Boolean to check if the Left controller button is clicked or the right button. I'm going to bypass this for testing purposes tomorrow as well as adding a break set.

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I could also provide screenshots then.

abstract gale
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i mean, it should be a simple instance, to widget, to variable, back to trigger connection..

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a default setup works np

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no...

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make sure its left... in Key

south fractal
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I have "Left Mouse Button" on the Press Pointer Key if that is what you mean?

abstract gale
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yea

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ok, yea if nothing also throw up BPs

south fractal
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I also have a "Active" that follows the script that creates the menu.

abstract gale
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I mean... id remote debug, but yea.

south fractal
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Where "Set Active" is set to my currently targeted WidgetInteraction component.

abstract gale
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and your sure its triggered?

south fractal
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Yeah, 100% about this.

abstract gale
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if u set up a dummy, its wokrs wihtout issue, or should. try that?

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takes like 2mins

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a dummy interactive on hand..

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atach it to mo

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maybe active isnt triggin for some res

south fractal
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I'll check that, but I do not see why it wouldn't. Nothing is stopping it and it is the next executed code following the spawn location of the menu.

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Are you stateside?

abstract gale
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yea, FL

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makes no sense really why it wouldnt work

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default temp with basic IO - for - solution works

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send BPs if needed.

south fractal
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Yeah, let me try all of your advice tomorrow and get back to you. I appreciate your time and suggestions

clever sky
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@south fractal The problem that you're having with the Widget Interaction Component is... drum roll

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The keys for press down and press release isn't asking for the key you want to use on the motion controller.

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It's asking for the standard key you want to emulate

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i.e. Trigger should probably be Mouse Left

#

While say... touch pad click should probably be mouse right.

#

Or you could make touch pad -1 on X left click and 0-1 on X a right click.

#

Oh wait. You set that already.

#

This is the problem with jumping into conversations late.

#

Will need to see BP of your widget interaction press/release key wiring...

#

It should be a relatively simple affair to set it up. But that's what I got wrong for a few minutes yesterday before figuring it out.

dry fjord
#

awright, increased my space to 2.7x2.7m

clever sky
#

What was it?

#

Before?

#

Also, teach me make good buttons!

#

Trying to get a button to go green and the text to stay white.

#

But it'd rather make the text go green and make the button stay grey D:

dry fjord
#

2.6x2.4 I think

#

I moved the stations to be able to see the WHOLE area too

#

so they're both set back from the play area

#

rather than one being right in the corner this time

clever sky
#

Yeah. Plus having the base stations out of the way lowers the risk of knocking them

dry fjord
#

nah they're up near the ceiling

#

oh yeah

#

I stick shit to walls with 3m 13kg tape

#

I have the stands and ball adaptors now but I don't have much use for them

#

maybe I should mount the kinect like that

#

I almost feel cheated by how easy my setup for this place was

#

apart from moving and selling and buying furniture to suit it

pearl tangle
#

yeah i re-arranged half of my house to get a better play area. I have to push my couch back into the kitchen each time though which is a bit annoying

clever sky
#

@dry fjord haha ๐Ÿ˜› I preppred a year and a bit before the launch of VR.

#

By converting my room entirely, adding a murphy bed and a couch with lockable roller wheels

#

And a height adjustable desk. Oh man this thing is so good with VR development

#

You don't even know!

#

If you're not developing with a height adjustable desk shit's painful! Get out of chair, push it away, test, get back in chair, repeat 30 times per hour.

frigid spire
#

What if you have more than 1 developer in your room ๐Ÿ˜‰

clever sky
#

You get more room? Or you make do with less space?

#

Or you have a VR dev PC that gets shared among the devs?

dry fjord
#

yeah I badly need a standing desk

#

for that exact reason

pearl tangle
#

yeah definitely going for the height adjustable desks when we setup the new office

dry fjord
#

I might try a stool

#

not sure if it's any easier though

clever sky
#

Ah crap. ViveX is an incubator program

#

I thought it was free money.

#

They make you go to them and work there.

#

Which is on one level pretty bloody awesome.

#

But on another level - not sure if want to uproot life.

#

Oh it's a 4 month thing.

#

Dammit. I need money to hire people to do my bidding! ahhhhh I don't need 'vr specialists' telling me shit I know! D:

pearl tangle
#

hah did you really expect somebody to just throw you free money with absolutely no strings attached?

clever sky
#

Maybe? ๐Ÿ˜› I know Valve is paying devs to not take on exclusivities

#

I thought HTC was all - we'll give you money as long as it's interesting and you're making it for the VIve!

#

Like... this ViveX thing doesn't sound like they're giving you money. They're just spending a ton of money to get promising VR devs together with other VR people to incubate something. Which sounds TBH, kinda cool. Just not what I was after.

pearl tangle
#

the valve "funding" is also not quite free money. it's a loan

clever sky
#

Oh yeah. It's a loan on top of steam receipts.

#

You pay it back if you make money from Steam.

#

Sounds like a good deal to me.

pearl tangle
#

HTC is just minimizing their risk and getting better access to your IP through it. rather than just give somebody money with no guarantee they actually release the game

#

yeah there are lots of other strings attached to it but basically they are working on the assumption that if you are going to release a VR game that uses motion controllers then you will make it work for the vive and that you will most likely release it on steam. they just want to stop occulus locking people into exclusivity and selling stuff through the oculus store instead of steam

clever sky
#

Yeah. As a side note... why are there so many escape the room VR games coming out? ๐Ÿ˜›

pearl tangle
#

i think if you just want free money than kickstarter is the best bet. plenty of people still throwing away money on there

clever sky
#

Yeah... in any pathway that I'll be taking, the first step will still be to release a demo of my locomotion system. And I'm working on polishing it up

pearl tangle
#

whats your locomotion system?

clever sky
#

It's a walking in place solution. That works.

#

I know I'm biased... but it's about as good as large scale VR locomotion is gonna get with this current hardware paradigm.

pearl tangle
#

using the position of the head tracker or a combination of hand and head?

clever sky
#

Both.

#

Movement directionality feels very natural (can look and move independently) as does movement scale (i.e. the range of slow to fast)

pearl tangle
#

i have still been waiting on the damn virtuix omni for the past 2.5 years that it was meant to be out, that will come in handy for that sort of stuff but i definitely like being able to just properly walk around in a room and bend down properly without a big harness in the way

clever sky
#

Oh yeah. this locomotion solution is going to torpedo ODTs.

#

Not that was my main intent. It's just going to be 90% of what you want out of an ODT, without the cost, the space and movement limitations.

pearl tangle
#

i think all different locomotion systems will have a different use. it's good to have a proper natural walking solution. walking on the spot doesn't quite feel natural

clever sky
#

Fair call! Well, hopefully I can convince you with the demo! ๐Ÿ˜›

pearl tangle
#

oh i will definitely give it a try. but i have done plenty of different walking in place solutions already with kinect, perception neuron, head + hand tracking and I haven't found it too comfortable since I have damaged cartilage in my knee and ankle slamming it up and down on the spot has not been helpful

clever sky
#

Yeah, that's problematic.

#

Well, I have factored in people with accessibility issues.

#

But mainly as an option that just lets you move around without having to move your head.

#

Alternatively, you can 'cheat' it by simply bobbing up and down.

#

I'll provide some info on the best way to move with walking in place (land on the balls of your feet (forefoot) and use it as a suspension mechanism.

#

Which is how you're actually supposed to move anyway!

mighty carbon
#

Does anyone know how to apply for Oculus VR grants ?

wicked oak
#

ive asked oculus themselves for that @mighty carbon

#

and sent them builds of my 2 games

mighty carbon
#

who did you ask ?

#

I asked community manager on the forums in PM about the subject, but he isn't anywhere to be found (usually he was pretty responsive)

#

asked that lady who presented the grant at OC3 on tweeter - no response either

south fractal
#

@clever sky Hey, continuing the issue with my widget menu not accepting button input, this is what I have for my Press and Release Key -

clever sky
#

Is the left of that stuff the input function?

south fractal
#

@clever sky Left goes straight into the Left Controller's "Shoulder On Click and Release" function.

clever sky
#

What happens if you auto activate the widget interaction component and turn on the debug line?

#

Also try Press Pointer Key

#

instead of press and release key

#

drag off from Widget Interaction -> Press Pointer Key

south fractal
#

Press Pointer Key was what I had first, and it wasn't working. So I changed to Press and Release. Auto activate did nothing.

clever sky
#

How did you set up the widget?

south fractal
#

Manual "Set Active" is working as I had tested with a Breakpoint and it broke.

wicked oak
#

is your interaction component long enough?

#

might be too short and you arent even hitting it

south fractal
#

The Widget Blueprint has three buttons with a HoverOver that changes colors. A separate Actor Blueprint has a single "Widget" component that loads the Widget Blueprint. My VR Pawn creates a menu when the shoulder button is clicked by loading the Actor Blueprint with the Widget component. My VR Pawn has the WidgetInteraction attached.

wicked oak
#

becouse im doing literally that and it works

south fractal
#

Yes, its set to 3000

clever sky
#

That's a possibility. Turn on debug line

wicked oak
#

you know it works if it actually does highlighting on buttons

clever sky
#

Well that's not going to be the problem ๐Ÿ˜›

south fractal
#

The buttons do highlight

#

Highlighting the button is no problem.

clever sky
#

Oh. You've got a child actor with a widget in it attached to your VR actor?

south fractal
#

with the controller pointing at the menu buttons. The buttons change color.

clever sky
#

I had problems doing that earlier.

#

An actor with a widget in world space works

#

as do widget components directly in the VR actor

south fractal
#

I have actor with a widget in world space.

clever sky
#

I think my issues were of the 'why isn't the widget showing up' variety though.

#

Hmmm... Well what you describe is basically what I did.

#

Best bet is to create a blank VR project and try it in there, following the basic widget interaction tutorial exactly.

#

If that doesn't work, you know something's very wrong!

south fractal
#

Its strange, because the buttons change color when pointing at it...

clever sky
#

Oh.

#

Well... that means the widget is working?

south fractal
#

But clicking does not..

clever sky
#

Mmmmmmm

south fractal
#

It just doesn't accept the click events.

clever sky
#

... The UI button on click code is all kosher?

south fractal
#

Yep. 100%.

#

Even replaced it with a simple Print String for testing. Clicking is not registering at all.

clever sky
#

Ouch.

#

Well... I'm stumped. Basically went through everything I did to get widget interaction working on my end.

#

Still, probably worth trying that new project test if you're totally stumped. Otherwise you can ask on the forums/UEAnswerHub... but those tend to be much slower in response time D:

#

Good luck!

south fractal
#

Thanks bud, yeah I'll test in a new project.

wicked oak
#

you can test it without actually VR

#

do an actor with one, place your widget on the world

#

do it on Begin Play, in simulate

#

its how i did the testing for it

tawdry dragon
#

So I have a problem with using unreal and its image filtering. We've been doing a 360 stereo viewer for the GearVR. We produce the spherical maps our selves and have been using the native oculus photo viewer for showcasing them to our clients. On the Oculus app, we can use 18k x 1.5k cubemaps that delivers a very nice and sharp result

#

however using it in UE, the images become VERY alive/flickery/aliased because the image filter is not doin a very good job at downscaling it to the mobile device resolution. Solution so far is to downscale to a 4k texture, however that leaves the image blury

#

is there anyway to fix this?

dusky moon
#

but I can't move to 4.13 ... is there any solution for this ?!

south fractal
#

@clever sky I noticed something new and interesting. When I play my Blueprint with only the widget component into my scene (editor view). The widget does not display. It only displays when I click the "Play" button. Isn't that strange? It is two sided as well. It worked in an empty new scene (VR Template). Even when I created a NEW Widget and a NEW Widget blueprint. It does not display when placed inside my editor. This is point more to a bug than a problem on my end.

clever sky
#

Seems like it! report to answerhub!

digital vault
#

Quick Question: If i start VR Preview how can i stop the editor to minimize?

south fractal
#

Question. When I create a Build, I get several warnings identical to this - "LogLinker:Warning: Can't find file '/Game/Materials/M_MasterWood'"
This was a material I had deleted a long time ago and I thought I had replaced all the surfaced with a new material. How do check what objects or code is referencing a Material that is deleted?

frozen crystal
#

Try a 'Map Check', in the building tab thingy

real needle
#

@abstract gale No lol it's swedish snus

clever sky
#

@south fractal Right click on folder and clean up redirections and references if you haven't already done that.

full junco
#

not sure if thats correct but I hope it is

lapis glen
#

What is the best way to record VR gameplay?

fossil stratus
#

Has anyone been able to successfully get regular WASD type controller movement to work with room scale VR?

#

I've kinda got it working but then I start drifting out of control in one direction

full junco
#

@fossil stratus what do you mean with "WASD type controller movement"?

fossil stratus
#

instead of teleporting around I want to be able to move around with the motion controller like you can with an xbox controller..

full junco
#

are you sure you want to do that?

fossil stratus
#

yes, my plan is right controller for teleporting which I already ahve set up and left for WASD type movement

#

i can upload a file to show how I'm trying to go about it

full junco
#

ok

fossil stratus
#

uploading file..

tawdry dragon
#

Hmmm.. might be a stupid question. How would you guys go about and determine the visual bounding box of a static mesh in relation to your HMD view?

fossil stratus
full junco
#

@fossil stratus I'm a bit too lazy to connect my VR stuff now to test it ๐Ÿ˜› I thought you would send some kind of video showing your problem

fossil stratus
#

Np . I can show what I set up ..one sec

lapis glen
#

@tawdry dragon The visual bounding box does not exist as far as I know. In the first place meshes have no bounding box.

#

What are you trying to do?

tawdry dragon
#

Im trying to attach text to an object that be grabbed by the player. The trick is the text must always be visible to player

full junco
#

so you want to attach something like a widget component, just that it shouldnt be able to get hidden behind other meshes?

tawdry dragon
#

2 sec, let me do a quick sketch

fossil stratus
tawdry dragon
#

so this is a simulated end result for the player

#

As you can see, the mesh in this case is uneven in its volume, so just calculating the position using the bounding box would result in the text getting displaced a lot

#

So, the text will always be on the right of the mesh and it will always face the camera

full junco
#

hm

tawdry dragon
#

its not that important that I get that feature working, it would just be icing on the cake ๐Ÿ˜ƒ

inland acorn
fossil stratus
#

cool

#

so your able to attack AI and they are reacting to the bat with physics or responding by triggering hit animations?

inland acorn
#

they react by physics

#

first I did some capsule scaning from my club towards swing direction and on impact i added some force

real needle
#

I'm not able to change near clip plane on the rift. Using world to meters to scale down, anything attached to motioncontrollers clips several cm infront of view. "Set Clipping Planes" at runtime does nothing, and neither does setting it in the .ini file. Same scene works without issues on the vive, would anyone know what might be going wrong?

#

@inland acorn I made a very similar system for our melee zombie game back in february. I saw the physical animation addition to the engine and realized it would take me less than a day to do what I did in weeks...

fossil stratus
#

Lars- oh cool

#

I'm working on grabbing and rotating knobs or pulling doors open and shut .. not nearly exciting as beating people up in VR lol

inland acorn
#

btw: do collision boxes and capsules have a parent class they derive from?

fleet veldt
#

anyone know the name of the upcomming VR feature that renders distant actors in monoscopy (ones that are less than a pixels distance in stereo view).

full junco
#

monoscopic rendering ๐Ÿ˜›

fleet veldt
#

hmm, the reason i ask is because in my latest build from the 4.14 branch i'm only seeing the distant most geometry in my scene. (i.e. stars in a space game) so i think it has something to do with an early version of this feature and i'm trying to find perhaps a console variable to disable it.

dry fjord
#

@real needle the minimum clipping plane is 0.1

#

or it'll ignore it

#

or mess up

#

Magnetic controller mounts

#

got magnetic charge cables coming too

#

so I'll just be able to grab and pull with the HMD on

fleet veldt
#

hmm, you know Oculus had magnets on their battery compartments for Touch initially but they took them out because other metal in the controllers became magnetised. (and they would cling/attract to each other at certain points which was distracting from the VR experience)

dry fjord
#

these attract from about four feet away

#

they'll lock together if you let them

#

I dig it

#

nah it's not that extreme, but they will stick together

#

it hasn't been a problem

#

why does the touch have a "battery compartment"?

#

do you have to change the batteries when it runs out? can it charge?

fleet veldt
#

they each take 1 AA battery. but it runs for 80 hours

#

oh wait

#

maybe that's 30 hours

#

misread that heh 3 looked like an 8

dry fjord
#

I guess they're just driving LEDs and a bluetooth connection for button presses

#

still

#

I don't like that

#

it just feels a bit last millennia

fleet veldt
#

yeah, i don't think there is any port on them let me look

dry fjord
#

technology should be magical. like the way you see the battery level on the controllers in VR space

clever sky
#

@tawdry dragon Your best bet is probably to check out the blueprint level under the Unreal Learning resources. The signage there rotates to face you.

pearl grove
#

Just a heads up to everyone, we will be running a closed alpha test of Yore VR over the next couple of days, if you want in and feel like giving us your thouoghts of your experience please register at http://forums.playyore.com , reply to the alpha test thread and PM me saying you're from the UE4 community so I can bump you up to the top of the list

clever sky
#

@pearl grove What's your forum handle? BMoreCurrant?

pearl grove
#

My forum handle is Ryan

clever sky
#

Cool. Sending you PM now.

#

Sent.

pearl grove
#

cheers

clever sky
#

No, cheers.

dry fjord
#

keen

pearl grove
clever sky
#

So basically your average Yore alpha user has a pretty bad ass PC

pearl grove
#

Well not the average user as we tend to choose people who don't have teh most badass pc's as testers as it gives us interesting results that we might not see on our rigs here in the office

clever sky
#

Ah. ๐Ÿ˜›

dry fjord
#

this survey needs to tell me how badass I am compared to other people or there's no gratification

clever sky
#

'So badass'

#

'A little badass'

#

'Ass so bad that it's still streaming'

dry fjord
#

haha

clever sky
#

Not many people talking about Quell4D...

#

But it's the first real Single player FPS!

#

in VR

dry fjord
#

I'm not a fan of the art style

#

too chunky and flat

clever sky
#

Tis pretty chunky.

#

And flat.

dry fjord
#

if you're into chunky and flat though it's the game for you

clever sky
#

Still. It's the first VR FPS that provides level exploration and free roaming!

#

And proof that these are the mechanics we need for a compelling gameplay, not just turret or even teleporter style FPS

dry fjord
#

it can't be the first, people have made thousands of them

clever sky
#

Commercially available? ๐Ÿ˜›

dry fjord
#

yeah

#

just check the VR games category on steam

clever sky
#

I mean.... I know there's Onward. but that's MP

#

Oh wait... 5089 has free roaming mechanics.

#

I just never tried it because it looks... so bad.

#

Anyway... the rest of the games that turn up under VR, first person and single player aren't shooters, or are static, or they're cockpit games like Sublevel Zero

#

Then you've got fancier looking games like The Assembly (not a shooter) with face teleportation mechanics.

#

Bloody hell Oculus. The insistence on not-quite roomscale is holding back VR!

dry fjord
#

true

#

well then

#

best get on to it ๐Ÿ˜„

clever sky
#

Yes boss!

wicked oak
#

im working on the MP for my new VR game

#

it will be complete insanity

#

becouse you have fast teleporting around, with little to no cooldown or similar

#

so players will be able to zip around the map at high speed

#

ill probably add a stamina bar for it to prevent absolute abuse

tawdry dragon
#

abuse or sickness from high paced VR teleportation :p

wicked oak
#

strangely enough

#

no sickness

#

when i let more than 200 people play it

#

ill keep matches short

tawdry dragon
#

hmm crazy. I've been doing some tests with the company Vive, and even though we're only 50 people at work, I have found I have a very broad test audience. Some people cant even stand in the HMD for a few minutes without getting sickness

#

Actually one of the test made the boss so sick he had to lie down on a couch for 15 minutes, just before a client meeting ๐Ÿ˜›

wicked oak
#

i showed it on a game conference

#

to random people almost all new to VR

tawdry dragon
#

excellent

wicked oak
#

like 200 people

#

easily

#

turns were around 10 minutes

tawdry dragon
#

Seems like you have nothing to fear then ๐Ÿ˜ƒ

wicked oak
#

its still short 10 mins

#

ill do it quake style, with deatmatch at 5-10 mins

#

and health powerps

#

if you can zip around that fast, then if you have regenerating health means you can zip around the map to hide while you get health back

#

with health powerups, people will try to take it

tawdry dragon
#

Cool, will the teleportation have any visual clue to the enemies new distination?

wicked oak
#

yes

tawdry dragon
#

So far the MP games I have tried dont feature any way of knowing which way your enemy teleported

wicked oak
#

my teleport is fairly high in distance, and it is a smooth dash

#

unless you disable it in options

#

being a dash, lets you do things like fire midair

#

or use the sword and slash stuff in your path

#

wich will be a way to play in mp

#

zipping around with only a sword

tawdry dragon
#

Interesting. Crazy that high speed dashing doesnt cause sickness

wicked oak
#

that is something that can end in absolute insanity

#

2 "ninjas" vs each other, trying to dash though each other

#

becouse if you dash through someone with the sword you will kill them

tawdry dragon
#

sounds cool

wicked oak
#

but then you have lag

#

ill try to see what can i do against that

clever sky
#

Apparently 'dashing' falls under the amount of time it takes to activate the vestibular visual system

wicked oak
#

mine is very fast

clever sky
#

sub 100ms movement bursts don't seem to trigger the disjunct.

wicked oak
#

so it takes nearly no time

#

who put that 100 ms thing?

#

mine arent timed, they are just at high speed

clever sky
#

Hmm. Don't recall the exact source - just remember reading it in an article from one of the VR researchers

#

(of which there are many).

wicked oak
#

there you have singlepalyer gameplay of my game

#

you can see me zipping around

clever sky
#

Yeah, I played your game already ๐Ÿ˜ƒ

#

It's the kind of fast dash that falls under the threshold.

#

Similar to the dash you get in the Vive home application.

wicked oak
#

and raw data one

#

but raw data one is slower

clever sky
#

Yes

wicked oak
#

i like dashing a lot more than teleeport

#

there isnt such a disconect

clever sky
#

That's right. You get enough frames to provide orientation cues

#

within the environment.

#

Spatial orientation and scale. Where as a blanking removes that information entirely.

wicked oak
#

what is absolutely terrible is joystick walking

#

i really dislike it

clever sky
#

Motion sickness?

wicked oak
#

yes, its just terrible when you arent seated

#

and even if seated, its suboptimal

#

its so lazy

clever sky
#

Fair call. Yeah, joystick movement is definetly the one that causes motion sickness in most users right now.

#

But... for the people it doesn't make sick, they quite like it.

wicked oak
#

i dont get as much motion sickness, but i still dislike it a lot

#

from the laziness, and the fact that it tends to be super confusing

#

doesnt feel right

#

its strange you have the floor move below you

#

constantly

clever sky
#

Fair enough. I think the implementation matters. I've tried pretty decent ones.

wicked oak
#

windlands does it fairly well

tawdry dragon
#

Just a quick stupid BP question. How would you guys go about determine the center location of a Text render component?

wicked oak
#

but you spend your time flying, not on ground

clever sky
#

The ones where they use the motion controller position as the forward vector are quite good.

#

Because it lets you move your head independently of look.

#

@tawdry dragon clicking on the component doesn't show the transform axis?

#

Or the big A billboard?

wicked oak
#

set the text as center aligned

#

both vertically and horizotntallty

#

and thne just use the component world location

#

its what i do myself

tawdry dragon
#

I was trying that vlbanco, but the problem is my text will be right aligned to an object

#

so no matter what I will have to offset it somehow

#

and calc the width of the text, as the text is generated from a variable

clever sky
#

Ah

wicked oak
#

make a basic 3d widget

tawdry dragon
#

So the easiest way that I see is to calculate the center of the text and use it for the lookAtRotation calc

clever sky
#

Use get bounds on the text

#

rather than doing a manual calc on the text?

tawdry dragon
#

this is the result though.. They cubes get spawned way way from the text(inside the object)

clever sky
#

Don't know what that is, but it doesn't look right ๐Ÿ˜›

tawdry dragon
#

thats like 80% of the stuff I do ๐Ÿ˜‰

clever sky
#

Seems like we go through a similar process. Bang on the knobs and levers until something looks like its going our way!

#

Side note... what's the deal with the number of Escape the room VR games?

#

Seems like a niche genre that just happens to be extremely popular for VR?

wicked oak
#

i dont see that big of a popularity

clever sky
#

Or is some course out there showing people through an escape the room style programming course?

wicked oak
#

but i had planned one of those since a year ago

#

i didnt do it becouse i cant design the puzzles well

#

but its a "genre" that works very very well in VR

clever sky
#

Yeah.

wicked oak
#

my plan was to try to contact one of the old people who did the flash scape the room games

clever sky
#

Or at least better than it does in not VR!

wicked oak
#

and talk with him to design the stuff

#

then i make everything else myself

#

after all, the assets in that can be done like Job Simulator

#

wich is super easy to do

clever sky
#

Yep

#

Anyone tried Allumette?

wicked oak
#

me

#

it lags a bit on the day scenes

#

but it looks realyl good

clever sky
#

But those clouds look amazing

#

What do you think the trick is there?

wicked oak
#

i saw that in a guy in the forums

#

he was the one making them

clever sky
#

Ah

wicked oak
#

oh, its a volumetric shader

clever sky
#

Ah... is it a flip book approach?

wicked oak
#

its volumetric raycasted clouds

clever sky
#

slices of 2D cloud organized into volumetric 3D?

wicked oak
#

true volumetric

#

i think its like that

#

but yeah, they do look super fluffy and awesome

clever sky
#

Hmmm... so how do you generate that data?

#

Something that can be done in MayaLT?

wicked oak
#
#

this is the thread

clever sky
#

Ah yeah. I think I saw that one. Cheers for relinking it!

wicked oak
#

dpenney

#

he shows how he didd the clouds there

clever sky
#

Ah man. Welp... that's beyond my experience level!

#

hahaha. Oh well!

tawdry dragon
#

That volume rendering is pretty damn sweet

clever sky
#

Man... Raw data is a good bit of fun.

#

Cept for the crashiness.

dry fjord
#

haven't had it crash

#

did soil pants on the second level thuogh

clever sky
#

Coz of the bots?

#

that grab your face?

#

Bloody Vive cable. why you gotta hurt my feet so bad?

#

It's like one of those RPG merchants. "Saving the world eh?! 10000G for this phoenix down!"

inland acorn
real needle
#

is there a way to have the VR preview fullscreen to record game play video?

#

right now its not filling the entire screen and its kind of bad

clever sky
#

Not going to lie. Feel a bit cheated by the Yore dude. "gonna give preferential access to unreal dev community"

#

takes all our data

#

"well... we're really looking for people with PCs that are different from our good PCs."

lapis glen
#

Yore dude? @clever sky

real needle
#

anyone? ๐Ÿ˜ฆ

#

how to get the vr preview to be in fullscreen for shipping builds

wintry escarp
#

is there no control to tighten up the bones so they react less?

tawdry dragon
#

How do you guys handle text in VR? My conclusion is that the Vive is actually very bad at showing text based content unless you're able to make the font size very large

full junco
#

that's the case for all vr headsets I think

#

I think it's quite acceptable

clever sky
#

@tawdry dragon Make it big, and turn up screen resolution to 150 and set AA to FXAA.

#

Because damn, TXAA murderizes text so so bad.

#

What? You wanted something readable? Sorry, have wonky mud shapes!

#

But yeah, beyond that, you just have the limitations of stretching 2k pixels over 100-110 degree FOV as well as the fact that things aren't rendered to the pixel in VR meaning that text legibility is significantly reduced, requiring much larger text sizes for readability!

#

Treat all text in VR as signage text.

full junco
#

use forward renderer with msaa

clever sky
#

Yeah, once 4.14 finalized, definetly the way to go.

full junco
#

I haven't yet tried it

clever sky
#

Forward renderer buggy for VR in 4.13

full junco
#

it's not really in 4.13

clever sky
#

For me it's rendering shadows on moveable objects with a 30-50cm offset.

#

Yeah... it's 'experimental'.

full junco
#

the checkbox is just disabling the gbuffer in 4.13 epic said at that oculus conference

clever sky
#

Fair enough.

#

But then isn't the 4.14 just disabling the gbuffer except for the depth pass?

#

Or are they adding a lot of forward rendering specific features to it?

full junco
#

it's doing more then just disabling the gbuffer I think

clever sky
#

Ah cool.

#

Well. Looking forward to seeing what comes with it.

full junco
#

they don't add more features apart from msaa I think

clever sky
#

Need me some of that Unity style sharpness in my VR.

full junco
#

forward renderer should have less features than deferred

clever sky
#

Yeah. But it'll have its own set of features as well - like MSAA. So not a straight swap for less features/more performance.

full junco
#

well msaa is like the only new thing I think

clever sky
#

Sounds like it'll be useful for my needs though (more architectural style rendering).

full junco
#

yeah they said deferred with temporal aa is better for organic stuff and forward with msaa better for sharper stuff like architecture

tawdry dragon
#

Agreed. At the moment it feels like VR in unity is of much better rendering quality

#

Specially the dynamic screenpercentage scaling of the Valve Renderer

full junco
#

I never saw a direct comparison

#

dynamic screenpercentage scaling?

tawdry dragon
#

yeah. It will adjust your screenpercentage in order to hit the 90fps

#

so if your computer has no problem rendering 90 fps, it will scale it up for better quality

#

if you go below, it will adjust the setting

full junco
#

and there's no good way to do that in ue4?

clever sky
#

Wonder if you can just jimmy together that in UE4?

tawdry dragon
#

No clue, havent played around with it. I just think its pretty cool you just download the Valve renderer and enable it and you're ready to go

clever sky
#

Get frame time, command console - r.setscreenpercentage

tawdry dragon
full junco
#

has valve written that valve renderer for unity?

clever sky
#

per tick

tawdry dragon
#

yes

full junco
#

@clever sky Yeah that should be quite simple

clever sky
#

You'd be guessing at the values to set it down to... also not sure how expensive that setscreenpercentage command is.

#

But if it's not too bad...

#

Could be an easy scabby way to mimicking dynamic screen percentage!

full junco
#

oh, the lab is done in unity?

tawdry dragon
#

yep

full junco
#

didn't know that

tawdry dragon
#

So far I haven't seen any Unreal VR game come close the crispiness of The Lab demo

full junco
#

I thought they would use their own engine, source engine. why would they use an engine from another company?

clever sky
#

Yeah... looking forward to seeing what Epic can pull off with Robo Recall.

tawdry dragon
#

I think they use it as a selling point for developers, and very few are looking at the Source engine.

clever sky
#

Although it's not a direct comparison because the Oculus SDK is generally better.

tawdry dragon
#

So makes sense to test their SteamVR products using the most used engine

clever sky
#

Especially now with ASW...

full junco
#

and when will steamvr get asw?

#

why is oculus always first with such stuff?

clever sky
#

Because they hired John Carmack.

full junco
#

valve also has really good guys

clever sky
#

But really, if you've read the stories about the reemergence of VR, you'll know that John Carmack is essentially the man behind it all.

#

And that he's the reason that Oculus is even a thing!

#

So he was always going there if he was going to do VR.

tawdry dragon
#

What I really dont like is the close source nature of what Oculus/Facebook is doing

#

Forcing people on their own game store

clever sky
#

@full junco Yeah, no doubt. But they took a different philosophical bent to the reprojection stuff, and now they're playing catchup because ASW works really quite well.

full junco
#

can't they just implement it too

tawdry dragon
#

source is probably closed

clever sky
#

They were more about - lets just cull the unseen pixels efficiently and ensure that developers use best practice to maintain 90fps

full junco
#

@tawdry dragon yeah I agree

clever sky
#

@tawdry dragon For VR to thrive, we need healthy competition between multiple stores. As inconvenient as that is for the steam user.

#

Because Oculus can't survive off hardware sales.

#

And they're certainly not going to be sealing up the VR market.

tawdry dragon
#

Thats true, but it seems like their solution right now is to throw money at devs in order to make the titles exclusive

clever sky
#

So they're just playing aggressive in order to fight the gigantic PC incumbent.

tawdry dragon
#

which is good for devs, but creates a bad market for people using different HMDs

#

I get the reason for doing so, it makes sense. I just dont believe the end user is a winner

clever sky
#

Well. Not directly.

#

And certainly not in the short term.

#

@full junco The reason SteamVR can't just implement it is because they'll need to reverse engineer ASW and reimplement it in a way that doesn't earn the ire of Oculus

full junco
#

well stuff like revive still works, right? so who cares about what oculus is doing exclusively ๐Ÿ˜

clever sky
#

I assume that the algorithms behind the tech wasn't trivial.

#

@full junco Well, that's true for the most part. But Touch controllers do have feature differentials from Vive controllers.

#

Mainly an extra button or two and capacitative touch functionality on the buttons.

#

If devs create experiences that use those functions in a critical manner, then Revive users will be out of luck.

full junco
#

@clever sky well but relatively similar

#

and few oculus games use touch

#

so wasn't a problem yet

clever sky
#

Yeah. But with the touch launch, a lot will.

#

And a lot more again going forward.

#

I'd be surprised if say... Oculus Medium would work well with Revive.

#

I'd wager that Oculus has used all the functionality on the touch controllers to emphasize... well... the functionality of the touch controllers.

full junco
#

but oculus touch will have the kinect problem, why would devs dev for extra hardware that most oculus users don't have

#

it's a lot better with the vive

clever sky
#

Well... because VR is incomplete without motion controllers, and sometimes devs want to work on awesome things?

full junco
#

most oculus games will probably stay for game pad

clever sky
#

And because consumers will want awesome experiences?

full junco
#

but many won't pay that extra money for touch

clever sky
#

I think the proportionality of controller only to touch users will shift significantly across 2017.

#

You'd only develop for controller only tech if you were targeting Gear VR or Rift 2016.

full junco
#

I think rift 2017 will still be mostly gamepad only

clever sky
#

The only people that aren't interested in touch for the Rift are people that are either already bored of VR and have set aside their Rift for a while... or niche users that are buying the Rift for use solely/primarily for Simulators.

#

Everyone else seems like they'll be won over by a function of price and amount of content available

#

And given the sort of push Oculus are making for the Touch controllers (feels like its bigger then their initial launch)... there should be some pretty decent Touch content out there!

full junco
#

is oculus giving away free dev kits or would I have to buy it to test my game with it? at the moment I'm only deving for vive since I do roomscale only and don't own a rift

clever sky
#

And... even if you're right, that doesn't mean that there won't be a clear trend going forwards. I'd be very surprised to see the percentage of Touch to controller owners stagnate.

#

They were giving away free dev kits - you just needed to show them a working demo.

#

I applied a while ago, but I didn't even know how to code at that point... D:

full junco
#

ok

clever sky
#

Spurn me will you Oculus! You won't see my revolutionary locomotion system until a couple months after the Vive showing!

tawdry dragon
#

๐Ÿ˜›

#

Did you guys see the prototype Vive controllers valve was showing off?

clever sky
#

Yeah.

tawdry dragon
#

strapped around your palm so you could release your grib

clever sky
#

Kinda similar in concept to VR controllers I designed before any of this stuff was shown!

#

(when the only VR controllers we knew about were stem controllers)

#

Er... I mean concepted, not designed.

#

Just in case you think I actually made VR controllers ๐Ÿ˜›

#

I had a rubber band that would wrap around the users hand instead of a strap.

#

So that they could open their hands and close them.

tawdry dragon
#

If you guys where to buy a HMD for home dev, would get the vive or oculus?

clever sky
#

At this point in time? I'd go for the Rift with Touch controllers and 3 camera setup.

#

... I say this because I am deving from home. And I have Rift and Vive.

#

and when I get the touch controllers, I plan on moving to them for deving.

tawdry dragon
#

Im not really doing game dev at this point, my focus is on production companies and trade faires

#

Did a DK2 stand for a danish company at my old job which was a huge success. So now I'm working on getting my current job to move on roomscale VR for our clients

clever sky
#

Nice stuff.

tawdry dragon
#

and I'm only guy with experience in developing using UE/Realtime

#

(at my company)

clever sky
#

What's your company do?

#

Architects?

tawdry dragon
#

We mainly do offline rendered marketing material

#

nah, production companies

clever sky
#

Ah. Visualization?

tawdry dragon
#
clever sky
#

Yeah. I have a background in that stuff too.

tawdry dragon
#

Our biggest thing is photo real kitchen renders, however I dont work in that department ๐Ÿ˜ƒ

clever sky
#

Interior designer turned 3d modeller, visualizer, product design, etc.

#

Like Ikea style renders?

tawdry dragon
#

yeah

clever sky
#

Fun stuff.

tawdry dragon
#

Mjeeeeh ๐Ÿ˜›

#

I would rather do VR dev

clever sky
#

If game dev doesn't work out for me, I'm planning on falling back on VR arch exp.

#

With operable doors, lights, drawers, etc. ๐Ÿ˜„

tawdry dragon
#

Thats also what our guys said first time they tried the Vive. "Ohh... we can open drawers now!"

clever sky
#

Once the coding is in place... it'll be as much work as normal visualization.

#

Except for the building all the cabinetry interiors bit.

tawdry dragon
#

exactly what I'm moving on right now the demo I'm doing

clever sky
#

Nice.

#

Maybe we can collaborate...

tawdry dragon
#

setting up a template that allows us to import step models we get for our movie productions

clever sky
#

But you're working with a company! ๐Ÿ˜›

tawdry dragon
#

The stuff I'm using right now I'm not allowed to show outside the company, sorry ๐Ÿ˜ฆ

clever sky
#

Yeah I get that ๐Ÿ˜›

tawdry dragon
#

Using a full production model from one of our biggest clients

#

1.2 mill triangles, Unreal just eats it no problem

clever sky
#

Yeah, it's pretty excellent like that.

#

Well... modern GPUs are pretty powerful. We're entering a period of medium-poly meshes

#

10k to 200k on objects in games.

#

Leaving Arch viz requirements in the dust.

tawdry dragon
#

not the prettiest demo, but it served its porpuse

clever sky
#

Ah... looks like you've got a fun job.

#

A lot like game deving, without the slave wage of game dev! ๐Ÿ˜›

tawdry dragon
#

exactly ๐Ÿ˜‰

#

At my old company, we were only 2 3d artists capable of modelling for realtime.. At my new job we are +20 who can do real time models

clever sky
#

Nice.

tawdry dragon
#

so the internal resources are much larger for me this time around, so I should be able to hit a much better visual quality

clever sky
#

What kind of 3D packages do you use for your stuff?

#

3DSMax?

tawdry dragon
#

yeah

clever sky
#

Me... I'm a sketchup guy! Lol ... ah sketchup man... It's...

#

so bloody fast in the things that it can do. But it can't do so many things!

tawdry dragon
#

For basic prototyping its very nice, but I really think it lacks a lot when you're doing focused modelling/shading/rendering