#virtual-reality
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ufff!
Thats a bummer ๐ฆ
btw, I think I recognize your username from somewhere else... Have you been active on Polycount?
Might've been Reddit then
Yeah. Frequent the VR subs. And sometimes pop my head into the unreal dev sub.
hmm, what subs are relevant? Tried reading a bit on the oculus/vive subs, but it only seemed like they were bashing one and other
Eh. Depends on the current events. Sometimes they get all riled up and it becomes unreadable. Most of the time it's pretty ok.
Mostly they just talk about new VR announcements, new VR games, mainly for their respective ecosystems.
They get riled up when big announcements happen... or shit like Palmer-gate goes down (Palmer was found to be contributing/bankrolling some polithcal hit-team).
Arhh, I heard about he did a huge contribution to Trumps campaign
Yeah. Those subs were a mess for days. Devs going on there and declaring that they'd end support for the Rift, blahblahblah.
Fun drama stuff in a nascent VR community.
If you're into that. But otherwise annoying because it clogs up the rest of the news.
Personally I really hate any fanboyism debates on the internet. PC vs. Consoles, Apple vs. Google etc etc etc
But yeah. /r/Unrealengine is the go for useful Unreal hints.
Not so much that it's helpful for getting answers...
But people post interesting things that might be useful later.
yeah I have been watching that for a bit
Everytime I see someone post something cool, I'm always a bit saddened by how weak my programming skills are compared to others ๐
Haha ๐ Well, we all have to learn somehow!
then again, I am by no means a programmer, just a 3d artist that did a bit og web dev back in the days
I'm a novice myself! But I figure the best bet is simply to bumble along and take on new and interesting challenges. And when I look back, I've done some pretty interesting things that I wouldn't have thought possible even only a few months ago.
๐ thats the way to go about it
Yeah. Always gotta have that attitude; no matter how good you get! Otherwise you stagnate ๐
Well, that's how I've found it to be in my experience.
In thriving and stagnating. Hahaha.
Aight man! Peace. Gonna watch a show and roll into bed. Good luck on your stuff. If you guys ever release stuff publically, let me know. Would love to check it out.
Will do, thanks for the chat
@clever sky I have an archivis scene with objects with 300k polys in them. simple shit like bottles and glasses. Trust me, the morons who make high poly archvis assets are a long way from being defeated.
Fuck it, diving into this VR hype
Time to put my Vive to good use and shit
Wassup cool cats
Hell yeah man, I think it's the recent talks that "VR will fail if developers don't focus" and "VR HAS to offer experiences that would be impossible / worse with other control methods"
or simply ride the new medium and make an otherwise interesting game
It gave me an idea of something that fills both cateogies (A full game, not tech demo) that I've had fun the past few weeks GDD'ing up
neat
So gonna fuckin' roll with it and see where it goes
good luck!
Now to finally stop ignoring all the VR shit in the engine and learn how to make games again for a new medium, fun times!
haha
I know that feeling
"I don't know that part yet so my game won't have AI"
but it's always so simple once you get around to it
plot twist: it's a wave shooter ๐
@dry fjord Yeah... some modellers are like... polygon's what is that?
Yo @junior prism Lookin forward to seeing what you put together!
Fanks @clever sky !
and lmao @silk lodge That was one of the reasons I DIDN'T want to do VR to start off with
Not a fan of the wave of wave shooters ๐
hahahaha
I played space pirate trainer from before it was on steam
and it's a lot better
@junior prism what sorta game do you wanna make?
If you say you wanna make a dungeon crawler, we should collaborate!
hey guys, anyone familiar with runeberg's new plugin?
@limber rose nope. what's it do?
@clever sky what about a wave crawler?
@silk lodge You mean like Trickster?
lol
Something that invoves the player and a narrative experience that isn't just a movie (Lookin' at you Virginia :P)
it is basically a C++ plugin for all basic VR locomotion and grabbing/pushing exposed to blueprint
a nice way to clean up blueprint projects with little learning curve for a team
Common Virtual Reality interaction functions (Grab/Push/Pull, Move, Teleport).
Ah yeah. Nah, I'm using VRExpansionPlugin myself which has similar functionality from what you describe.
@junior prism do it! Be sure to pay real actors lots of money for the epic characterizations!
cool, I had tried it out in the "SteamVR Template"
but had a couple minor glitches with it, I think it is solid now though just haven't tried again
Yeah... the basic functionality isn't anything special. But it does have a solid collision system in its movement component.
So you don't clip through things in the game world.
Which can be switched on for roomscale function too (so you can't just clip through things by walking through them in room scale).
wow
@silk lodge Nah, people underestimate just going to their local drama group and seeing the talent. You'll usually find a handful or really talented people that way who'll work for an actual decent price and will get you a strong performance ๐
I hadn't discovered that functionality
Is a gamgle though
that is excellent
@junior prism true!
@limber rose Yeah. Solved a big problem for me right off the bat!
amazing, thanks for recommending it
excited to hear it has that functionality, because made my own form of it
but it didn't feel robust yet
I am sure it done really well in there
it is done*
No worries. good luck! have fun with it. The VRmovement component is the component that does that clipping. But the room scale option selector is in the main component
downloading the latest version now โค
๐
@junior prism What length of narrative experience are you targeting? Like a Henry style short?
Good question
brb ๐
I'd say at this point a randomized experience at around 30 minutes - 1 hour a session
I'm not sure, I need to flesh out the quality of life side of things
Don't want people getting bored, feeling like it's a chore
That's pretty hefty! I was going to say that you should check out 'Quanero' for interactive narrative.
an interesting take on that stuff.
but at the same time, I want to flesh this out as a full game and not some sort of tech demo
Ah yeah.
Well... if you take that multi-view point exploration mechanism, it can stretch the experience out for interested players.
What I was thinking of doing is completely taking away the characters ability to move and restrict them to a chair, but if they stand up - it'll fuck everything up, wouldn't it?
Most likely, but that starts to affect the gameplay side of things ๐
Depends on the experience you're trying to create. VR man.
It's an open field right now! Anything goes!
other quick thought/question
Yeah man, so many risks and potentialz
are you thinking room scale?
I have room scale, thinking of constricting it though
what is best practice to attach something to the motioncontroller after they're spawned in the ue4.13 template?
So even if you have room scale, you'd get a chair, put it in the middle and just plop your ass in the chair
if it is not already a component in the component list, spawned after begin-play
You could be the next Georges Mรฉliรจs!
Too many people enjoy standing up and running around. Do they not remember the kinect? ๐
ever seen the illusionist? ๐
Hell yeah
@limber rose Not sure. Referring to the VRTemplate, Epic just attaches the BPMotionController actors to the motioncontroller VR pawn at begin play
So the motion controller is its own actor that has the motion controller component (i.e. the software interface to your controllers) - then the player actor just possesses them.
hm, say for instance I'd like to attach laser pointer to the BPMotionControllers
not sure what is the best way to attach and snap to
Ah... is that an object you can pick up and drop?
Or just a component that goes on the motion controller?
Just drop the component (e.g. widgetinteraction) as a child under the motion controller component.
In the BP.
Or if you create the component at run time, set its parent to that.
ah
excellent
will try in a minute
thank you, my brain was having great difficulty connecting the dots
No worries!
In case anyone missed it earlier, we've made the results of our VR Hardware survey open to the public, so if you're curious what kind of GPU/cpu the average vive/rift user is running you can know find out: http://www.playyore.com/vr-user-hardware-survey/
@pearl grove So alpha access... not guaranteed? ๐
@pearl grove stuck submitting ๐ฆ
hmm, did you do the captcha?
It didn't pop up
ironbelly makes those assets?
can confirm, hang on captcha
is space needed? i get 2 captcha words, entered.. and get my fav spinner sitting there after submit
dmorgan, same username
could valve please add ATW and ASW to steamvr? ๐
@pearl grove I can't see how many people are doing titan xp sli!
Game idea
My brain just did one of those things where you look at a word you're familiar with... and then decide that's not the right way it's spelt.
Eigth. Like... what the hell is that.
'e-i-g-th?'
How do you spell 8th?
eighth
Yeah I did. Spell check was messing with my head.
the weird thing is, I never learnt to spell that and I'm sure I've never, ever written it before. brains are awesome.
Eigth... red line, no suggestions!
but it came out like my fingers knew what to do
Yeah. Well lah-dee-dah. I'm having a brain fart!
don't worry I get them when it's time to make good life decisions
eighth is a word I've never typed in vr
Hah. What even is a good life decision nowadays ๐
Quit job to work on VR dev? Sounds good to me! everyone else Nonononononono
I moved from freelance vfx to freelance VR
I'm afraid I might start a vr company soon
Haha. Well, I didn't quit per se. I'm also a freelancer. Just not looking for work right now to respec into VR.
Well puzzabug, it's 1995 all over again in VR! Time to work on our VR startups!
... you've made me very sad over something I didn't think about at all D:
I ended up with https://vizardgame.com/
Is that because it has VR in its characters?
isn't that clever?
That'd be a great name if they actually kickstarted the VR revolution.
But what do they even do? Make VR cleaning products?
i just started my VR dev company - http://pixelpharm.com , it cant be any worse than been a front end dev for the last 12 years
@grim condor where abouts in Australia you from?
man we all have crazy web domains
I have cloudfactory.com
I was going to use it for my cloud shader asset but it sucked too much to sell
maybe it's .co.nz
@grim condor lol Did you know Pixel Farm does VR stuff? http://www.pixelfarm.com/
@dry fjord If you can pull off the Allumette volumetric cloud in an user friendly way, I'd totally buy that plugin.
I think a lot of devs would too!
Have you seen those clouds? So fluffy!
I should do that
it's not hard
I was too focused on makiing a whole screen of them
gym time, later chaps
i am from Adelaide
puzzabug, i have owned pixelpharm.com the domain for 10 + yearts
lol, i have 1
TIL: What an urban agglomeration is.
@sullen stirrup @silk lodge it comes down to who was trading under the name first and if the second-comer is likely to cause confusion, eg. are they in the same industry, what are the similarities
also who has the most money for lawyers
there is so many new "vr companies" that are just there to get cash from investors
then they hire people that know their stuff to do things once they have tricked some investor money
if i had the contacts, i should do that myself
just actually do the stuff and make money from it instead of getting investment
so many people go the route of just selling off so much of their company straight away to get some capital rather than just doing some work and getting that to fund the stuff
anybody setup a sword slicing setup with the vive and procedural mesh slicing yet?
@pearl tangle check with @granite jacinth
whilst we're on the topic, I too, started a VR company:
www.deskdragons.com
@pearl tangle : I haven't done the slicing stuff yet, but I know I want to. I think somebody did a fruit ninja clone already because who wouldn't?
yeah its not too complicated to implement, i was just screwing around with it now but figured somebody else had probably already put it together as a simple blueprint to save me some time :p
I'd love to see something a bit hover-junkers like, where you could cut up metal plates and stick them to stuff, that'd be awesome ๐
shame UE's physics are so broken in so many respects, otherwise you could do some awesome sandbox stuff with it
i haven't really analysed how it does the collision on the sliced procedural meshes but i guess that would be doable. You would just be removing the physics once you lock them in place i suppose
yeah, you'd enable physics simulation once cut, disable once attached to whatever you were doing - or it could just remain physics simulated depending on the game (i.e if you're gonna work with constraints and stuff)
yep seems like the better way to do it. attachment is a better bet than physics
@pearl tangle its exactly what im doing
im developing DWVR, i want to get oculus funding if possible, and launch with Touch launch, or little after
my last game, VRMultigames got a ton of installs, and ive recorded more than 4000 players actually playing one of the minigames until finishing
(i set it up to auto record stats in leaderboard at game finish, there are more than 4000 leaderboard entries)
and i did that much after the game was released
whats DWVR?
the one before, Deathwave, sold 250 units, but that was enough to pay for what i spent onit
its a codename, my new vr action game
this one
what are you doing the procedural mesh slicing on?
oh you were talking about the thing before. gotcha!
yes
new prototype, done in 1 week
for a different game
i added physical animation as hit reactions for the enemies
what happens?
I would assume the current lack of player base atm
well, you need to set a time for playing
and try to get them all into a discord server or skype or similar
its what ill do when i have DWVR mutliplayer ready for testing
You have to make sure they're there, with their VR gear setup and that they'll be available for a little while though ๐
sounds like positional tracking and motion controllers for Gear VR are here www.ximmerse.com
too bad no UE4 plugin :/
That's an interesting way to approach positional tracking on mobile
that's how it should have been done to begin with, until hardware is powerful enough and inside out tracking is robust and available.
I bet it interferes with Rift and thus neither Oculus nor Samsung want to endorse / support it
@pearl tangle aye, watch my tutorials. If you need any more help, let me know.
welp
same exact idea as my game
done by a triple A dev
the one of the prototype above
That's going to happen a lot in the first 3 - 5 years
just look at it and compare with the video i posted above
of Shootout
its made by the Metro guys
not a chance against that
well, good i have other games and ideas
has anyone here watched Westworld ?
Now, that kind of deal in VR would be the killer app
Perhaps, but I've only seen two games so far that I'd call "killer apps" so far ๐
One is Rez and one is something that's NDA'd so I can't talk about it
๐
๐
@spring pond Area X in Rez Infinite is the VR's "killer app" but you have have to play through Area 1 -5 first
They don't take too long and you can play it all in VR
but Area X is where it's at ๐
im told its very comfortable but the games are nothing great
Hey guys! I'm migrating a project from Rift to the Gear, but I'm having a lot of issues packaging the project- I keep getting errors that say error: cannot find symbol in the /Intermediate/Android/APK/src/com/android/expansion/donwloader/impl directory
Especially with the AndroidHttpClient.java.One of my main ones is error: package org.apache.http does not exist
I used CodeWorks for Android to install everything except the Android SDK, which I had to download manually
Does anyone have experience moving over from the Rift to the GearVR?
@granite jacinth yeah I had set things up previously with it and worked fine but then but once I try and set it up with a sword on a controller it's having all kinds of mess. Need to take the collision point as the location rather than the up vector and location of the object hitting it I think
you should look at the NVPack stuff for the gear vr and you will also need to setup your Oculus license @vocal cobalt
@wicked oak cool shit proto2
anyone check out this steam release, The Art of Fight?
"Art of Fight is the fastest-paced multiplayer shooter in VR. It uses a game-changing locomotion method that avoid motion-sickness allowing unparalleled 4vs4 competitive battles online or against configurable bots."
The Art of Fight - Art of Fight is the fastest-paced multiplayer shooter in VR. It uses a game-changing locomotion method that avoid motion-sickness allowing unparalleled 4vs4 competitive battles online or against configurable bots. Being fond of virtual reality, we wanted to create a world dedicated to VR phylosophy. Science fiction and VR are full of good storylines revolving around firefight. We strongly inspired ourselves from the universes of Matrix and Avalone to create our very own world. About the g...
I just played it today
@abstract gale
It's alright, locomotion takes a bit getting used to
But I played 1.5 hours of it
whats the locomotion method in it? I read a little bit on it but didn't bother to buy it yet
Arm swinger
so you walk around pretending your arms are feet essentially?
Yep
seems like it would feel rather awkward
It is a bit. Can't run and gun
I have a almost brand new OSVR HDK 1.4 for sale if anyone is interested in it. I've used it maybe three times before I picked up the HDK2.
Not just Arm Swinger
And that one sucks balls
You can do that same as Onward
Point and Go into that direction
But the Arm Swinger one allows you to climb over objects
@pallid echo how you liking the HDK2?
Its meh
I haven't spent too much time with it yet though.
Its literally like the HDK 1.4 but with a higher resolution. Haven't seen too much benefit from the higher resolution though.
Ok so I've got the typical button press when within trigge volumer & elevator set up and it doesnt seem to work with my VR pawn
any ideas?
i can set off a light if I walk into it if its set up in the level blue print
but not if its part of the actor blueprint of the elevator
just added a capsule to the vr pawn and now it sets off the trigger when i touch it .only the elevator goes right through me? and leave me behind
BananaKing932 - how did you get it to work with unreal? I never could..
they still aren't selling them in singapore either otherwise i would buy 1 of the osvr headsets too just as an extra 1 to try out. if the damn STEM controllers and Virtuix omni ever actually came out would be an interesting mix
i know people who have them
they are trash
more finicky than DK2 to get working
worse quality
than DK2
cheap as hell, super hard to get working, not even good
is that STEM?
I pre-ordered a kit and had to fight to get my money back when they missed two years of delivery dates
the vive is better in every way
good luck with STEM
they were useful before oculus and valve released
now both release
and stem is worse
becouse it drifts and stuff
no occlusion, wich is a plus
even the newer version 2 headsets are bad?
i still haven't gotten any money back from the STEM 1. still waiting on it and the treadmill. I also backed ControlVR which was another bust. I don't touch kickstarter at all anymore
Accounting comes out tomorrow ๐
Dayum. You guys backing loser VR tech ๐ feel bad for you.
I only kickstarted the Rift DK1
Free Rift CV1 woot woot
i have only kickstarted 2 things
ever
one is Divinity Original sin 2
i got the early access version, wich is the prologue
and im already happy with it
very happy
other one is Windlands
wich is 100% awesome
Anyone here had any luck with ASW yet? I've tried enabling it on several machines here but the shortcuts don't seem to have any effect
async space warp in raw data?
yes
didn't know that was touch compat
every vive game is
yeah rather handy how steam vr is actually friendly with different hardware
If VR is to grow and survive, open SDKs are the way forward
not at this stage
wait a couple years for that
making a standard means having to lock it
if we were steamVR only
no extra gamepad buttons
no capacitative Touch controllers
no hand gestures
and no async timewarp
its so easy for steam to have their "open standard"
wich is basically "here, this is a interface for the stuff we have on Vive"
over time, they will settle one with another, what oculus wants is to sell the store, not the headset
so they plan to open their sdk for 3rd parties
@tawdry dragon that logic makes no sense... just look at consoles
Although much better nowadays with a lot less exclusives. There are still some. And people still buy more than one console of newest gen usually.
I wish I knew the numbers of console users vs PC users
but console exclusives are just from money
this days, publishing your game in all is "easy"
their hardware is easy
in fact, its harder to do it for consoles
consoles have 8 weak ass cpu cores
pcs have 4 strong cores (normally)
I see people are satisfied with PSVR, even though tracking isn't great :/
keep in mind is better than the DK2
and still better than gearVR wich doesnt have positional
@granite jacinth I do believe that also is because tools actually got multi platform. Imagine if game engines only suppored one platform, like HMD sdks would do
UE4 was locked to using Steam VR etc.
?
I mean, now you're just randomly picking something once countered
But, anyway, specific SDKS for specific platforms is a thing
And should always be
Hardware variations usually differ too much
Also, this helps with competition
I dont see how locking sdk/accesibillity to specific hardware is gonna be good for competition, where as having the abillity to support multiple hardware/hmds easily actually levels the playing field for all hardware developers
(in this case, vr headset specifik)
atleast, I cant remember any example where that has benifitted the end user in any way.
@wicked oak I don't know what's worse - lack of positional tracking or wacky positional/hands tracking ๐
For the LOL's I have updated the "experimental_unsupported" beta branch of Thread Studio on Steam to the promoted 4.15 build using the forward render. The AA looks real nice and I have left all the settings on "Cinematic/Epic+" instead of Low/med as they are in the deferred build.
Only tested on the vive (I will plug in my oculus after a meeting). This project was made for the deferred and area bunch of shortcuts that look bad in the fwd render (we over alias some specular, have a couple things without mips). It is 100% unsupported and might just crash and burn, but try it out. looks pretty!
4.15 o.O I wonder when they release 4.14pre1
4.14 code freezed during oculus connect, as much as i can guess
maybe tomorrow they will release 4.14pre1 ๐
maybe!
reminds me on the Marquee TV for our team
what does 4.14 add?
improvements to Forward
namely, MSAA
also other stuff im not as interested in
what does 4.15 bring, @spring pond
forward is faster for mobile vr isn't it
movile is already forward
you cant really do deferred well in a mobile
due to how their GPUs work
they just very recently added the option to do fancier postprocess
Hey guys, any of you using 3 monitors for development? How do you deal with the VR taking up your HDMI slot? Is there a good switcher for that or something? (if GPU has only 1)
some cards have more than 3 ports
so use DVI, displayport, whatever, and leave an hdmi one for oculus
the problem with splitters is that they might introduceproblems
I have triple + HMD
So, just like @wicked oak said
DVI-Ds plus HDMI slot are taken
@wicked oak I don't know what 4.15 brings, I just happened to build from promoted and that happens to now be tagged as 4.15
Oops, 3-DPs are taken
I think there's an addtional DVI-D slot that's is available
@still marsh
I switched to one big ass monitor and it's worked out really well, but I also didn't have to pay for the monitor which makes it easy
I'll see if I can get an adapter or something for that slot then. Thanks guys!
hey fellas
I'm on 4.13.1 and the function blueprint option "Enable Player Camera Manager Follow Hmd" is totally not working anymore, anyone knows why?
"Forward Renderer Implemention" is in trello for Oct/Nov - anyone know if its for real?
is it marked as imaginary?
๐
yeah it's for real. it's already in 4.13 but experimental
stupid question: Where can I get some foam replacements for the vive goggles?
I can't find anything on steam
@dry fjord woahhh. I missed that in the 4.13 release notes
it's pretty crap still IMO
@inland acorn http://www.vive.com/us/accessory/face-cushion/ ?
@noble crater THX a lot!!!!!!
amazon has memoryfoam pads for it too
@dry fjord any idea if it'll allow writing shaders in GLSL?
nah dude that's not what forward rendering is about
you'd hope, but it's not
you can already do that, just use a custom expression or hack the shader files up
that said, I tried to add a new lighting model and couldn't get it to work
I should have another go one of these days
WTF... 16โฌ Shipment for a 28โฌ part... I hate them
hm yeah, i'd love to get that working. I originally chose unreal because I wanted freedom to hack the engine if needed.. but when it comes down to it I'm too pussy ๐
haha
it's not too bad, it just takes ages
@inland acorn amazon
be warned though, none of them fit over glasses
You guys actually use the foam?
only the vive ones are good for that
I took mine off, it makes the screen much clearer for me
are you kidding
that must be uncomfortable
and when you step on the cable it'll cheesegrater your face
Nah man, if anything it's more comfortable
Because you don't get a sweaty fucking pillow on your face ๐
I don't anyway
I may give that a go then
so I thought "fuck it"
Yeah, it's easy enough to put back on
just don't lose it ๐
@spring pond what monitor? would recommend? how are managing/docking multiple windows in 1 monitor
Hey, I was just wandering if you think the vive is worth the money
100% yes
Because I've kind of been thinking of getting one, both for soft-core development, and a little bit of games
I used to hear people talk about the vive like it was the most amazing thing and I'd think "fuck they're over-excitable"
then I got one and holy fuck they were right
every time someone says "xxx is amazing" in VR they are telling the truth and you will think so too when you try it
the biggest problem with the vive is it's really hard to communicate to people how fucking great room scale VR is
I prefer to think the vive is a little better than oculus + touch too
Yeah, I've tried the oculus at a 5 minute demo, and it was pretty impressive
And I imagine the vive would be even better
room scale VR is as much better than seated no-controller VR as the DKII is better than 2d
if that makes any sense
two massive leaps in one generation
I already have about 300$ saved up, but I don't know if I should be trying to get better hardware, or saving that money for the next vive
Well, I don't know how long it would be until that came out, I kind of feel like they would announce a better, cheaper one by the time I order the first
I'd probably get the current vive
it'll still be re-sellable when the next one comes out probably late next year
current vive fulfilment is a couple of days so you won't be waiting around
if you do decide to dev for it having the current gen vive to test on is also good, and then you'll be able to test multiplayer
I've had my vive a month and I'm already thinking about doubling my hardware so I can do things with shared experiences
way easier than getting people to remotely test with me
Do you think I would need better specs before I get it? I have an i5-4440, gtx 1060, and 16gb of ram
I would say it will work but not optimally
gtx 1060 should be OK
there is one thing oculus does better, that's ASW
it can do inter-frame smoothing which helps with nausea
but a well designed game won't need that
and ASW isn't a cure-all for low framerate
@junior prism what would you say I need to make it run better?
consider a haswell 12-thread CPU and a GTX 1070 at least
or would it just not be at ultra?
ah
I've got an i7-5820k, but it's been replaced by something else already
but you're right, with a 1060 you'll just end up turning off a few graphical features or turning down the quality
nothing major, if you even have to at all
you'll see way more benefit from changing your CPU to something more high end IMO
so new CPU, new mobo and probably new RAM
it will cost less than a video card upgrade
I need more RAM?
you probably want to go for about 32gb
but 16 is juuuust enough for UE
DDR4 is pretty cheap right now
think you could show me one of those 12-thread cpu's you were talking about?
yeah lemme find the current entry level one
bleh I can't find it
that's what I have though
ty
I also got an asus x-99 A mobo
started out with cheap DDR4 then later on upgraded to faster DDR4
how many cores would you say I should have at the least?
4
ok
4/8 to be more specific
and I assume only the i7's have 12 threads, right?
allright
but yeah, i-7s should be the only ones
So you think I should upgrade before the vive?
@sly chasm I think you are above min specs
not sure what a 4400 equates to now
oh wait...
G4400?
nah, the i5-4440
alright
4/4 is pretty crippling if you're doing shader compilation
that's what I was on and the difference between that and the 5820k was immense
it is ๐
But, test it out
See if you're good
And if not, upgrade
Don't just upgrade if you can handle it at your specs
Better shit is always coming out
I really want a reason to upgrade from my 5820
on saturday, I tried to do a demo of the vive at a microsoft store, but it was down for the foreseeable future
so that sucked
But I did try the rift while I was there
and it was pretty comfortable
what city are you in?
I only tried the rift briefly but I haven't had problems with either
people say there's a difference but it's minor
I think the actual setup of the vive would outweight that anyway
I am still hugely skeptical of the precision of a low res camera tracking LEDs
I know you can do sub-pixel detection stuff but it's all pretty random
for the vive or rift?
the rift uses a camera to track LEDs on the controllers and HMD
oh, ew
the vive uses lighthouses to send out IR lasers that scan the room, the devices themselves detect the laser and say when they detected it
the lighthouse method is better IMO
that sounds kind of similar
they're not at all
What's also fun is the vive comes with a warning that the lighthouses emit radiation ๐
I was wonder I get more stoopid
wait, does the rift have actual LEDs or IR LEDs?
IR LEDs
ah
they can be overwhelmed by sunlight I think
I had that problem with the DKII
whereas with the vive I can run a kinect and the vive at the same time with no problems
the kinect throws out an IR grid too
yeah
that would fuck with the rift
having a full body-tracked VR avatar is something to behold
and its pretty neato
it is great ๐
shame is that you cant have 2 connects for a front and side view
yeah
that said it's not that important if you're using it with a vive
you use the HMD and controllers as the canon location for head and hands
then you use the HMD to figure out which 180 degree rotation you're in, since sometimes the kinect loses it
then you use the kinect data as IK targets
it becomes flawless
you can take the same logic and remove the kinect and get a 90% as good result just from that too
get your avatar to do a kneeling animation when you get low, etc
We'll find out more with the newer lighthouses
yeah keen on those
it looked like they're doing an extra vertical sweep
not sure why but cool
Newer LHs, controllers
that also means it's backwards compatible with the current controllers
good interim upgrade for vive
yeah
I do feel it does shaft people with a hardware refresh in the process already, I mean I get that it's experimental tech and everything
Aye
but we're talking almost $1k a pop
also, is there an extra dev-version of the vive?
you know, more than wireless headsets I want more resolution in them
nope
this is it, the only version right now
oh
@junior prism no one tells people to buy now
it's the same shit as in any tech
with PCs
I reckon now is an ideal time to buy
or phones
the sooner the better
There are technically two versions of the Vive at the moment that are in circulation
the Pre and the release
the Pre was... pre-release
I wouldn't want a pre
Pre and Release are 99.9999% the same
ugly as sin
and features very minor differences
I have a Pre and it's sexy!
you end up looking like a 70s scifi show
?
just waiting for the robot dog to come in and solve a mystery
I saw someone in here say something about using an early version of the vive controllers with the ring in the palm of the hand
never saw that one
You might be talking about the prototype of the NEW controller
I think that's the one
it detects grip position
ah
that's the new one
is it open to anyone right now?
that has a lot more sensors than the one I saw before
They aren't out yet
Looks much easier to break ๐
But I heard from people I know, they are sexy as hell to hold and use
Probably not
we don't need new lighthouses for that
I think it'll come out at the same time as new LH
hopefully not
But, I doubt those things are soon...they haven't sent shit out to devs yet
dev distribution is always hush hush
I would imagine devs would get at least a few months of testing done
I just hope they wont come out until awhile after I get my vive ๐ฌ
nobody ever talks about receiving prototypes
I'd actually want both the old and new controllers
I made a gun mount for my existing controllers
but I'd also get the new ones
Yeah I'd want old and new
to serve the whole player base
and not just the ones who waited / are richer
yeah
if there's one thing we learnt from oculus and the DK2 is not to fuck your developers over petty shit like backwards compatibility
The thing about those mounts...
useless unless you ship them with game
Or make it relatively easy to produce
they're fairly optional
but yeah they are easy to produce
But, if you really WANT a leg up on the competition...
the extra effort goes a long way
yeah
I think the future with vive is dedicated controllers
the sensors being so cheap and all
it just hasn't quite happened yet
given the sensor classes only started three months ago
how cheap are they?
$5 a sensor was the goal
$3000 for the classes though
and you may need like ten of them
yeah
you only need two sensors visible at any time
three is better though
yeah annoying timing with the classes. I was over in the states when the first 1 was happening but I had to run an event
then oculus connect was on at the same time as well
What classes are $3000?
the vive sensor classes
in order to buy sensors you had to sign up to an introduction class. included 50 sensors
they wanted to be sure people were going to use them if they were eating up some of the initital allocation
it was electrical engineering level stuff
Ah.
I imagine certain chinese producers were all over it
Pretty bad ass. Makes sense because those are the kinds of skills people would need to use them properly.
yeah exactly
you want a successful launch
but you also want it to be open to indies with the skills and connections to produce equipment
Not sure if anyone noticed, but on Steamworks, SteamVR has been renamed to "OpenVR"
my money is on the first thing we see being mocap solutions
and gun controllers
oh nice
when?
It's already been renamed
it said steamvr last night for me
When I went to set my VR options
it was like "Open VR", "Oculus" or the other VR
Guess they were serious about open sourcing the Vive components
Pretty neat
The VR SDK naming is confusing the shit out of me.
that's awesome
So... OpenVR that's Valve's SDK?
who's going to do ClosedVR though?
hahahahah
These guys super need to get that Vive tracker tech into their controller: http://www.strikervr.com/
antidamage would probably appreciate that.
There's also that company that does the skin pull controller grip.
And hahahah Sixense if that had any sense.
The choices are "OpenVR
Oculus PC SDK (v0.8 and above)
OSVR"
I guess OSVR is Razers, right?
how can i make the vr camera not move with my head? I want it to behave just as a regular camera, with only hmd rotations rotating the camera
its a flying object. It makes no sense for it to move with my head or for me to be overlooking it in third person
I played the landscape mountains demo and the hanglider in it had the camera perfect
you are supposed to be sitting when you are piloting a plane.
Yes. You can move your head around in a cockpit while piloting a plane.
the camera spawns not where i placed it, but far away from the object
oh yes, that I know. I want it to rotate
i just don't want the player to be able to stand up and have his head pop out of the plane
Then set a collider above the cockpit and black out the camera when they move through the cockpit bounds
But is that really such a big deal?
Preventing the player from 'popping their heads out'?
the problem is that because my chair is not in the center of the room, my headset appears not where it's supposed to be
in some games you shouldnt be able to walk
if you are hang gliding, you shouldn't be able to jump above the hanglider or something stupid like that
Ok. Your call!
right, but how do I do that?
I want the position of the hmd to not affect the position of the camera in game
Not sure. I just wouldn't do that kinda thing myself, ever.
minecraft you need a calibrate button
it'd offset the pawn by the difference
that's the only option
don't lock the camera position
it'll lead to nausea
given planes spin it's already a risk, minimise it
is there a guide on how to do that?
nah
it's a simple thing
you know your desired HMD location
actually
I'd just set a socket in the plane mesh
when you push the button it moves locally to match the camera position
just that
it doesn't matter if the plane mesh moves slightly right?
then rotate the plane around that socket
so make that the center of the mesh
not sure what you'll do about HMD orientation while the plane spins
hmm
@dry fjord Problem is that the camera is locked to the actor and the actor is in the center of the room. You move the camera, you move the actor, which just moves the camera again.
don't do it per tick
do it on calibration
once
after that the user can lean around, etc
like you said, black them out if they get out of the cockpit
Yeah. Anyway the default VR/camera/actor paradigm in UE is wretched. Had to use a plugin to fix that shit.
I think the only tricky bit with a plane is making the camera orientation be the HMD + plane orientation
just add the plane rotation offset every tick
using a socket is a good idea because you can extract the position and the offset and move the camera to that
i'll try that, thanks
yes, its on sale too http://store.steampowered.com/app/465240/
why do you need sockets for that? I teleported the plane to the vr position at game start, and the camera is good now, but it is in front of the plane for some reason. How can I make it so it's on the actual plane, or even better on a specific point on the plane
what is the way to do that
Dunno off the top of my head
you just answered your own question
sockets let you fine tune it
do the first step, teleport everything to the positions you have
then get the socket relative location and add a local offset to the plane for that amount
that'll line the HMD up with the camera
I think you might be going about it wrong though
you want to get the relative position of the pawn to the socket and use that
wait, plane is the pawn
I keep forgetting that
this is one of those things where it'll be easier to work out if you have it in front of you
so try setting some of it up
i think the socket is not being created properly. I went to the mesh editor, made a new socket, dragged it to the right place, but in the blueprint editor blueprint and everywhere i can't see the socket
can't see how?
sockets are referenced by name
oh
the socket in a mesh might be where the mesh attaches to a skeletal socket
not sure though
so I try to add a node and start searching get socket location. Results come up for sockets spring arm, camera, and plane. But there is nothing with the name of the socket i created
so grab the mesh reference
drag off from it and type "get socket transform"
break it
since you probably need location AND rotation
the socket exists in the mesh, not the actor
in this case it's probably "plane"
how heavy is the vive compared to the other headsets?
I've heard it's heavier than the rift but it's definitely lighter than the DK2
can probably loo kit up
I'd say that the vive straps are WAY better though
they fit more snug
the problem with HMDs isn't weight, it's when they move about
you mean whenever you turn your head?
the psvr is the heaviest apparently
huh, I heard it was the lightest
but the way it sits its not resting on your face
the psvr?
feels lightest, weighs the most
you will get a lot more light bleed with the psvr since its not resting against your face, but thats why it feels lighter
rift is slightly lighter than the vive from memory
ok
have you tried the plastic google-cardboards?
because those feel heavy AF
and whenever you trun your head, it wobbles
I cant stand it
oh yeah all those non proper cardboard 1s are shithouse
i have a few of them here, never ever actually use them for anything
google cardboard as a spec was never designed for long term use. the actual cardboard 1s you hold up are fine
does that go for the rift as well?
hmm
The rigid strap is generally quite capable of holding the weight in place and off your face
But you could wear it so loose that it doesn't work.
cuz I tried the rift , and it felt amazing
It felt like you were litterally just wearing swim-goggles
I forgot they were even there at times
Even though the Vive facial interface fits my face better
The overall comfort of the Rift headset is much higher.
A big part of the overall comfort also comes from the cable design.
Where the Vive cable is thick and heavy and twists easily
While the Rift cable is much better in that regard.
I really like the comfort of the rift, but also the functionality of the vive
But at least Vive cables are getting upgraded...
when?
Well, not across the board. They're not sending out free cables or anything.
But when they run out of stock at the shipping location, they switch over to the new cables.
Don't think anyone has bought a new Vive headset with a new cable in it yet.
So it's a bit of a mess really. D:
I had to send my cable back, and I got a new fat old one in return.
how come?
Because they still had stock of the old fat ones at the shipping location closest to me.
I mean why did you have to send them back?
Because the cable is fat it gets twisted up a lot and got damaged after normal use
Which caused it to stop relaying the HDMI signal properly
oh
Just.
2.0 will do more.
Unless you urgently need room scale functionality now, I'd just get the Rift and Touch controllers in december.
Broader compatibility for now.
will they implement room stuff later?
Yes*.
- because it's a bit complicated for the full truth.
Right now they track you with 1 camera without the touch controllers... and that 1 camera allows you to move around a reasonable room size just like the Vive.
The Rift has IR-LEDs on the back as well.
But the tracking isn't great and you will lose tracking with your back turned further out from the camera.
Forward tracking is great.
oh
Touch controllers will come with a second camera, which you can put also in the front, or to the back in the opposing corner of the room.
So you'd think that'd give you full proper room scale.
And it does. For the most part.
It's just the way Oculus have designed the touch controllers (small and lightweight and easy to hold) means you can easily occlude them
with your body and other hands
other hand* (assuming you're not a hindu deity)
he he he
hindu deities are disadvantaged by needing to purchase more controllers
@dry fjord They'll just get the new Vive controllers when they come out and they'll have 4 controllers ready to go.
does the oculus support that many simultaneous controllers?
So anyway. As a result, Oculus recommend 3 cameras for true room scale tracking.
goddamn camera tracking just sucks
But TBH, that seems quite excessive to me. I'll try it with two.
jeeze
I dont know
The only reason that I think I would like the Rift more is because of the possible comfort
@dry fjord less to do with camera tracking and more to do with controller geometry. Ironically when Vive shrinks their controllers down, they might find a similar issue too!
I find them both equally uncomfortable
un?
yes, not really made for people with large noses
Ah
where are you from error454?
Need some of that custom Rift facial interface.
us
lol, the us melting pot
Has anyone done a good VR door?
That feels good?
Feels and reacts well to motion controllers.
the best feeling door is the door you don't feel
don't you just want it to be responsive?
I wanted to study the mechanics
Funnily enough Accounting has a great set of drawers.
You pull them, they inherit some inertia that they lerp away
and then soft close when you push it close
those soft close hinges
Yeah. Love that shit. Don't have any of it in my house unfortunately D:
Although you can retrofit them quite easily nowadays.
I bought a set for our closet doors from ikea, cost 2x the normal hinges, was dissapointed to see that the "set" was 3x normal hinge and 1x soft-close
Well, I did that while putting it together, by then it was too late, not taking that crap apart and putting it back in the car lol
Generally their service dept is pretty good.
Like you just go there and claim they're missing fittings
and they'll give you some extras.
hmm'
Yes
But they don't sell everything here, because I'm in a podunk city that doesn't justify having a full Ikea store D:
@distant nest What does the softclose set look like that you bought?
This is what it looks like here:
Oh wait. That's not a soft close... that's a touch catch
Uh... no they are soft close!
It was this one http://www.ikea.com/aa/en/catalog/products/40260374/ but it only had 1 grey
The little grey plastic on the hinges is the mechanism
And the other bit is the touch catch (push to open)
We got 6 packs of them and they all only had 1 grey, so I thought it was normal.
But the picture has 2 grey!
I see that
Ah. So you put it in the middle? Does it still work like that?
yeah, it still soft closes, just didn't seem to have a lot of umf for the counterforce
Yeah.
