#virtual-reality

1 messages ยท Page 31 of 1

clever sky
#

Depends on your needs. It does quite well for architectural and more rectilinear stuff. And plugins can help extend functionality. But it's certainly lacking for traditional modelling.

#

Plus it lacks UV mapping support. Major con!

tawdry dragon
#

ufff!

#

Thats a bummer ๐Ÿ˜ฆ

#

btw, I think I recognize your username from somewhere else... Have you been active on Polycount?

clever sky
#

Not for a long long long time.

#

Either you've seen me on Reddit.

#

Or on Neogaf.

tawdry dragon
#

Might've been Reddit then

clever sky
#

Yeah. Frequent the VR subs. And sometimes pop my head into the unreal dev sub.

tawdry dragon
#

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

clever sky
#

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).

tawdry dragon
#

Arhh, I heard about he did a huge contribution to Trumps campaign

clever sky
#

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.

tawdry dragon
#

Personally I really hate any fanboyism debates on the internet. PC vs. Consoles, Apple vs. Google etc etc etc

clever sky
#

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.

tawdry dragon
#

yeah I have been watching that for a bit

clever sky
#

Like that time they posted the link to this place, which got me in here.

#

Hahaha.

tawdry dragon
#

Everytime I see someone post something cool, I'm always a bit saddened by how weak my programming skills are compared to others ๐Ÿ˜›

clever sky
#

Haha ๐Ÿ˜› Well, we all have to learn somehow!

tawdry dragon
#

then again, I am by no means a programmer, just a 3d artist that did a bit og web dev back in the days

clever sky
#

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.

tawdry dragon
#

๐Ÿ‘ thats the way to go about it

clever sky
#

Yeah. Always gotta have that attitude; no matter how good you get! Otherwise you stagnate ๐Ÿ˜›

#

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.

tawdry dragon
#

Will do, thanks for the chat

dry fjord
#

@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.

junior prism
#

Fuck it, diving into this VR hype

#

Time to put my Vive to good use and shit

#

Wassup cool cats

dry fjord
#

sup nigs

#

you absolutely want to make VR games they are the best

junior prism
#

sup brah brah

#

Yeah, got a pretty strong idea, rolling with it to see where it goes

dry fjord
#

nice

#

remember: content is king

junior prism
#

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"

dry fjord
#

or simply ride the new medium and make an otherwise interesting game

junior prism
#

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

dry fjord
#

neat

junior prism
#

So gonna fuckin' roll with it and see where it goes

dry fjord
#

good luck!

junior prism
#

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!

dry fjord
#

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

junior prism
#

Hell yeah hahaha

#

Luckily at the games core it's quite simple

silk lodge
#

plot twist: it's a wave shooter ๐Ÿ˜›

clever sky
#

@dry fjord Yeah... some modellers are like... polygon's what is that?

#

Yo @junior prism Lookin forward to seeing what you put together!

junior prism
#

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 ๐Ÿ˜›

silk lodge
#

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?

clever sky
#

If you say you wanna make a dungeon crawler, we should collaborate!

limber rose
#

hey guys, anyone familiar with runeberg's new plugin?

clever sky
#

@limber rose nope. what's it do?

silk lodge
#

@clever sky what about a wave crawler?

clever sky
#

@silk lodge You mean like Trickster?

silk lodge
#

lol

junior prism
#

Something that invoves the player and a narrative experience that isn't just a movie (Lookin' at you Virginia :P)

limber rose
#

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

clever sky
#

Ah yeah. Nah, I'm using VRExpansionPlugin myself which has similar functionality from what you describe.

silk lodge
#

@junior prism do it! Be sure to pay real actors lots of money for the epic characterizations!

limber rose
#

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

clever sky
#

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).

limber rose
#

wow

junior prism
#

@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 ๐Ÿ˜›

limber rose
#

I hadn't discovered that functionality

junior prism
#

Is a gamgle though

limber rose
#

that is excellent

silk lodge
#

@junior prism true!

clever sky
#

@limber rose Yeah. Solved a big problem for me right off the bat!

limber rose
#

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*

clever sky
#

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

limber rose
#

downloading the latest version now โค

clever sky
#

๐Ÿ‘

#

@junior prism What length of narrative experience are you targeting? Like a Henry style short?

junior prism
#

Good question

limber rose
#

brb ๐Ÿ˜„

junior prism
#

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

clever sky
#

That's pretty hefty! I was going to say that you should check out 'Quanero' for interactive narrative.

#

an interesting take on that stuff.

junior prism
#

but at the same time, I want to flesh this out as a full game and not some sort of tech demo

clever sky
#

Ah yeah.

#

Well... if you take that multi-view point exploration mechanism, it can stretch the experience out for interested players.

junior prism
#

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 ๐Ÿ˜›

clever sky
#

Depends on the experience you're trying to create. VR man.

#

It's an open field right now! Anything goes!

limber rose
#

other quick thought/question

junior prism
#

Yeah man, so many risks and potentialz

silk lodge
#

are you thinking room scale?

junior prism
#

I have room scale, thinking of constricting it though

limber rose
#

what is best practice to attach something to the motioncontroller after they're spawned in the ue4.13 template?

junior prism
#

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

limber rose
#

if it is not already a component in the component list, spawned after begin-play

clever sky
#

You could be the next Georges Mรฉliรจs!

junior prism
#

Too many people enjoy standing up and running around. Do they not remember the kinect? ๐Ÿ˜›

limber rose
#

ever seen the illusionist? ๐Ÿ˜ƒ

junior prism
#

Hell yeah

clever sky
#

@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.

limber rose
#

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

clever sky
#

Ah... is that an object you can pick up and drop?

#

Or just a component that goes on the motion controller?

limber rose
#

in my case it would not be

#

just a component

#

the latter

clever sky
#

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.

limber rose
#

ah

#

excellent

#

will try in a minute

#

thank you, my brain was having great difficulty connecting the dots

clever sky
#

No worries!

pearl grove
clever sky
#

@pearl grove So alpha access... not guaranteed? ๐Ÿ˜›

junior prism
#

@pearl grove stuck submitting ๐Ÿ˜ฆ

pearl grove
#

hmm, did you do the captcha?

junior prism
#

It didn't pop up

abstract gale
#

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

full junco
#

could valve please add ATW and ASW to steamvr? ๐Ÿ™ƒ

silk lodge
#

@pearl grove I can't see how many people are doing titan xp sli!

dry fjord
clever sky
#

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?'

dry fjord
#

that is spelt wrong

#

eight

clever sky
#

How do you spell 8th?

dry fjord
#

eighth

clever sky
#

Yeah fuck, that's even more fucked up.

#

lol

dry fjord
#

hahah

#

it's right though, use it

clever sky
#

Yeah I did. Spell check was messing with my head.

dry fjord
#

the weird thing is, I never learnt to spell that and I'm sure I've never, ever written it before. brains are awesome.

clever sky
#

Eigth... red line, no suggestions!

dry fjord
#

but it came out like my fingers knew what to do

clever sky
#

Yeah. Well lah-dee-dah. I'm having a brain fart!

dry fjord
#

don't worry I get them when it's time to make good life decisions

silk lodge
#

eighth is a word I've never typed in vr

clever sky
#

Hah. What even is a good life decision nowadays ๐Ÿ˜›

#

Quit job to work on VR dev? Sounds good to me! everyone else Nonononononono

silk lodge
#

I moved from freelance vfx to freelance VR

#

I'm afraid I might start a vr company soon

clever sky
#

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!

silk lodge
#

aww yeah!

#

why isn't .vr one of the new internet tags?

clever sky
#

... you've made me very sad over something I didn't think about at all D:

silk lodge
clever sky
#

Is that because it has VR in its characters?

silk lodge
#

isn't that clever?

clever sky
#

I was thinking about calling my company 'Very Radical'

#

Decided against it ๐Ÿ˜›

silk lodge
#

lol

#

met somebody from "Virtual Reality Company" this week

dry fjord
#

did they invent the virtual realities

#

so cool

clever sky
#

That'd be a great name if they actually kickstarted the VR revolution.

#

But what do they even do? Make VR cleaning products?

grim condor
#

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

clever sky
#

@grim condor where abouts in Australia you from?

dry fjord
#

man we all have crazy web domains

#

I was going to use it for my cloud shader asset but it sucked too much to sell

#

maybe it's .co.nz

silk lodge
#

@grim condor lol Did you know Pixel Farm does VR stuff? http://www.pixelfarm.com/

dry fjord
#

yeah .co.nz, and it has the wrong IP

#

I SMELL A LAWSUIT OR A MERGER

clever sky
#

@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!

dry fjord
#

I should do that

#

it's not hard

#

I was too focused on makiing a whole screen of them

#

gym time, later chaps

grim condor
#

i am from Adelaide

clever sky
#

Ah yeah.

#

Perth here. Difficult to find collaborators ; ;

grim condor
silk lodge
#

fun!

#

pixelfarm has about 100 folks working at it

#

LET THE GAMES BEGIN!

grim condor
#

lol, i have 1

clever sky
#

TIL: What an urban agglomeration is.

dry fjord
#

@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

wicked oak
#

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

pearl tangle
#

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

pearl tangle
#

anybody setup a sword slicing setup with the vive and procedural mesh slicing yet?

clever sky
#

@pearl tangle check with @granite jacinth

hard light
#

@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?

pearl tangle
#

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

hard light
#

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 ๐Ÿ˜„

#

shame UE's physics are so broken in so many respects, otherwise you could do some awesome sandbox stuff with it

pearl tangle
#

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

hard light
#

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)

pearl tangle
#

yep seems like the better way to do it. attachment is a better bet than physics

wicked oak
#

@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

pearl tangle
#

whats DWVR?

wicked oak
#

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

pearl tangle
#

what are you doing the procedural mesh slicing on?

wicked oak
#

im coding multiplayer mode for it

#

im not doing slicing

pearl tangle
#

oh you were talking about the thing before. gotcha!

wicked oak
#

yes

wicked oak
#

new prototype, done in 1 week

#

for a different game

#

i added physical animation as hit reactions for the enemies

real needle
#

doing an closed beta test for a vr game is not as easy as i thought

#

ugh

wicked oak
#

what happens?

junior prism
#

I would assume the current lack of player base atm

wicked oak
#

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

junior prism
#

You have to make sure they're there, with their VR gear setup and that they'll be available for a little while though ๐Ÿ˜›

mighty carbon
#

sounds like positional tracking and motion controllers for Gear VR are here www.ximmerse.com

#

too bad no UE4 plugin :/

junior prism
#

That's an interesting way to approach positional tracking on mobile

mighty carbon
#

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

granite jacinth
#

@pearl tangle aye, watch my tutorials. If you need any more help, let me know.

wicked oak
#

welp

#

same exact idea as my game

#

done by a triple A dev

#

the one of the prototype above

junior prism
#

That's going to happen a lot in the first 3 - 5 years

wicked oak
#

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

mighty carbon
#

has anyone here watched Westworld ?

#

Now, that kind of deal in VR would be the killer app

junior prism
#

Perhaps, but I've only seen two games so far that I'd call "killer apps" so far ๐Ÿ˜›

#

One is Rez and one is something that's NDA'd so I can't talk about it

#

๐Ÿ˜„

mighty carbon
#

๐Ÿ˜

spring pond
#

Just got our PSVR

#

gonna play it today. Want to try thumper, batman and rez

mighty carbon
#

yay

#

tell us about tracking.. people write different things online.

junior prism
#

@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 ๐Ÿ˜ƒ

wintry escarp
#

im told its very comfortable but the games are nothing great

vocal cobalt
#

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?

pearl tangle
#

@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

pearl tangle
#

you should look at the NVPack stuff for the gear vr and you will also need to setup your Oculus license @vocal cobalt

abstract gale
#

@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."

#
granite jacinth
#

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

pearl tangle
#

whats the locomotion method in it? I read a little bit on it but didn't bother to buy it yet

clever sky
#

Arm swinger

pearl tangle
#

so you walk around pretending your arms are feet essentially?

clever sky
#

Yep

pearl tangle
#

seems like it would feel rather awkward

clever sky
#

It is a bit. Can't run and gun

pallid echo
#

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.

granite jacinth
#

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?

pallid echo
#

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.

fossil stratus
#

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

fossil stratus
#

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

fossil stratus
#

BananaKing932 - how did you get it to work with unreal? I never could..

pearl tangle
#

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

wicked oak
#

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

dry fjord
#

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

wicked oak
#

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

pearl tangle
#

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

hard light
#

Accounting comes out tomorrow ๐Ÿ˜„

clever sky
#

Dayum. You guys backing loser VR tech ๐Ÿ˜› feel bad for you.

#

I only kickstarted the Rift DK1

#

Free Rift CV1 woot woot

wicked oak
#

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

frigid spire
#

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

wicked oak
#

maybe thats becouse its working

#

try testing it with raw data supersampled

silk lodge
#

async space warp in raw data?

wicked oak
#

yes

silk lodge
#

didn't know that was touch compat

wicked oak
#

every vive game is

pearl tangle
#

yeah rather handy how steam vr is actually friendly with different hardware

tawdry dragon
#

If VR is to grow and survive, open SDKs are the way forward

wicked oak
#

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

granite jacinth
#

@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

wicked oak
#

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)

mighty carbon
#

I see people are satisfied with PSVR, even though tracking isn't great :/

wicked oak
#

keep in mind is better than the DK2

#

and still better than gearVR wich doesnt have positional

tawdry dragon
#

@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.

granite jacinth
#

?

#

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

tawdry dragon
#

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.

mighty carbon
#

@wicked oak I don't know what's worse - lack of positional tracking or wacky positional/hands tracking ๐Ÿ˜ƒ

spring pond
#

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!

mighty carbon
#

4.15 o.O I wonder when they release 4.14pre1

spring pond
#

4.14 code freezed during oculus connect, as much as i can guess

mighty carbon
#

maybe tomorrow they will release 4.14pre1 ๐Ÿ˜ƒ

spring pond
#

maybe!

junior prism
spring pond
#

reminds me on the Marquee TV for our team

wintry escarp
#

what does 4.14 add?

wicked oak
#

improvements to Forward

#

namely, MSAA

#

also other stuff im not as interested in

#

what does 4.15 bring, @spring pond

wintry escarp
#

forward is faster for mobile vr isn't it

wicked oak
#

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

wintry escarp
#

alembic ok to use in mobile?

#

just a storage memory issue isn't it

mighty carbon
#

depends

#

btw, Pixel phone is locked to Verizon :/

#

or rather exclusive to

still marsh
#

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)

wicked oak
#

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

granite jacinth
#

I have triple + HMD

#

So, just like @wicked oak said

#

DVI-Ds plus HDMI slot are taken

spring pond
#

@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

granite jacinth
#

Oops, 3-DPs are taken

#

I think there's an addtional DVI-D slot that's is available

#

@still marsh

spring pond
#

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

still marsh
#

I'll see if I can get an adapter or something for that slot then. Thanks guys!

plucky seal
#

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?

noble crater
#

"Forward Renderer Implemention" is in trello for Oct/Nov - anyone know if its for real?

dry fjord
#

is it marked as imaginary?

#

๐Ÿ˜‰

#

yeah it's for real. it's already in 4.13 but experimental

sullen stirrup
#

as unreal - should've said

inland acorn
#

stupid question: Where can I get some foam replacements for the vive goggles?

#

I can't find anything on steam

noble crater
#

@dry fjord woahhh. I missed that in the 4.13 release notes

dry fjord
#

it's pretty crap still IMO

noble crater
dry fjord
#

bad translucency support, bad VR support, no MSAA

#

4.14 will fix all that

inland acorn
#

@noble crater THX a lot!!!!!!

dry fjord
#

amazon has memoryfoam pads for it too

noble crater
#

@dry fjord any idea if it'll allow writing shaders in GLSL?

dry fjord
#

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

inland acorn
#

WTF... 16โ‚ฌ Shipment for a 28โ‚ฌ part... I hate them

noble crater
#

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 ๐Ÿ˜‰

dry fjord
#

haha

#

it's not too bad, it just takes ages

#

@inland acorn amazon

#

be warned though, none of them fit over glasses

junior prism
#

You guys actually use the foam?

dry fjord
#

only the vive ones are good for that

junior prism
#

I took mine off, it makes the screen much clearer for me

dry fjord
#

are you kidding

#

that must be uncomfortable

#

and when you step on the cable it'll cheesegrater your face

junior prism
#

Nah man, if anything it's more comfortable

#

Because you don't get a sweaty fucking pillow on your face ๐Ÿ˜›

dry fjord
#

I don't anyway

junior prism
#

Nah I took mine off, it looked better

#

than i lost the pillows anyway

dry fjord
#

I may give that a go then

junior prism
#

so I thought "fuck it"

#

Yeah, it's easy enough to put back on

#

just don't lose it ๐Ÿ˜„

dry fjord
#

yeah

#

haha

#

my house is tidy, I don't lose stuff ๐Ÿ˜‰

abstract gale
#

@spring pond what monitor? would recommend? how are managing/docking multiple windows in 1 monitor

dry fjord
#

windows 10 is great for that

#

it can divide the screen into quarters

sly chasm
#

Hey, I was just wandering if you think the vive is worth the money

dry fjord
#

100% yes

sly chasm
#

Because I've kind of been thinking of getting one, both for soft-core development, and a little bit of games

dry fjord
#

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

sly chasm
#

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

dry fjord
#

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

sly chasm
#

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

dry fjord
#

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

sly chasm
#

Do you think I would need better specs before I get it? I have an i5-4440, gtx 1060, and 16gb of ram

junior prism
#

I would say it will work but not optimally

dry fjord
#

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

sly chasm
#

@junior prism what would you say I need to make it run better?

dry fjord
#

consider a haswell 12-thread CPU and a GTX 1070 at least

sly chasm
#

or would it just not be at ultra?

dry fjord
#

UE will enjoy the extra threads

#

they're not too expensive either

sly chasm
#

ah

dry fjord
#

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

sly chasm
#

I need more RAM?

dry fjord
#

you probably want to go for about 32gb

#

but 16 is juuuust enough for UE

#

DDR4 is pretty cheap right now

sly chasm
#

think you could show me one of those 12-thread cpu's you were talking about?

dry fjord
#

yeah lemme find the current entry level one

#

bleh I can't find it

#

that's what I have though

sly chasm
#

ty

dry fjord
#

I also got an asus x-99 A mobo

#

started out with cheap DDR4 then later on upgraded to faster DDR4

granite jacinth
#

I have a 5820k

#

it's pretty sexy

sly chasm
#

how many cores would you say I should have at the least?

granite jacinth
#

4

sly chasm
#

ok

granite jacinth
#

4/8 to be more specific

sly chasm
#

and I assume only the i7's have 12 threads, right?

granite jacinth
#

for 2000

#

sure

#

oh you said threads

#

6/12 is a better way to represent CPU btw

sly chasm
#

allright

granite jacinth
#

but yeah, i-7s should be the only ones

sly chasm
#

So you think I should upgrade before the vive?

granite jacinth
#

@sly chasm I think you are above min specs

#

not sure what a 4400 equates to now

#

oh wait...

#

G4400?

sly chasm
#

nah, the i5-4440

granite jacinth
#

I only see 4440E

#

but ok

granite jacinth
#

so 4/4

#

I think you're fine

sly chasm
#

alright

dry fjord
#

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

granite jacinth
#

Well yeah..

#

5820k is awesome ๐Ÿ˜ƒ

dry fjord
#

it is ๐Ÿ˜„

granite jacinth
#

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

sly chasm
#

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

dry fjord
#

what city are you in?

sly chasm
#

how would you compare the comfort levels of the rift and vive

#

san antonio

dry fjord
#

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

sly chasm
#

for the vive or rift?

dry fjord
#

the rift uses a camera to track LEDs on the controllers and HMD

sly chasm
#

oh, ew

dry fjord
#

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

sly chasm
#

maybe

#

hmm

dry fjord
#

the lighthouse method is better IMO

sly chasm
#

that sounds kind of similar

dry fjord
#

they're not at all

junior prism
#

What's also fun is the vive comes with a warning that the lighthouses emit radiation ๐Ÿ˜„

dry fjord
#

the vive method is far more precise

#

sub-mm accuracy

#

haha

#

my butt emits radiation

junior prism
#

I was wonder I get more stoopid

sly chasm
#

wait, does the rift have actual LEDs or IR LEDs?

dry fjord
#

IR LEDs

sly chasm
#

ah

dry fjord
#

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

sly chasm
#

yeah

dry fjord
#

that would fuck with the rift

sly chasm
#

I got one recently

#

the first one

dry fjord
#

having a full body-tracked VR avatar is something to behold

sly chasm
#

and its pretty neato

dry fjord
#

it is great ๐Ÿ˜„

sly chasm
#

shame is that you cant have 2 connects for a front and side view

dry fjord
#

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

granite jacinth
#

We'll find out more with the newer lighthouses

dry fjord
#

yeah keen on those

#

it looked like they're doing an extra vertical sweep

#

not sure why but cool

granite jacinth
#

Newer LHs, controllers

dry fjord
#

that also means it's backwards compatible with the current controllers

granite jacinth
#

good interim upgrade for vive

dry fjord
#

yeah

junior prism
#

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

granite jacinth
#

Aye

junior prism
#

but we're talking almost $1k a pop

sly chasm
#

also, is there an extra dev-version of the vive?

dry fjord
#

you know, more than wireless headsets I want more resolution in them

#

nope

#

this is it, the only version right now

sly chasm
#

oh

granite jacinth
#

@junior prism no one tells people to buy now

#

it's the same shit as in any tech

#

with PCs

dry fjord
#

I reckon now is an ideal time to buy

granite jacinth
#

or phones

dry fjord
#

the sooner the better

junior prism
#

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

dry fjord
#

I wouldn't want a pre

granite jacinth
#

Pre and Release are 99.9999% the same

dry fjord
#

ugly as sin

junior prism
#

and features very minor differences

granite jacinth
#

I have a Pre and it's sexy!

dry fjord
#

you end up looking like a 70s scifi show

granite jacinth
#

?

dry fjord
#

just waiting for the robot dog to come in and solve a mystery

sly chasm
#

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

dry fjord
#

never saw that one

junior prism
#

You might be talking about the prototype of the NEW controller

dry fjord
#

yeah that sounds more like that

#

that's the one

sly chasm
#

I think that's the one

dry fjord
#

it detects grip position

sly chasm
#

ah

granite jacinth
#

that's the new one

sly chasm
#

is it open to anyone right now?

granite jacinth
dry fjord
#

that has a lot more sensors than the one I saw before

granite jacinth
#

They aren't out yet

junior prism
#

Looks much easier to break ๐Ÿ˜„

granite jacinth
#

But I heard from people I know, they are sexy as hell to hold and use

dry fjord
#

I wonder when they'll go on sale

#

soon I hope

granite jacinth
#

Probably not

dry fjord
#

we don't need new lighthouses for that

granite jacinth
#

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

dry fjord
#

dev distribution is always hush hush

granite jacinth
#

I would imagine devs would get at least a few months of testing done

sly chasm
#

I just hope they wont come out until awhile after I get my vive ๐Ÿ˜ฌ

dry fjord
#

nobody ever talks about receiving prototypes

granite jacinth
#

๐Ÿ˜‰

#

True

dry fjord
#

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

junior prism
#

Yeah I'd want old and new

#

to serve the whole player base

#

and not just the ones who waited / are richer

dry fjord
#

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

granite jacinth
#

The thing about those mounts...

#

useless unless you ship them with game

#

Or make it relatively easy to produce

dry fjord
#

they're fairly optional

granite jacinth
#

Or send to customers

#

I know they are...

dry fjord
#

but yeah they are easy to produce

granite jacinth
#

But, if you really WANT a leg up on the competition...

#

the extra effort goes a long way

dry fjord
#

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

sly chasm
#

how cheap are they?

dry fjord
#

$5 a sensor was the goal

granite jacinth
#

$3000 for the classes though

dry fjord
#

and you may need like ten of them

#

yeah

#

you only need two sensors visible at any time

#

three is better though

pearl tangle
#

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

clever sky
#

What classes are $3000?

dry fjord
#

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

clever sky
#

Ah.

dry fjord
#

I imagine certain chinese producers were all over it

clever sky
#

Pretty bad ass. Makes sense because those are the kinds of skills people would need to use them properly.

dry fjord
#

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

junior prism
#

Not sure if anyone noticed, but on Steamworks, SteamVR has been renamed to "OpenVR"

dry fjord
#

my money is on the first thing we see being mocap solutions

#

and gun controllers

#

oh nice

#

when?

junior prism
#

It's already been renamed

dry fjord
#

it said steamvr last night for me

junior prism
#

When I went to set my VR options

dry fjord
#

i'm on the beta builds too

#

cool

junior prism
#

it was like "Open VR", "Oculus" or the other VR

#

Guess they were serious about open sourcing the Vive components

#

Pretty neat

clever sky
#

The VR SDK naming is confusing the shit out of me.

dry fjord
#

that's awesome

clever sky
#

So... OpenVR that's Valve's SDK?

dry fjord
#

who's going to do ClosedVR though?

junior prism
#

Hang on, let me get the exact naming

#

Oculus

#

shots fired

dry fjord
#

hahahahah

clever sky
#

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.

junior prism
#

The choices are "OpenVR
Oculus PC SDK (v0.8 and above)
OSVR"

#

I guess OSVR is Razers, right?

tight grotto
#

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

junior prism
#

You might think you want to do that

#

but you do not want to do that

tight grotto
#

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

clever sky
#

Build a bigger cockpit.

#

And stop making people sick ๐Ÿ˜›

tight grotto
#

you are supposed to be sitting when you are piloting a plane.

clever sky
#

Yes. You can move your head around in a cockpit while piloting a plane.

tight grotto
#

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

clever sky
#

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'?

tight grotto
#

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

clever sky
#

Ok. Your call!

tight grotto
#

right, but how do I do that?

#

I want the position of the hmd to not affect the position of the camera in game

clever sky
#

Not sure. I just wouldn't do that kinda thing myself, ever.

dry fjord
#

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

tight grotto
#

is there a guide on how to do that?

dry fjord
#

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

clever sky
#

@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.

dry fjord
#

yeah

#

that's why I said move the plane mesh ๐Ÿ˜‰

clever sky
#

And if its done per tick, the actor flies out of the room! ๐Ÿ˜›

#

Ah fair call

dry fjord
#

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

clever sky
#

Yeah. Anyway the default VR/camera/actor paradigm in UE is wretched. Had to use a plugin to fix that shit.

dry fjord
#

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

tight grotto
#

i'll try that, thanks

dry fjord
#

also rotation*

#

is serious sam vr out now?

tight grotto
clever sky
#

Not as good as Raw Data

#

Rooted to the spot is lameeee D:

dry fjord
#

yeah it's odd that they don't have teleporting

#

given you're in a huge arena

tight grotto
#

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

clever sky
#

... sockets.

#

teleport it to the socket.

tight grotto
#

what is the way to do that

clever sky
#

Dunno off the top of my head

dry fjord
#

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

tight grotto
#

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

dry fjord
#

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

tight grotto
#

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

dry fjord
#

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"

sly chasm
#

how heavy is the vive compared to the other headsets?

dry fjord
#

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

sly chasm
#

you mean whenever you turn your head?

pearl tangle
#

the psvr is the heaviest apparently

sly chasm
#

huh, I heard it was the lightest

pearl tangle
#

but the way it sits its not resting on your face

sly chasm
#

the psvr?

pearl tangle
#

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

sly chasm
#

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

pearl tangle
#

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

sly chasm
#

yeah

#

do you know if the vive wobbles at all?

clever sky
#

If you strap it tight, there's no wobble

#

If you strap it loose, it wobbles.

sly chasm
#

does that go for the rift as well?

clever sky
#

Anyone tried Accounting by CrowsCrowsCrows

#

@sly chasm To a much lesser extent

sly chasm
#

hmm

clever sky
#

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.

sly chasm
#

cuz I tried the rift , and it felt amazing

#

It felt like you were litterally just wearing swim-goggles

clever sky
#

Doesn't quite feel that good to me.

#

But it is a substantial difference from the Vive

sly chasm
#

I forgot they were even there at times

clever sky
#

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.

sly chasm
#

I really like the comfort of the rift, but also the functionality of the vive

clever sky
#

But at least Vive cables are getting upgraded...

sly chasm
#

when?

clever sky
#

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.

sly chasm
#

how come?

clever sky
#

Because they still had stock of the old fat ones at the shipping location closest to me.

sly chasm
#

I mean why did you have to send them back?

clever sky
#

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

sly chasm
#

oh

#

wait, the vive uses HDMI!?

#

I thought the vive played at 90 fps

clever sky
#

Yes. It has an optional mini DP to DP connection.

#

HDMI 1.4 supports VR @ 90fps

sly chasm
#

oh

clever sky
#

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.

sly chasm
#

will they implement room stuff later?

clever sky
#

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.

sly chasm
#

oh

clever sky
#

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)

sly chasm
#

he he he

dry fjord
#

hindu deities are disadvantaged by needing to purchase more controllers

clever sky
#

@dry fjord They'll just get the new Vive controllers when they come out and they'll have 4 controllers ready to go.

distant nest
#

does the oculus support that many simultaneous controllers?

clever sky
#

So anyway. As a result, Oculus recommend 3 cameras for true room scale tracking.

dry fjord
#

goddamn camera tracking just sucks

clever sky
#

But TBH, that seems quite excessive to me. I'll try it with two.

distant nest
#

jeeze

sly chasm
#

I dont know

#

The only reason that I think I would like the Rift more is because of the possible comfort

clever sky
#

@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!

distant nest
#

I find them both equally uncomfortable

sly chasm
#

un?

distant nest
#

yes, not really made for people with large noses

clever sky
#

Ah

dry fjord
#

where are you from error454?

clever sky
#

Need some of that custom Rift facial interface.

distant nest
#

us

dry fjord
#

you can get a nose pad for the vive

#

where's your nose from?

distant nest
#

lol, the us melting pot

dry fjord
#

I'd try a thicker pad

#

see if it can give you more room

clever sky
#

Has anyone done a good VR door?

#

That feels good?

#

Feels and reacts well to motion controllers.

dry fjord
#

the best feeling door is the door you don't feel

#

don't you just want it to be responsive?

clever sky
#

I wanted to study the mechanics

dry fjord
#

you know, I'd go with a round doorknob

#

it'll be the easiest motion to simulate right

clever sky
#

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

distant nest
#

those soft close hinges

clever sky
#

Yeah. Love that shit. Don't have any of it in my house unfortunately D:

#

Although you can retrofit them quite easily nowadays.

distant nest
#

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

clever sky
#

Hahaha.

#

Fuck that. Take it back to Ikea and shake your fist at them angrily! ๐Ÿ˜›

distant nest
#

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

clever sky
#

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.

distant nest
#

hmm'

clever sky
#

Or at least that's how it is here!

#

Australia if you're wondering

distant nest
#

ah

#

do they sell pizza and hot dogs at your ikea?

clever sky
#

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!

distant nest
clever sky
#

The little grey plastic on the hinges is the mechanism

#

And the other bit is the touch catch (push to open)

distant nest
#

We got 6 packs of them and they all only had 1 grey, so I thought it was normal.

clever sky
#

But the picture has 2 grey!

distant nest
#

I see that

clever sky
#

Are they meant for three hinged doors?

#

That's a long door.

distant nest
#

it's like a really tall glass door

#

well, mirror on 1 side

clever sky
#

Ah. So you put it in the middle? Does it still work like that?

distant nest
#

yeah, it still soft closes, just didn't seem to have a lot of umf for the counterforce

clever sky
#

Yeah.