#virtual-reality

1 messages Β· Page 33 of 1

clever sky
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Yeah. Gonna play around with Pixel VR first before deciding on whether or not it's worthwhile devving for.

mighty carbon
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w00t! 4.14 preview is out !

clever sky
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@mighty carbon let us know how the forward renderer is.

mighty carbon
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I usually enjoy reading release notes πŸ˜‰

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plus Gear VR runs with forward renderer already, since like 4.9 or even earlier, but with GLES2 / GLES 3.1

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winged shale
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@mighty carbon actually Pixel is supported by Google's Project Fi, which I'm switching to from Verizon

mighty carbon
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that's not widely available, and I totally don't want to be messing with switching carriers

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we'll see who else makes Daydream phones in the future

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(hoping for Galaxy S8 to be both Gear VR and Daydream compliant)

winged shale
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yeah!

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super excited about the platform

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The engine is updated to use PhysX 3.4,

mighty carbon
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oh wow, multiview for mobile is in 4.14

winged shale
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yyyyessssssss

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this is the most exciting update I've seen of UE4 since they supported SteamVR

real needle
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hey, I am having dificulty reading text in my textures with the Vive.
I've set the screen percentage to 170 and it helps a little bit, Ive set mipmapping off for the textures that are loaded into the brush. the texturesize is twice the amount of the screenspace, making them bigger helped a bit, the same for higher colour contrasts between letters and background. I also tried using sprites instead of texture2D's. nothing realy contributes to better readability. does anybody here have some advice to get better readability in this case?

winged shale
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@real needle
a. Use the forward renderer in 4.14 Preview 1 and turn MSAA on
b. Try not to use lots of text in VR experiences (generally thought of as bad practice, but use what's best for your game (also your game should not rely on very high screen percentage when shipped, e.g. Raw Data)). Where you can, use icons and intuitive interfaces, or spoken word
c. Use larger font size

The reason you're getting such issues with readability stem from the fact that the angular ocular resolution of this gen's HMDs is just not there, and also the subpixel arrangement of the Vive makes fine angular details like the lines in letters appear fuzzy. Additionally, temporal antialiasing (TXAA) isn't right for VR, as it uses the difference in frames to account for temporal aliasing. MSAA uses multiple samples for each pixel to blend and attain the best representation of that angular space.

spring pond
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Make your text a transparent material then turn un responsive AA as one of the checkboxes in the material

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it will help but TXAA isn't very nice to text in VR

winged shale
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@spring pond +1

spring pond
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alternatively you can make a different stereo layer for text and render it at a higher screen % because its just text

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but your whole game at 170% on deferred rendering will definitely get slow on a 970 over time. As @winged shale says the forward render is the best option if you can switch. We will be using it for all VR projects moving foward

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is 4.14p1 officially out yet?

winged shale
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yessssss

spring pond
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oh neat

winged shale
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today

wintry escarp
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I see 4.14p1 is out

winged shale
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er.. last night? It's hard to tell with Epic forums

spring pond
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I've been running promoted builds for a while now, the forward render is great

winged shale
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what is meant by promoted builds?

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you mean the git bleeding edge?

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real needle
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@winged shale and @spring pond thanks for the tip!

spring pond
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yes, my promoted builds are now 4.15

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essentially its just one step away from master branch

winged shale
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mmmmm

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what's good in the hood these days?

spring pond
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I was away at connect and steam dev days so i haven't really been looking

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i just kept watching the fwd render progress. On the latest promoted build our last project is butter smooth and has next to no graphical issues (some shaders look slightly different, and obviously some rendering features don't work)

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I can run at "cinematic" quality (a new setting higher than 'epic') using fwd rendering at full 90fps on my machine where before on deferred most stuff was set to medium

winged shale
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what GPU setup?

spring pond
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and everything is just so sharp and crisp. We actaully noticed a couple of things we forgot to MIP it was so sharp

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I think this machine is a 980Ti

winged shale
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that's pretty impressive results

spring pond
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yeah 980Ti

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you can try it if you want, i pushed the build to steam yesterday in our beta tab

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the 'main' build on steam is 4.13 deferred

winged shale
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I'd be glad to, where can I find this? Also for target hardware testing, do you actually test on a 970 rig, or is there some nice formula for determining what render time you should hit to make your budget from your better card? I've been swapping out 1080 for 970 to test, but that is a royal pain in my ass

spring pond
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Search for Thread Studio on steam its free, ~700MB i think

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if you right click the app, properties -> Beta tab the "unsupported_experimental" branch is the 4.15 one. It had zero modifications and testing, so it could crash & burn, hence the name

winged shale
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nice, just watched the video, looks like there's a lot of AO going on in that scene

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and other fancy things, did that nice fabric shader translate well to the forward renderer?

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I'm downloading it now to home PC, I'll try it when I get back home

wintry escarp
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updates take longer and longer to install

mighty carbon
wintry escarp
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not bad for something that's almost mail order only

mighty carbon
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hopefully by the end of next year there will be more than 1M of desktop VR units (and I mean end-users who play games an stuff, not business related)

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it looks like painfully slow growth though :/

winged shale
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indeed, you can bash every company's HMD and business practice, but at least VR is actually becoming a thing this time

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it seems to be catching up to the consumer market, I think the slow growth is good for the ecosystem of apps

wintry escarp
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it costs a fortune and needs a high end pc....that's a niche market

winged shale
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early adopters have enough of an ecosystem to have fun, excited devs get their hands on the first few versions before costs get driven down, and can get a head start developing and creating best practices

wintry escarp
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need to wait and see if it does more than 3d tv

winged shale
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@wintry escarp have you even tried it?

dusky moon
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Guys I get random crashes from ue4 when changing levels in my packaged VR project ( Open Level node) ... Does this happen for any1 else ?

wintry escarp
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only cardboard

winged shale
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because that comment sounds like it came from someone who hasn't tried it

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oh man cardboard is garbaggio, you should find someone with a Vive or really any other HMD

wintry escarp
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it doesn't matter how nice it is, a lot of people get motion sickness

winged shale
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I think it'll change your opinion

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the general response from everyone is, 'not if the apps are doing it right'

wintry escarp
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teleporting in games is a shit fix

winged shale
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I agree, which is why room-scale and decoupled SLAM are very promising

mighty carbon
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teleporting is how you move in alternative universe

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like like you float in space

wintry escarp
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epic should add a bob control, so walking on the spot moves you

mighty carbon
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just different rules, that's all

winged shale
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why would Epic do that, you do it.

mighty carbon
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not everything has to be just like on Earth

wintry escarp
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cos they know what theyre doing

mighty carbon
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I never understood people who want stuff in games and in VR to be just like in real life.. Stay in real life then πŸ˜‰

winged shale
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.....

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^^

mighty carbon
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I personally don't have enough space to do room scale VR, but even being able to do 1 step around + teleportation is more than enough for me at this stage.

wintry escarp
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some things I just don't get, like using ue4 in vr...its technically clever but much slower than using it normally

winged shale
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I don't even understand why you're here, let alone chatting in this channel

wintry escarp
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cos vr has potential

junior prism
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@wintry escarp

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In VR land

mighty carbon
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it's like imagine someone discovering rift (not HMD) in space-time and being able to send probe into it. What, you will not be satisfied with exploring another world using probe and its limitations when it comes to movement, @wintry escarp ?

junior prism
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it's very hard to judge scale

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unless you're in game

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which takes time

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You have to take the headset off put it side

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moving the object 2cm

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open the game up again

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and get to that point

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which is incredibly fucking tedius

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having a VR editor allows you to stay in the world and get things perfectly

winged shale
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@junior prism I was reading that like some kind of poem

junior prism
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It was a St.Taiku

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GET IT?

winged shale
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ehuheuheheueheuh

spring pond
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@winged shale The cloth in our app looks 100x better in fwd. You can get real close to it and see lots of texture on the logo. The shirts do look sorta "wet" tho because of differences in specular

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again it was just a 'for funs' test. For future projects we will be doing art in fwd render from the start

clever sky
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@wintry escarp I'm working on headbobbin' locomotion. Works great.

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Like damn. I totally spoilt myself for everything else!

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Actually working on ancillaries right now. General movement functionality is solid.

mighty carbon
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it makes no difference whether you walk in place or bob your head to move in VR - there is no acceleration/deceleration of the body (brain) and thus people will still get nauseated

clever sky
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But I'll provide alternative movement functionality for mainly people that are hyper sensitive to vection, people without functioning legs and people that are lazy πŸ˜›

mighty carbon
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putting more strain on your neck? no thank you

clever sky
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@mighty carbon I'll let you believe what you want.

winged shale
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damn everyone's so spicy on here

clever sky
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Haha πŸ˜›

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VR people are highly opinionated!

mighty carbon
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it's all cool πŸ˜ƒ

clever sky
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140k Vive sold is pretty much in line with the numbers we were talking about yesterday.

spring pond
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everyone is really spicy here & it's disappointing

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speaking of spicy disappointment: boy ASW doesnt work great with hand models on the touch :/

clever sky
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Ocu @ 100-120k, Vive @ 140k... So 240 to 260 is pretty good.

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For now.

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@spring pond What happens?

spring pond
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So 90fps: smooth awesome, 45fps (no asw): juddery trailing ghost, 45fps (ASW) most of the hand moves find but the fingers "bend" at the tips in really obvious not right ways

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I'm sure its pretty great for just normal optical flow and things moving around, but with hands...hmmm

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I'll try and make a video tomorrow, but i have an all day meeting now

clever sky
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Ah... dang. So ASW gives you banana fingers.

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Or rubber fingers.

spring pond
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yea sausage fingers :

winged shale
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I love sausage

clever sky
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Sounds kinda amusing. Shame... but sounds like a small compromise in the grand scheme of things.

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Unless it's really that distracting.

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I guess... it undoes a lot of the presence that you get from finger gestures when your fingers are bending not quite right?

clever sky
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So the Multi-Res thing... is that available on Nvidia and AMD cards?

mighty carbon
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mobile only afaik

wintry escarp
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wassat?

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google says its an NVidia thing for new gpus

mighty carbon
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Mobile SDK 1.0.3 adds multi-view rendering support. Multi-view rendering allows drawing to both eye views simultaneously, significantly reducing driver API overhead. It includes GPU optimizations for geometry processing.

Preliminary testing has shown that multi-view can provide:

25-50% reduction in CPU time consumed by the application
5% reduction in GPU time on the ARM Mali
5%-10% reduction in power draw

wintry escarp
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oculus only?

mighty carbon
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that I don't know

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could be, for now

pallid echo
winged shale
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it's beautiful.. but I am conflicted mostly because I would like to include AMD's liquidVR packages as well, rather than either have to merge both branches together, or compile separate versions of my game optimized for one brand of graphics card or another. I don't know how the multiplexing of those packages would work together, or if it would work at all, or if we're just doomed to have to choose sides..

wicked oak
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amd liquid vr isnt nearly the level of the nvidia branch

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i guess when both are at a similar point, Epic themselves will implement them exchangeably

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or something like that

pearl grove
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Does anyone know if the screenpercentage setting affects LODs ?

snow raft
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reflections dont work in VR? or is it only the lesser platforms that dont support it

pearl grove
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Meaning if you have your LOD0 set to 1 but your Screen % is set to 200, does that mean that LOD0 kicks in at 0.5 in reality because the screen % ?

silk lodge
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@pearl grove no, it's based on screen percentage, not pixels

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@snow raft they work, but it can be a little tricky to work with reflection captures 'cuz players can move their head anywhere

snow raft
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yeah thats what I thought, Im having troubles with reflections as it is so Im just trying to work out if I should just write all my own stuff to handle it

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I dont even think i can fake area lights based on camera pos because of reflections

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wait a second thats odd, in reflections mode it works lol

full junco
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the forward renderer is a bit lame without dynamic shadows from movable lights...

wicked oak
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thats honestly a huge issue

full junco
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also no dynamic AO

wicked oak
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that one makes sense

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reduced GBuffer

full junco
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its basically only meant for projects that use fully static lighting

wicked oak
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but no shadows?

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shadows arent deferred/forward

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they should work the same way in both

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gona review forward for my VR game

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i show it in 10 days in Madrid, so if it does work well, i have that glorious MSAA

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i take pride of doing completely flawless VR showings, unlike other indie games near, that do VR and know nothing and it lags and its aliased as hell

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ffs sake guys, remove that damn postprocess

full junco
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what postprocess?

wicked oak
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in the game i was getting real annoyed at becouse they were demoing a spooky game, seated, on gamepad, at 50 fps

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they had Screen space AO

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and vignette

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and ssreflections

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those 3 work really bad in VR

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screenspace AO normally looks super fake, and its easy to see

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ssreflections look fake as hell, and waste a lot of performance

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and vignette on vr is just really bad

full junco
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ssao works great

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I use it a lot

wicked oak
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i avoid it for VR

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in desktop is damn nice

mighty carbon
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DanielW asked everyone with PC VR to test 4.14p1 and report any issues / concerns with forward renderer immediately so Epic could fix it for 4.14 release

full junco
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there is no alternative I think, so I'm happy with at least having ssao

wicked oak
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portin my game there, ill return with results

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mine doesnt have any postprocess other than bloom

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and no shadows

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becouse performance

mighty carbon
wicked oak
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getting those smooth 90 fps when you are pushing nearly 2 million polygons per eye is super damn hard

full junco
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bloom is crazy expensive so I had to disable it

wicked oak
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takes less than 0.4 milliseconds

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at least for me, if i remember correctly

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FXAA takes more

full junco
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0.4 is a lot, and here it was more than 1

wicked oak
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btw, SIMPLE bloom

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no screen marks, or bokeh

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just the simple gaussian

full junco
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I set the quality to as low as possible, 0

wicked oak
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bokeh is hella expensive

mighty carbon
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no dynamic shadows sucks.. Shadows are crazy important to plant dynamic objects in the scene

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makes it more believable

wicked oak
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do distance field shadows work

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?

full junco
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no idea, I can't use those

wicked oak
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i think distance field ao is too expensive for vr ...

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those 90 fps...

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when there is overhead everywhere

full junco
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dfao is crazy expensive but looks awesome

wicked oak
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like nearly 3 milliseconds for a reflection capture actor

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really?

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it isnt nearly as strong on desktop

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but on vr it is

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i need to keep a basepass under 4 ms to get it to work

full junco
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4ms on which gpu?

wicked oak
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970

full junco
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ok

wicked oak
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and on vive is worse

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at least oculus gives you 2 extra ms

full junco
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I only have vive

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why those 2 extra ms?

wicked oak
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i guess you have seen that to keep 90fps you need to hit 8.5 ms

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while 90 fps is actually 11 ms

full junco
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no haven't seen that

wicked oak
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if you go over 8.5, it drops to 45 fps

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oculus doesnt

full junco
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oh it does?

wicked oak
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it does

full junco
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why is it doing that?

wicked oak
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oculus just asyncs timewarp everything

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giving no fucks

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so you can be at 90 fps

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or 100

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or be at 80

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and still be alright

full junco
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but what happens in those 2ms at vive?

wicked oak
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tell valve

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nothing

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its just a "safeguard" band

full junco
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that's not good

wicked oak
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no its not

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what happens, is that valve doesnt have timewarp

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at all

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well, async timewarp

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so if you render under 8.5 ms

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you keep your 90 fps

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that arent timewarped

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if you go over 8.5, it goes into the safeguard and goes into "reprojection" mode

full junco
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they should really implement ATW and ASW...

wicked oak
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wich works at 45 fps

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and timewarps every other frame

full junco
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don't get why valve waits to long with that

wicked oak
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becouse its super hard

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and not platform agnostic at all

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oculus stuff works becouse they have made deals with the GPU makers

full junco
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valve can too

wicked oak
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but then its vive only

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they want steamvr to be more portable

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thats why it doesnt use any kind of async timewarp

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oculus is focused on oculus

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and they have carmack

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and Abrash

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they give no craps at all about others

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they focus on making their headset work as smooth as possible

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and they succeeed

full junco
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valve wants steamvr to support other headsets than vive, but why is that a problem? if they put ATW in the sdk then it would work everywhere

mighty carbon
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damn open source philosophy back fires sometimes

wicked oak
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no, becouse atw is a lot more complex than just in the sdk

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they are working on it, btw

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but then oculus comes with async spacewarp

full junco
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they are? sure?

wicked oak
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wich lets games run at 45 fps and feel and look smooth

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so rift at 45 fps is "smooth"

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while vive at 45 is noticeably choppy

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if a game is around 10 ms

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it means that on the oculus is at 90 fps timewarped with nearly zero perceived latency

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while on the vive it has gone to 45 and the controller jitters

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wait for the hands to appear, and random people to make tests

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when people find that Raw Data works FAR smoother on an oculus than on a vive, ill be there with popcorn

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in my game, if you want to get it smooth on vive, you need to lower the resolution 10-20%

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becouse im precisely at around 10 ms

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9-10 ms

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that goes to 45 in the vive

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while it stays at perfect 90 on rift

full junco
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are you sure valve is working on it?

wicked oak
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they have reported it, so i guess yes

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but being a dev, with profiling tools, and testing both

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the difference is huge

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and hey, 2 ms difference is a 25% headroom

full junco
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where have they reported it?

wicked oak
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in some slides

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but they DO

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thats what "allways on reprojection" does

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if you turn it off, then you do have those 11 ms

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but if you drop

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then it jitters wildly

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like dk2 days wildly

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having the headroom lets them switch to the 45 fps mode and have a lot more headroom in the case of a heavy scene

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but their position is basically

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"just lower graphics"

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and then you have people on the oculus side, setting Elite at ultra in 4k downsampled

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and going with the 45 fps spacewarp

full junco
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yeah I know their "just lower graphics" position, so I'm not sure if they will move away from that position...

fresh laurel
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WHY

wicked oak
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vr aint dead yet

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psvr is selling a ton

fresh laurel
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^

wicked oak
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and i mean more than vive and oculus combined

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in a week

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or near that

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in japan, they have sold 50k units

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in like 2 days

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the entire allotment for japan

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all japanese psvr sold

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i guess that waifu simulator game sells

fresh laurel
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Yep

wicked oak
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the japanese is going to be a huge psvr market

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oculus and vive hasnt sold much there

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no body has beefy PC

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and even less have space

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but quite a few have ps4

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and PSVR needs less space

full junco
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why do they make a video about why vr is dead, its far from dead, dont understand why they do that

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probably I have to watch the video

junior prism
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I unsubbed from Linus a few months ago

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They've turned into complete fucking idiots

wicked oak
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didnt they basically trashed oculus spacewarp recently?

junior prism
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No idea

wicked oak
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becouse you go into the forums and reddit and people is quite literally mindblown

junior prism
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I remember the moment as well, after the 5 gamers 1 pc

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their quality and fact checking just nose dove

mighty carbon
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there are always people who despise new stuff

junior prism
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they rely on clickbait theories and stupid stuff like "WHICH CHARGER SURVIVES IN WATER"

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BECAUSE YOU'RE TOTALLY GOING TO TAKE A CHARGER INTO THE WATER WITH YOU

mighty carbon
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and those VR nay sayers are such people

junior prism
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It's obvious to anyone with a brain cell the thing limiting VR at the moment is tech and the fact it doesn't have too many games yet and developers are still feeling out the tech

prime iris
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yeah, vr isn't dead it's just been born

junior prism
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It's not dead, it just hasn't had it's growth spurt yet

prime iris
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and it's retarded and shitting everywhere

wicked oak
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its price

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100% that

junior prism
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just like any emgering technology

fresh laurel
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I am tempted to post something in reply to Linus Tech tips

wicked oak
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PSVR helps

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but is still 500 dollars

junior prism
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It just hurts us developers talking shit like that

prime iris
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in a year or two it will be slightly more optimistic

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VR atm is for people who will create content

mighty carbon
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it's not the price

prime iris
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but don't tell people that because content creators need customers too

junior prism
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The price is the factor but not the reason

mighty carbon
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people by $3000 big ass TVs on credit

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just need to give them a reason to spend $1300 on Rift, PC and Touch bundle

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hell, after OC3 I was sold on Rift, but not entirely

junior prism
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Yeah I think it's obvious at this point that Oculus is losing this "battle"

prime iris
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also, if you use visual studio and get bugged by intellisense indenting after you write a UPROPERTY macro then -> https://forums.unrealengine.com/showthread.php?122981-C-I-wrote-a-visual-studio-extension-to-fix-the-annoying-smart-indenting-issues-around-UE4-macros

mighty carbon
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(as a dev though I was totally sold on it)

junior prism
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I am suprised how much Palmer actually affected business

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Usually it's a slap on the wrist and a sorry

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but because it's a CRUICAL moment

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where they need every and any developer

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they just slipped up and continue to make all the wrong moves

fresh laurel
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:\

dry fjord
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never mix business and politics

junior prism
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

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Never mix beer with alcopops either

fresh laurel
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I am very suprised by palmer luckys donation to the trump foundation

junior prism
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I'm not

mighty carbon
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why does it matter?

dry fjord
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BUT JAEGERBOMBS

prime iris
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I think VR will be pretty well established in 5 years. Maybe not desktop or smartphone saturation, but established as not just a gimick. From there on out it will start to grow pretty fast, maybe being parity with montior usage in a decade

junior prism
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@mighty carbon because he hurt a platform many developers were relying on

fresh laurel
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I guess I am more suprised how he did it.

wicked oak
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uhm, so palmer gives XX.XXX cash to internet trolls for the lulz

fresh laurel
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Basically dark money

wicked oak
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and everyone hates him

dry fjord
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I think VR adoption will closely follow tablets

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everyone will want one

mighty carbon
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why does it matter who he donated money to? I don't care for example

wicked oak
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and hillary gives X.XXX.XXX cash to internet troll to manipulate people, and no one cares

dry fjord
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it'll replace traditional forms of computing

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it'll get cheaper and better

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then apple will release an overpriced version that everyone wants

wicked oak
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nah, the real thing is AR

prime iris
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palmers donations aren't important. what's important to me is that he's a bit of a snake oil salesman when it comes to hyping VR to people it's not ready for

wicked oak
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Magic Leap and stuff

dry fjord
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@wicked oak not to get political in here but I doubt that CTR is doing as much as the right wing trolls make out they are. I've been banned from subreddits for being a "CTR shill" when I point out both candidates are insane.

junior prism
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Just think how easy it'll be to convert your VR experiences to AR though

prime iris
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all the people complaining about the lack of games bought it because of palmer and oculus hype train. but they were never going to meet expectations.

wicked oak
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i plan to switch to that, i see some serious business there

junior prism
#

I think that's the point

prime iris
#

i full expect there to be healthy growth moving forward, especially with next generation hardware

wicked oak
#

@dry fjord , i know its policital and not good, but check r/politics

#

its absolutely insane

dry fjord
#

/r/politics is hugely clinton biased, yes

full junco
#

I disliked oculus long before the palmer stuff

dry fjord
#

pretty much all american news sources and blogs have strong bias

fresh laurel
#

Why is that @full junco ?

wicked oak
#

straight out of metal gear or some distopian movie

dry fjord
#

I hated oculus for their customer service before palmer blew his load

wicked oak
#

no, its not just clinton biased, its clinton bought

fresh laurel
#

:\

prime iris
#

Clinton is the western version of Putin corrupt to the bone. And Trump will sell America for personal profit

wicked oak
#

nah, oculus is fine

full junco
#

I dislike oculus for their closed stuff buisiness practices etc, trying to lock their games with DRM etc

junior prism
#

I didn't like Palmer's comments at the end of the Unreal videos he did

dry fjord
#

see, that would venture into the realm of 'you might be imagining things' dude

junior prism
#

So I never liked the asshole

fresh laurel
#

Can we stot talking about Poltics

dry fjord
#

anyway back t owork

#

what did he say taiku?

wicked oak
#

palmer is just a young guy swimming in cash

#

who hasnt said stupid shit

dry fjord
#

but he has

#

he's verging on being a trumpling with how much he lies

junior prism
#

He had the trust of a platform that MANY people had a stake in

wicked oak
#

the thing is that he has to be 100% flawless every time

dry fjord
#

2016 was the year of every-man-for-himself

junior prism
#

With great power comes great responsibility

wicked oak
#

or else he will be the focus of something, like with the trump thing

full junco
#

I liked oculus when it started and I like them for starting this whole VR hype

dry fjord
#

I think just trying not to lie to customers is a more reasonable goal but he failed at that too

wicked oak
#

becouse that thing blew out of proportion a ridiculous amount

full junco
#

and I still respect palmer for doing that

wicked oak
#

vr is where it is due to oculus/facebook

#

i do find facebook creepy as hell

prime iris
#

Yeah. I don't dislike him. and I can even empathize with his his position, and don't envy his vr posterboy status it's gunna be tough regardless. I'm just one of those VR commies that don't want walled gardens and all that jazz

wicked oak
#

but they are investing a ton on VR

#

and want to get it to succeed

#

look at steam VR games

dry fjord
full junco
#

without valve you could say desktop VR isn't looking good, but luckily there is valve

wicked oak
#

thats what happens without external budget

full junco
#

valve has the sympathy of almost all gamers

junior prism
#

I applaud Steam for turning SteamVR to OpenVR and open sourcing componants

#

THAT'S going to lead to interesting innovation

#

Not DRM and walled gardens

prime iris
#

I think there are loads of developers interested inVR. they just can't do it for profit yet πŸ˜„

dry fjord
#

VR as it is is almost 100% because of valve.

wicked oak
#

and oculus

junior prism
#

Yes Valve are a bit shitty with Steam

#

but at least it's easy to get in

dry fjord
#

palmer just stole the limelight without doing real R&D

wicked oak
#

do you think valve was going to commercialize it

#

this fast?

#

no way

fresh laurel
wicked oak
#

it would be half life 3 style

dry fjord
#

but they did

wicked oak
#

rumors and stuff

#

they did couse oculus did

dry fjord
#

they were in before oculus and ready before oculus

wicked oak
#

and honestly, this kind of rivalry

#

is the best thing that can happen to VR

dry fjord
#

just familiarize yourself with actual recent VR history, it'll help improve your point of view

wicked oak
#

becouse both companies will try to outinvest and outtech each other

dry fjord
#

these timelines aren't secret

wicked oak
#

i know they were doing VR

#

and helped oculus

#

then oculus sold out to facebookj

#

and valve got annoyed from that

#

and decided to take Vive to market

full junco
#

a 3rd platform for desktop vr would be nice

wicked oak
#

and who can do that

junior prism
#

It hink just the one for now would be fine

full junco
#

google maybe?

junior prism
#

No need to Shoculus πŸ˜„

prime iris
#

I want there to be hundreds of desktop vr platforms

full junco
#

amazon?

wicked oak
#

google is doing mobile

junior prism
#

Oh man

wicked oak
#

and then AR

junior prism
#

AmazonVR would be a trip

#

Would make sense

wicked oak
#

google is investing a shit ton on AR

junior prism
#

they have the money and the game studios

#

De ja vuis

wicked oak
#

well, amazon should fix their recomendation system first

#

becouse if i look for a specific thing, and buy it

#

i dont need to be spammed with that constantly

full junco
#

I think elon musk should do VR πŸ˜›

prime iris
#

I think in 5 years we'll be looking like android/nvidia/amd where certain companies make money from R&D, and then the rest of the show is ran by ACER/ASUS/BenQ/etc

wicked oak
#

that would be cool

fresh laurel
#

AMD Launches Open Source Ray Traced VR Audio Tech β€˜TrueAudio Next’

wicked oak
#

but not sure, what has amazon to win from VR?

junior prism
#

Eh, audio is not so important right now imo

wicked oak
#

facebook has the whole social vr angle

full junco
#

AMD has done so much open source stuff in the recent time

fresh laurel
#

Yep

wicked oak
#

valve has the "we get 30% of ever game sold on pc"

#

(almost)

junior prism
#

Amazon could have the non-game VR angle

#

especially with movies

wicked oak
#

google has the same thing, but on mobiles

full junco
#

for some reason UE4 isnt really imntegrating any of those awesome amd open source things

wicked oak
#

apple is there walking in circles

prime iris
#

I don't even want my web browser to be social (haven't logged in to facebook in years). I'm not sold on social VR , but then I guess there are people who are πŸ˜„

#

did you see the audio library for Quake? The one that raytraced sound across geometry and could apply effects based on the material it interacts with?

wicked oak
#

hey, social vr is very cool

#

just look at vive multiplayer games

prime iris
#

that social i can understand

wicked oak
#

and the whole altspace vr and similar

#

they are very popular

prime iris
#

I just played wow with my guild. and played cs 1.6 with irl friends for years

wicked oak
#

so facebook is doing their own, offical style

prime iris
#

I'm just not sold on VR as an alternative to IRC

wicked oak
#

my next game might be a MP dungueon crawler in VR

prime iris
#

or discord for that matter

wicked oak
#

where you meet "adventurers" and go fight goblins in a dungueon and stuff

prime iris
#

sounds cool

wicked oak
#

when i finish DWVR

prime iris
#

DWVR?

wicked oak
#

wich will have spellcasting and stuff

#

yeah, my action vr game

#

so then ill bring the spellcasting to the mp dungueon crawler

#

plus good melee combat

prime iris
#

do i google dwvr? or is there a name πŸ˜„

wicked oak
#

but the melee is problematic

#

its called dwvr for now

#

im still looking for a good name

prime iris
#

yeah, i'm working on something similar at the moment. I have a neat plan for it

#

though I wish a company would make motion capture gloves. leap is nice but having to have your hands in front of your headset limits its usefulness

wicked oak
#

the video in this twit shows some of the gameplay

#

including spellcasting

#

throwing fireballs and ice arrows

#

@prime iris the oculus touch comes close

#

with the capacitative buttons

full junco
#

I want valve to be better than oculus regarding everything

prime iris
#

I'd like to have them, but as a vive owner I don't have that option :<

wicked oak
#

lol, valve wont

#

they are already mismanagiing vive

#

opening the door is BAD

#

oculus store has a review

prime iris
#

I dont really care who is better. I just want people to keep making new things

wicked oak
#

almost console-like

#

they play your game, they make sure everything runs wel

#

a consumer, when he buys a game at oculus store

#

knows he is getting something that works

#

mean while on valve

#

everything is valid

#

doesnt even open?

#

its fine anyway

prime iris
#

Until we're taking sedatives to stop our bodies moving and being spun around in gyrscopes for real world sensations in vr while having our nervous impulses measured to move around in VR

full junco
#

@wicked oak whats the problem with letting the player decide whats good and what not with reviews? you dont need to buy a game thats rated bad at steam. and you can easily return it

prime iris
#

that's when they can stop innovating!

#

I disagree. PC gamers have been dealing with shovelware for years

#

having a corrupt asshole deciding what is allowed doesn't solve that problem either

wicked oak
#

becouse good games get drowned in trash

prime iris
#

it just leads to nepotism

dry fjord
#

@full junco a lot of game devs disagree with refunds or negative reviews. they feel they're unfair and shouldn't exist.

wicked oak
#

and it ends up being bad for the consumer, becouse then people just get bored of looking the store when 9/10 games are shovelware

full junco
#

@wicked oak can't you set steam to only show games with excellent rating?

dry fjord
#

these are the same game devs who can't take critique of their work

wicked oak
#

but recently released games dont have reviews yet

#

thats one hell of a avenue for just doing paid reviews

full junco
#

@dry fjord why unfair? when a game is shit, let people see that its shit πŸ˜›

dry fjord
#

they'll find any justification for this position

wicked oak
#

get all your friends to buy your game and leave a good review

#

yes, its more expensive now that keys dont count, but still

#

you then pay them back

#

you lose 40%

#

but get a few of them at release

#

like 3-4

prime iris
#

"I don't want to have to do marketing to get people excited about my game"

wicked oak
#

and people will buy your game much more

#

yeah, to end like the mobile phone market

dry fjord
#

I see rube-goldbergesque explanations for why reviews are bad all the time, they always hinge on some nefarious behaviour by other game devs, who are all evil. and consumers, who are all evil and dumb. and steam who is evil and dumb.

wicked oak
#

nah, reviews are fine

#

(looks at his 36 out of 38 poisitive)

full junco
#

good games are easily identified I think

dry fjord
#

haha

#

you like them now...

prime iris
#

I think the problem with reviews at the moment is that there aren't enough VR related reviews

wicked oak
#

the problem with reviews, is how volatile it is at release

#

seriously, it almost screams for devs to exploit it

#

becouse you have very little time at the frontpage

#

without reviews, people is wary

prime iris
#

not enough adrevenue for major places to be interested. and i'm never gunna trust the opinion of a youtuber πŸ˜„

wicked oak
#

get 3-4 paid good reviews, people click on it, and see good review

full junco
#

@wicked oak with an interesting trailer people are interested

wicked oak
#

then they buy

dry fjord
#

sounds black and white

wicked oak
#

reviews are a huge part

dry fjord
#

your thinking may not represent reality

wicked oak
#

of course it wont

#

but this is from my findings on VRMultigames

#

and Deathwave

#

specially on VRmultigames

full junco
#

you mean devs should pay others for reviews? I think thats not good πŸ˜›

prime iris
#

@wicked oak do you have a youtube channel? your tweet is coming up with "The media could not be played"

wicked oak
#

even on frontpage, on a FREE games, download didnt spike until a couple good reviews

#

yes, i do, but that is an authored clip from a bigger video

#

here is the full one

prime iris
#

ty

wicked oak
#

wich is a full gameplay "session" of the "demo"

#

that i showed on barcelona

full junco
#

and you can do stuff like ads on facebook to let people know about your game

prime iris
#

@wicked oak cool. kind of like bioshock meets a wave shooter?

wicked oak
#

kinda

#

is more doom/quake than bioshock

#

but the spellcasting blend is indeed from bioshock inspiration

prime iris
#

I just meant in terms of gunplay meets magic/psychic powers

wicked oak
#

its a VR version of Deathwave

#

wich is much more obvious on that

#

but im going to put it as a new game

#

becouse im recoding it

#

its not just a vr port

prime iris
#

Well I appreciate there being levels rather than just a generic platform enemies come toward πŸ˜„

wicked oak
#

and movement

prime iris
#

yeah

#

how do you balance teleporting? it use an energy bar or something or can you Q all over the place

wicked oak
#

its fucking broken OP

#

but people love it

prime iris
#

hehe, yeah πŸ˜„

wicked oak
#

i might leave it as is on MP

#

for total insanity

prime iris
#

I've been thinking energy/mana for it maybe tie that to offensive abilities too. so you can run away or explode things. not both

#

the other is to just put it on a cooldown so that you can't spam it

#

and throw in onward style walking movement so teleport is used more as an evasive maneuver rather than a staple movement mechanic

wicked oak
#

energy

#

no, no onward style movement

mighty carbon
#

I never read reviews

wicked oak
#

if you have that, you end up moving allways, and i dont think that fits on an arena style vr shooter

#

becouse you would need to make it fast

#

and then you do it allways, and get everyone sick

#

onward goes with it becouse its slow

#

also lets you fall off the map easily

mighty carbon
#

I either take a leap of faith based on non-user reviews and videos, or I play demo first.

wicked oak
#

and cheese the melee AI

prime iris
#

No I agree. I just think that teleporting can be a little fast so I'd like to limit it, but at the same time I dont want the player to feel stuck when they're unable to teleport

mighty carbon
#

User reviews are garbage for the most part

wicked oak
#

actually, being fast is good

#

if its fast enough, the time spent teleporting is low

#

that does good for motion sickness

#

no one of all the people i showed the game at Barcelona got sick

#

and 99% of them were vr noobs

#

i expected more sickness

#

is a very high intensity game after all

#

some people just moved little

#

other people got into it more and were zipping around the map like mad

#

with the shotguns

#

or with the sword

#

wow

#

MSAA looks incredible

#

but then...

#

9.88 ms

#

dat 3ms prepass and 4ms basepass

#

this is using instanced stereo

#

the prepass kills me

prime iris
#

I haven't even begun looking in to profiling my VR experiments. just been having fun immitating other peoples games πŸ˜„

wicked oak
#

this is 1.2 million polys on 1500 drawcalls

#

super simple materials

#

all light baked

#

very interesting

#

basepass seems to take 4 ms allways

#

regardless of resolution

#

ive been toying with the engine window

#

check the size of the level preview

#

and its 4ms

#

but depth prepass isnt

#

ima leave, more testing tomorrow

#

becouse it looks absolutely glorious

prime iris
#

Why did they have to release the preview now!? Civ 6 comes out soon :<

real needle
#

I was able to edit the preview window to be fullscreen πŸ˜ƒ

#

It was not implemented as a new feature in 4.14 was it?

still marsh
#

What is the W on a Vector 4? I ask becuase I upgraded to 4.14 and one of my Saturation things on a Post process broke

#

My vector3 is no longer compatible with it's new(?) Vector4, not sure what W is

#

Asking here since you're all using 4.14 now I imagine. πŸ˜„

#

Oh might just be weight

still marsh
#

How do you adjust the MSAA?

#

Console commands or something available? What would they be?

real needle
#

@still marsh Try r.PostProcessAAQuality (0-6)

still marsh
#

Ok cool, thought that might be it

winged shale
#

ugh, just slogged through all the TrumpChatβ„’

#

now I'm all caught up

full junco
#

@wicked oak don't profile from the editor!

#

@wicked oak but do you basically say that the forward renderer is slower for you than the deferred one?

prime iris
#

@still marsh I can't remember exactly but it's something to do with scaling or reprojection. If I recall correctly it's usually set to 0 for points and 1 for vector length

#

if it's relating to a material then it's probably just the alpha value of an RGBA vec4

full junco
junior prism
#

Can you merge those posts into one so I can pin it?

full junco
#

me?

junior prism
#

Yush

full junco
#

ok

clever sky
#

Lots of chatter since I went to sleep.

#

But dayum at that MSAA vs TXAA comparison

full junco
#

I never looked at that pinning stuff and I never saw pinned stuff in discord

clever sky
#

Save us based MSAA

junior prism
#

Still two posts lol

full junco
#

just the "with MSAA a screen percentage of 100 is really acceptable" is a seperate post

clever sky
#

@wicked oak DWVR = Demon War VR!

full junco
#

@strangechineseguy now?

#

have no idea how to tag you with that name

clever sky
#

St.Taiku

full junco
#

why don't I see St.Taiku then but those other stuff? πŸ˜›

clever sky
#

He's got special discord powers

#

That lets him use an alias to represent his tag

full junco
#

I would prefer to just see a name I can read

clever sky
#

But you can just right click it and message him.

#

You read it as 'St. Taiku'

full junco
#

@junior prism

#

ah

junior prism
#

Or just Kitatus lol

clever sky
#

What's Kitatus?

full junco
#

you are kitatus?

junior prism
#

Yeeee it is I

full junco
#

how should anyone know that?

clever sky
#

Oh @junior prism is Mathew Wadstein?

junior prism
#

That's the point

#

No, I'm not Mathew

#

I am Mathew's old mentor πŸ˜›

full junco
#

@velvet cave who's that then?

clever sky
#

Ah πŸ˜›

junior prism
#

My account for posting stuff Epic-related

clever sky
#

Mathew good people. His youtube tutorials are great.

junior prism
#

Yeeee

#

and apparently it's my fault he exists πŸ˜›

#

Well my fault he does what he does lol

clever sky
#

Hahaha.

junior prism
#

@full junco If you need verifaction it's me

#

You used to always bitch about bugs day in, day out on slack πŸ˜›

full junco
#

everyone knows that πŸ˜›

junior prism
#

Good point πŸ˜›

clever sky
#

Anyway. I missed the shit talking party about Palmer.

#

But I gotta say this - Carmack let Palmer take the VR limelight at the start!

#

He was helping a kid out! Seemed like a great idea at the time!

#

Boy wonder helps to reinvent VR!

junior prism
#

Has Carmack actually done anything legit that's changed the way of VR

clever sky
#

Reality: Palmer put together crappy lenses with mobile phone LCD

junior prism
#

All I hear is him shouting at people to make better games

clever sky
#

Carmack wrote the tracking interface and the lens warp that helped to kick this shit off the ground.

junior prism
#

Whilst he was working at Bethesda?

#

Ooo sick burn

clever sky
#

Yeah.

junior prism
#

I meant as part of Oculus

clever sky
#

Which is also incidentally why Beth wants to sue them so bad.

full junco
#

is that proven @clever sky ?

#

sounds strange to me that carmack would let palmer and his company get all the money for that if carmack did more than palmer

clever sky
#

Yeah, it's documented in the videos where he first talks about VR

#

Back around quakecon 2012

#

He worked with Palmer to get the initial duct tape rift together.

#

but palmer basically supplied the box and he did the software.

junior prism
#

That makes no sense

clever sky
#

Because before he found palmer, he was using laser projectors and shooting them into his eye.

junior prism
#

So all Palmer did is come up with an idea that was already thought up many times before?

clever sky
#

He was in the right place (MTBS3D) at the right time (when Carmack was messing around with VR stuff)

#

To be fair, prior to palmer duct taping mobile LCD and crappy lens together VR was expensive custom displays and expensive lens and no fish-eye distortion

junior prism
#

I bet there was a phone prototype floating around

#

there has to have been

#

I mean Metal Gear Ac!d already had Snake Eyes

#

it was all done before

clever sky
#

Possibly - but not visible enough for Carmack to find.

junior prism
#

it's just peopled decided to fund it this time

clever sky
#

Or less visible such that Carmack found palmer before that stuff.

#

Well... it's because it 'worked' this time.

#

Like was sufficiently good at a sufficiently promising price point (remember $300 :P).

full junco
#

how did palmer get other people to fund oculus with him if he just took a display and lenses, put them together and let carmack do the "real" stuff?

#

doesn't make sense that carmack wouldnt immediately join that company

#

or that carmack would pay palmer to get a job at bethesda

#

that would be the most obvious thing

#

if carmacks involvement would have been so important then he would have got the lead role in whatever they do, not the guy who just took a lense and a display

junior prism
#

The only excuse I can think of

#

Was that Palmer was his "ghost"

#

because he couldn't do shit at Bethesda

#

so he'd funnel his work through Palmer

#

but then why Palmer

clever sky
#

Because Carmack was still under contract with Bethesda at that point. And was recalled from messing around with VR in his sabbatical time

#

to go back and work on Idtech

junior prism
#

Eh... I dunno

#

sounds a bit too conspiracy to me

clever sky
#

So Palmer took the limelight that carmack passed him

#

and ran with it. Made him a lightning rod for investors

#

Because of the positive reception at Quakecon

#

so they put together a team and started the kickstarter

#

back in 2012

full junco
#

why didnt carmack join that team?

#

why took it so long for carmack to join?

clever sky
#

Because Oculus was a tiny startup and Bethesda didn't appear to be interested in VR at that point.

#

Gotta remember Carmack had been with Id as a founder

#

and he's been through a lot with that company.

#

So it took facebook money to bring John over - because it appears that it's serious at that point.

junior prism
#

To be fair, I think no matter what the truth is

#

Bethesda is totally in their right to sue his ass

clever sky
#

It'll be interesting to see how it plays out. For a while everyone was like - fucking bethesda, you've got no claim to nothing!

#

I'm pretty sure they're only doing Doom and Fallout 4 in VR (and exclusive to SteamVR/Vive) to spite/foil Oculus' plans

#

As in, Vive will be the first PCVR HMD to get a AAA VR game.

#

Even if they're 'ports' (doesn't really matter too much if they redesign all the mechanics to work well in VR).

full junco
#

but isnt fallout 4 a super crappy VR port?

clever sky
#

I'm pretty sure that people would jump all over a well ported Skyrim as well.

prime iris
#

There was a prototype. Palmer had a law suit with a company the paid him to research the oculus

clever sky
#

@full junco They've been positively received so far.

full junco
#

room scale skyrim 😍

clever sky
#

Actually Doom uses the same teleportation mechanic as Vblanco's stuff. Hahaha

#

Not just dash teleportation, but dash teleportation with slow down while deciding on where to dash!

prime iris
#

Can't remember how that turned out but basically the oculus hardware was what they funded but they didn't pay palmers contract in full so he went looking for other funding and found carmack

clever sky
#

I think the contention was (and to be sure, we don't know the full story, only the half truths that come from both parties) that they paid Palmer for a HMD which he assembled as a contractor.

#

While they contend that they owned the IP because they paid him to assemble it.

#

So... basically they're just looking for a pay out, because they don't have the money to win it all.

full junco
#

ok

clever sky
#

Hmm. Default glass doesn't really work well in Forward Rendering huh

#

But that text legibility.

clever sky
#

Got a door that I can slam shut in VR πŸ˜›

full junco
#

@clever sky "default glass"?

clever sky
#

In the starter pack

#

at least.

#

default glass mat.

full junco
#

ok

clever sky
#

To be fair, the default glass mat isn't particularly great anywhere πŸ˜›

#

But without refractions, it's basically just slightly darker air. Unless you happen to catch speculars at the right angle.

#

Which is why I guess arch viz uses cube maps for reflections.

#

On glass

#

In UE4

pearl tangle
#

you can do much better looking reflections now for arch viz since you can bump up the reflection capture quality a long way

#

and the better way is to use a render target with a camera as well, makes for much more realistic reflections

clever sky
#

But isn't that way heavier on performance?

pearl tangle
#

higher quality is usually heavier πŸ˜‰

#

depends what you are trying to do

clever sky
#

I'd use that for a mirror

#

But not for general architectural glass.

#

Just too much of it everywhere.

pearl tangle
#

yeah most people do that for mirrors just a render texture

clever sky
#

Especially for VR.

pearl tangle
#

but the better way is to plug it into another material and put it in there as a layer

#

give it another 6 months and we will be able to push much better quality stuff to VR than we can to desktops for the same performance hit

clever sky
#

Ah... so a mirror material

#

With a render capture material?

#

Can you do render capture for each eye?

#

To create a stereo image

pearl tangle
#

you could yeah, would be pretty heavy though and also you would then need to make sure the camera(s) themselves are moving appropriately to the player perspective

clever sky
#

Yeah.

#

Still, would be super neat.

#

Actually, I had that sort of mirror setup before in an old Unity VR demo I did.

#

But I didn't code it. Was just an asset I found on the store.

pearl tangle
#

you can do stereo video on a material too which is kinda cool

clever sky
#

Ah... that's how you can do lightfield stuff in VR

pearl tangle
#

I made a little vr cinema in unreal before and the 3D videos always look good

#

nah lightfield is a different concept

clever sky
#

Yeah.

pearl tangle
#

lightfield is about changing the DOF on the fly

clever sky
#

Hmmm... I remember EverydayVR was doing lightfield objects in Unity. Like diamonds.

#

Basically a flipbook texture that changed the texture it looked up based on the angle you're looking at it.

#

So... I guess you just change the look up per eye.

pearl tangle
#

oh yeah thats more of a virtual representation of lightfield. but thats how you would do proper reflections if you are doing a render target for your reflection. you would move the camera thats capturing relative to the persons head movement

#

it's the same way CAVE setup's work and how you can do perspective shift with projection mapping and head tracking

clever sky
#

Yep. Just figuring out the algorithm now.

pearl tangle
#

but lightfield capture is more based on cameras in the real world capturing different FOV's constantly so that you can adjust the video or photo on the fly

#

which means you can give 360 video the ability to have positional tracking

#

to a certain extent anyways

clever sky
#

Is it different FOVs? I watched the Otoy talk on the subject.

#

Or was it the Lytro talk

pearl tangle
#

different focus points not FOV sorry

clever sky
#

Either one - the idea was to capture every point of light hitting a larger spherical surface.

pearl tangle
#

so instead of setting your camera to focus 1m away and being stuck there with everything else blurry you capture at 1m,2m,3m,100m all at the same time

clever sky
#

And then interpolate to find the correct lookups within that volume.

pearl tangle
#

then you adjust in post where the actual focus point is

#

thats how you capture HDR not lightfield

#

although maybe people were experimenting to capture that way too

clever sky
#

HDR is an EV-stop thing... capture the same scene at multiple light levels

pearl tangle
#

yeah thats lighting, lightfield is the same thing but for focus

clever sky
#

Yeah. The tech behind how they actually do it is fascinating as hell though.

pearl tangle
#

yeah. Jaunt has been doing a lot with lightfield 360 capture. but they got millions in funding so that always comes in handy

clever sky
#

Oh yeah.

#

It's a race.

#

But other tech in the chain needs to catch up... mainly data storage and retrieval.

pearl tangle
#

well nokia still has the best all in 1 360 camera on the market and thats $45k USD

clever sky
#

360 lightfield video is insanely massive.

#

Nokia's isn't lightfield though.

#

It's stereo

pearl tangle
#

nope. but nobody has a 360 lightfield rig you can just go and buy

clever sky
#

Lytro will be the first to market there.

#

With their big ball camera. They're not even selling it. Just renting it out.

pearl tangle
#

yeah. i don't see the tech as lasting though anyway. AR will start to take over from VR within the next few years and the capturing from all perspectives will be a bigger deal. the holoportation stuff with hololens is pretty amazing. and porn will drive that industry massively. since you can then walk around a scene and see from any perspective or position the camera wherever you feel like. much more immersive than having a 360 camera with distortion and locked to somebody elses head movement

clever sky
#

Nah... not that straight forward.

#

proper 360 lightfield capture is volumetric.

#

i.e. you can move within the capture volume and have the view update correctly

pearl tangle
#

yeah but from a single perspective, rather than a room with cameras around it

clever sky
#

Which is fine for seated.

pearl tangle
#

the lytro stuff is kinda like filming with a kinect

clever sky
#

Also a big advantage is that you get accurate reflections.

#

3D Capture won't give accurate material reflections...

#

So each will have its own uses.

#

3D capture probably more versatile for porn though!

pearl tangle
#

yeah i think it will completely change that industry once AR becomes more mainstream

#

once that happens im sure the reflection mapping and things will be solved too

clever sky
#

@dry fjord you said they weren't updating UE4 VR editor anymore? Is that after this new VR landscaping feature?

dry fjord
#

That's what Victor told me

pearl tangle
#

they just did a twitch stream on it yesterday

#

probably mentioned something in there

dry fjord
#

I saw

#

Hopefully he's wrong

clever sky
#

Yeah hopefully! πŸ˜›

sly chasm
#

just wandering, does the rift's dev kit 1 even work at all with ue4?

clever sky
#

really don't think so.

#

Need latest OVR compatibality probably.

sly chasm
#

ah

clever sky
#

Maybe for earlier versions of Unreal

#

like I know Couchknights only works with DK2.

sly chasm
#

does the dev kit 2 work either?

clever sky
#

Doubt it. But I haven't tried. Sold my DK2

sly chasm
#

yeah, I saw a few on creigslist

#

man, I sure am torn on which headset to get

#

The vive has a lot of functionality

#

but the rift is really comfortable

clever sky
#

If you've waited this long go for the Rift

sly chasm
#

how come?

clever sky
#

Because the main diff between Vive and Rift

#

is the motion controller

#

Since Rift will be getting motion controllers in December

#

it'll bring it up to relative parity.

#

As far as tracking goes, you can get room scale tracking on the Rift with 2 cameras (1 included with headset 1 included with touch controllers)

#

As long as the room isn't too big (less than 4 m diagonally I'd say)... and you can put up with some more jittering when you bring your hands close to your body.

#

Otherwise you can get 1 more camera for full robust roomscale.

#

So... you get a better headset, you get more functionality in the touch controllers, and most importantly, you can also dev for Oculus store if you want to.

#

(gotta be mindful of Vive controller limitations if you want them to be compatible between Oculus and Vive though)

#

At roughly the same price.

#

Oh... and if you care about accessing consumer content, you also get access to the Oculus store, with all their money-hatted exclusives.

sly chasm
#

hm

clever sky
#

Main reason to go Vive now would be if you have no interest in oculus stuff at all and want better Vive compatibility.

#

Vive/SteamVR

sly chasm
#

so the rift motion controllers are less accurate than the vive's?

clever sky
#

No. They're a different shape with different inputs.

#

But their functionality overlaps Vive functionality while adding some extras

#

Main difference is the touch controllers use analog sticks while Vive uses track pads.

#

Easier to select precisely with touch pad (so if you can have many virtual buttons on trackpad)

#

But more comfortable to push/move around with analog sticks.

#

Rift controllers also have extra buttons (1 on each controller) and touch sensitive surfaces on their buttons

#

Which lets the system know when you have finger lift off.

#

Mainly used for doing hand gestures.

sly chasm
#

yeah

clever sky
#

Like a thumbs up, or a finger point.

#

Like... if you were devving for both, you wouldn't put critical functionality on the stuff that Vive can't do.

#

But it's possible to do that. Like instead of a button press, you just have touch-on for some sort of menu confirmation (god knows why you'd do this). In which case Vive users would be screwed.

#

Or have game mechanics rely on finger gestures. Like NPCs recognizing when you're pointing or giving a thumbs up - and that's connected to questing somehow.

sly chasm
#

I just kind of dont know which will be definatelly more future proofed

#

or

#

the most versitle

#

I mean

clever sky
#

After touch controllers come out, definetly the Rift. But maybe this changes again once you start getting peripherals that uses the lighthouse system.

#

But we don't have official confirmation on any of that stuff.

#

Just that Valve is prototyping some new controllers (doesn't mean they'll release them).

#

So... I guess... just buy the one you feel is 'better' (whatever that means) and leave the rest up to chance!

#

Because at the end of the day... this isn't like buying a car or a house or whatever other (financially) life changing purchase πŸ˜›

sly chasm
#

yeah

#

but I cant really make money that fast

#

like right now I'm at like $325 maybe

clever sky
#

Fair enough.

#

Well, I've given you all the information. Sometimes the choice is only yours to make!

sly chasm
#

like, I think I've seen more things that use the vive

clever sky
#

Rift with touch is fully compatible with Vive games.

sly chasm
#

oh

clever sky
#

Sorry. Thought you knew that.

sly chasm
#

it's ok

#

I just didnt know "fully"

clever sky
#

πŸ˜› yeah. So the decision should be easier now.

sly chasm
#

yeah, prolly

clever sky
#

Only problem is you'll be holding touch controllers while looking at Vive controllers.

#

For games that don't explicitly support the Rift/Touch

sly chasm
#

yeah, I thought of that

#

how much extra were the controllers again?

clever sky
#

$200 on top of $600

sly chasm
#

oh

#

camera?

clever sky
#

2 with the HMD and touch, extra is 80

sly chasm
#

also, do you know if the rift is going to have better room-scale support than the vive?

#

eventually?

clever sky
#

I wouldn't say better, but it'll have relative parity.

#

Actually, the Vive will still be better there for specialized use cases (like if you add more lighthouses around the house you can extend the size of the tracked environment... at least that's what they said a while ago. Don't think I've seen anyone use this function).

sly chasm
#

cuz I am most likely going to be using a lot of room-scale stuff

clever sky
#

Yeah. That's proper VR. Once you get used to it, everything else feels a bit lacklustre

sly chasm
#

but probably not with multiple rooms

#

Ive tried like 2 demos of the rift

#

but none of the vive

clever sky
#

Oh yeah.

sly chasm
#

the first was in Best Buy

#

and it was a substitute for a oculus representative

#

cuz he was sick or something

#

so the guy didnt know anything about it; it was pretty funny

#

the second was a microsoft store

clever sky
#

Oh yeah. Thought they did Vive demos at MS.

sly chasm
#

yeah

#

I went half-way accross town to do the vive, but it was out of order "for the foreseeable future"

#

but they had the rift, so I was like "meh, why not"

clever sky
#

Ah fuck. haha... too many sweaty people had way too much fun on it before you did πŸ˜›

sly chasm
#

and let me tell you

#

playing an actual game instead of demos was so much cooler

clever sky
#

What game did you try?

sly chasm
#

I played vr-minecraft

clever sky
#

Ah yeah.

sly chasm
#

but it was still pretty impressive

clever sky
#

Yeah, I can imagine.

pearl tangle
#

be much better with tracked motion controllers

clever sky
#

Especially if you like Minecraft.

#

But I myself... despite buying Minecraft twice because of so much hype.