#virtual-reality

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clever sky
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Fuckin' hate Minecraft.

pearl tangle
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actually good exercise with that and an omni treadmill

clever sky
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Hahaha

sly chasm
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what I found weird was that whenever I got up reeeal close to a corner, it got blurry

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even if I closed one eye

pearl tangle
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yeah thats going to happen because of how cameras render things in game

clever sky
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@sly chasm That's probably software functionality in that game

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prevent you from going cross eyed

sly chasm
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and I was like "uh, is that blurry on that screen too?"

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and they said no

clever sky
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Because you can definetly get things close to your face in other Rift experiences.

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Speaking of which, I actually want to add that functionality to my stuff. I just don't know how to do blurring across the whole camera D:

sly chasm
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does it really only apply for the headset, and not the mirrored screen?

clever sky
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Depends on how they do the mirrored screen output.

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Sometimes they get the data before they apply distortion and all that other good stuff.

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So the blur is probably added after that.

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distortion to correct for the lens distortion

sly chasm
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I thought it was pretty cool

dry fjord
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  1. make model
  2. model looks great
  3. try model in VR
  4. time to remodel more detail in
full junco
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is it possible to somehow tweak the bloom quality so that its less expensive in VR? I dont think so, but I'm just asking

dry fjord
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yeah

full junco
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ue4 doc says "Bloom can be implemented with a single Gaussian blur. For better quality, we combine multiple Gaussian blurs with different radius. For better performance, we do the very wide blurs in much lower resolution. In UE3, we had 3 Gaussian blurs in the resolution 1/4, 1/8, and 1/16. We now have multiple blurs name Blur1 to 5 in the resolution 1/2 (Blur1) to 1/32 (Blur5). We might add Blur 0 for full resolution blur if ever needed."

dry fjord
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check your post-process settings

full junco
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but I don't find any way to reduce it to something like a single gaussian blur

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@dry fjord I looked there, but there are no quality settings

dry fjord
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the number of blur steps it uses is determined by postprocess quality

full junco
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only settings regarding the look

dry fjord
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but yeah PP settings are only for controlling what it does

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you need to go into engine settings to adjust the PP quality

full junco
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where?

dry fjord
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under settings

full junco
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you mean the general PP scalability setting?

dry fjord
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Settings -> Engine settings -> Post process quality

full junco
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there is no "engine settings"

dry fjord
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you're very hard to help

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try looking for an option named like that.

full junco
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if you mean the scalability settings, thats just setting some console variables, and none of those affects bloom, so PP scalability of lowest still does same amount of bloom like the highest PP scalability

dry fjord
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well I guess you're fucked then

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there are more engine settings beyond what's in the scalability UI but they may involve researching and reading

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I don't actually know where a list is

full junco
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there is r.bloomquality, but 0 is just bloom off and 1 is bloom on

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1 is default

dry fjord
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find another bloom setting

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if there isn't one then you can't disable pieces of bloom

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epic have said plenty of times that if there's a "best case" button they'll take the button away and set the value to true

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I imagine that's the case with bloom

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having more levels of bloom probably cost nothing

full junco
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there is r.Bloom.Cross, setting it to 1 makes bloom ugly, but it still renders the same amount of bloom resolutions

dry fjord
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they do their bloom blurs by using mipmaps

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so adding more levels of bloom isn't exactly costly, unless you go for full res

full junco
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you see all the different blooms in the gpu profiler

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thats like 10 different points there

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each between 0.01 and 0.02 ms

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so one bloom resolution would be fine, but not 5

dry fjord
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maybe this is a question for the forums

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it might be that before VR it wasn't even a consideration, now it would be

full junco
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yeah, without VR I wouldn't care about whether bloom takes 0.6ms or not, but with VR wasting 0.6ms on bloom is too much I think

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and I'm just testing in the vr template at the moment...

dry fjord
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not sure why you're using bloom anyway

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every performance guide for UE4 VR says to disable it

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some things you just do at the moment

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if you need a specific thing to bloom, fake it

full junco
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bloom looks very nice. everything emissive needs bloom to look nice

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the sun needs bloom to look like a sun

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and with a single blur it would just be like 0.05 ms and still look way better than no bloom at all I guess

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I just looked through my older threads and saw I asked a somehow related question a while ago (already forgot about it): https://forums.unrealengine.com/showthread.php?109388-Render-Light-Shaft-Bloom-at-lower-resolution

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never got an answer there

tawdry dragon
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Just tried my project in the 4.14 preview

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Seems like Forward Rendering + MSAA produces much more crisp results in my case

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so awesome!

full junco
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not just in your case, in all cases ๐Ÿ˜„

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the question is just if all those missing things in forward are acceptable for a project

tawdry dragon
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True. I really hope they get a stable release out before december as our current project really could benefit from the forward render ๐Ÿ˜ƒ

full junco
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it is considered stable in 4.14 I think

wicked oak
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""stable""

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in my test, that msaa is heavy, but it looks perfect

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ima see if i can lower the msaa

full junco
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heavy?

dry fjord
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yeah msaa is slower than TAA

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not by much though hopefully

full junco
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TAA was already quite slow

dry fjord
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POM is amazing for VR btw. should be used on all of your ground surfaces if you have frame budget left.

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TAA is the fastest AA in UE

full junco
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POM is horrible for VR

zinc violet
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Msaa multiplier is 4 by default

dry fjord
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horrible in what sense?

full junco
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horribly expensive

zinc violet
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You could lower it to two

dry fjord
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"if you have frame budget left"

full junco
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you never have that in VR ๐Ÿ˜‰

dry fjord
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sure you do

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lobby screens

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they're always light as

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also usually very empty

tawdry dragon
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In our current demo we're having a interactive 1.2 mill triangle mesh with animation, 15 materials and some logic running behind, we're hitting 90 fps no probs

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But its also very simple compared to what games usually show

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I do however need to learn the profiler so I get start getting some more headspace for the next parts

clever sky
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I've got a POM rug. Looks great.

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And when standing on my own rug, feels like a rug!

dry fjord
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hahaha

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I just solved a problem the manual way

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light leaking from modular geometry? make cubes, hide them, set them to cast a shadow anyway

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that was fucking easy

clever sky
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Oh yeah

dry fjord
clever sky
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So you made a BP and added a hidden box in it?

dry fjord
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yeah

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each shop is a BP now anyway

clever sky
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Fair call. That looks pretty good.

dry fjord
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the user never even needs to know the boxes are there

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cheers

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about to try it in vr

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brb

clever sky
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Cept for the fakey shop interior texture!

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That's gonna look like a fakey shop interior in VR :p

dry fjord
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I am slowly fixing that too ๐Ÿ˜‰

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this is for situations where it's at least better than a flat interior texture

clever sky
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True that.

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Is that a red light district you're modelling?

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You're making a VR porno game!

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I want in!

dry fjord
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well that was surprising. it looks perspective correct.

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I just need a better detail heightmap

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haha

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I'm just making example shit for the shopfront asset

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even in daylight it looks good

clever sky
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Sounds good. You making it for the marketplace?

dry fjord
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I added hooker lights for you. want to try a packaged build?

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yaeh MP

clever sky
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Sure!

dry fjord
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hehe ok

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just trying a couple of things

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lots of problems with it, so just try to enjoy the filth

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check ou the cobblestones, POM works really good on them

clever sky
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Sounds good ๐Ÿ˜ƒ

dry fjord
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ahh the kinect4unreal plugin has been killing my builds

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good to know

clever sky
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Yeah. I can imagine it'd be pretty heavy to run.

dry fjord
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like it caused an error

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wouldn't build

clever sky
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Oh

dry fjord
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uploading

clever sky
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Cool

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My DL probably slower than your UL

dry fjord
clever sky
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Oh yeah, you're in NZ.

dry fjord
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even though I'm capable of 60MB/sec

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it's annoying

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I need a better file host

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I guess I should try amazon

clever sky
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shrug If you use file hosting enough to justify the cost sounds good.

dry fjord
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like constantly

clever sky
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1.5MB upload will never be a problem for me.

dry fjord
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you'd think that

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then you have someone waiting for an upload and you're all "this could have been done in 5 seconds"

clever sky
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Well... I'd need a much faster internet connection, but there isn't one available here.

dry fjord
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yeah I hear your net is pretty bad over there in aussie

clever sky
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Because the australian government are pawns to Rupert Murdoch

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and torpedoed our chance for decent fiber internet

dry fjord
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that guy sucks balls

clever sky
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because he wanted to keep his cable company propped up

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rather than competing against internet video solutions.

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So they just ran non-stop shit posting of the party that was in power that was trying to get fiber internet installed

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And when elections game the opposition got in and dropped the good fiber for the bad plan under the pretense it'd be much cheaper.

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... it's not, but it is much slower as they promised.

wicked oak
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honestly, i know an australian guy who has explained that to me

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and its a shitshow

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yeah, lets add coper lines

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on 2015

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when fiber is both a lot less expensive and way better

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25 mbps has to be enough for everyone

dry fjord
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yup it's insane

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murdoch should be hung for treason

wicked oak
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i mean, its quite literal sabotage

clever sky
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Well... us aussies get what we deserve for been racist cunts.

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Most of that election cycle was about boat people.

wicked oak
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its sabotaging the internet infrastructure

clever sky
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people arriving on boats.

wicked oak
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doing it wrong, on purpose

dry fjord
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yeah nauru is pretty bad

wicked oak
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and wasting a ton of resources doing so

dry fjord
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it's one thing to be a refugee, it's another to run from death straight into torture and rape

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one day a lot of aussie government employees are going to go to jail

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with luck

clever sky
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Hahaha... same luck that'll send American banksters to jail

wicked oak
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its important, becouse internet is super, SUPER important

dry fjord
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we just need a Purge

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a highly informed Purge

wicked oak
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i compare it with the invention of the book print

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no frontiers on the internet

clever sky
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@wicked oak What are you talking about vblanco? 8mbit ADSL is plenty good enough for our needs!

wicked oak
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global communication

clever sky
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I just use 256 to check my emails.

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Good enough for me out in the bush here.

wicked oak
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its clear that good internet lets more internet companies emerge

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startups and stuff

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a good internet infrastructure helps business

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just not HIS business

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so he sabotages it

clever sky
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Yeah. Most aussies are deaf ears for the technical details of the internet.

wicked oak
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internet helps every business and all the people. The only 3 that are against the internet is the TV companies, religion, and government

clever sky
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Murdoch has his bony fingers over all 3!

wicked oak
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the main thing with internet, is that it has to be controlled by the government, or regulated

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becouse if not, america happens

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look at america internet case with data caps and expensive

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meanwhile, in Rumania, a forgotten eastern europe country

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has 1000 mb internet for 10 dollars

clever sky
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...

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I didn't need to know that.

wicked oak
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they do, they got one of the best internet worldwide

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i think south korea has better, but that place has insane population density

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so the cities have very good internet

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also government

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spanish as pretty good internet on the main cities

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becouse the internet company was once public

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and when it became private, laws were made that said that the company that puts lines has to rent them

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for obivous reasons, if they dont rent the lines, they get hold of the national monopoly

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just that "simple" law means that there is a market, becouse only 1 "line" comes to my house, of fiber

dry fjord
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everywhere asia rarely connects outside of their own country

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language barriers

wicked oak
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but 3-4 companies can provide me with fiber internet

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competition

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in romania, it happened becouse romanians were HUGE pirates

dry fjord
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also asian companies seized the internet and made it not really worth the effort to connect to a foreign site

wicked oak
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so the youngsters literally layed the cables themselves

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from block to block

dry fjord
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haha that's awesome

wicked oak
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just to share files

clever sky
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@dry fjord performance totally tanks when you get up close to POM ๐Ÿ˜›

dry fjord
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yeah I know

wicked oak
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when internet companies came, they just took over those lines

clever sky
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but totally adequate for something like a driving game

dry fjord
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I did no optimisation too

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sorry D:

clever sky
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All good. I got VR legs for miles

wicked oak
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MSAA looks glorious but it is very expensive on my game

dry fjord
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yeah I figured driving, whatever. doesn't even have to be VR. VR just set the quality target

wicked oak
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im doing tests, but i think deferred runs faster due to not having to render the scene twice

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the problem with forward is that its a depth prepass forward, it renders the scene twice

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in vr, 4 times

clever sky
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Oh... forward doesn't do single pass rendering for both eyes?

wicked oak
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but at least you have the single pass stereo

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so 2 passes

dry fjord
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should ASW the second eye

wicked oak
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what it does is that it first renders the scene in depth-only

dry fjord
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I don't know why it isn't a thing

wicked oak
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then calculates the lights, and what parts they affect. And then it renders the scene AGAIN, this time with shaders

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doing depth testing

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to eliminate overdraw on solid geometry

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the second time, it puts the depth buffer on "equals" mode, and it doesnt write back to it

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so if half the mesh is ocluded, it only runs the shader on the half that isnt

clever sky
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I see. All a but beyond me! But that sounds plausible!

wicked oak
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but of course, rendering the scene twice...

clever sky
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all a bit*

dry fjord
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technically the first pass is quite quick

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like negligible

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it's lighting that starts to cost a lot in forward

wicked oak
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not by a long shot

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at least in my scene

clever sky
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So if you want a lot of dynamic lights, better in deferred?

dry fjord
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yeah it's scene dependent

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it sounds like you should be using deferred

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which sucks because you want MSAA

wicked oak
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this is a very very simple scene

dry fjord
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VR should be using static lights everywhere all the time, with special exceptions

wicked oak
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basically a box

clever sky
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Real question - if you do procedurally generated maps... how do you bake lights for static?

wicked oak
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you see that there, the depth prepass is nearly nothing

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its like 20 meshes rendered

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at most

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but check this

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see how big the prepass takes

dry fjord
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you bake the lighting externally and put it into the material

wicked oak
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this is on my more complex map

dry fjord
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for each module

wicked oak
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wich is 100% static light btw

clever sky
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Oh

wicked oak
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that map runs faster on deferred

clever sky
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So the light fixtures are baked in to the module

wicked oak
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due to not having to render 2 times

clever sky
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And each module shouldn't overlap lighting too much with the others?

wicked oak
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but you can see the depth pass

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taking like 70% of the time the real pass takes

dry fjord
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yeah

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they're not at the moment in my thing but will be

clever sky
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Fair enough.

wicked oak
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660.000 polys

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1300 drawcalls

dry fjord
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if the modules have overlapping lighting lightmass throws a hissy fit as it is

wicked oak
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i need to start doing instancing and merging meshes

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becouse it does seem drawcall-bound

dry fjord
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fuck you should have been doing it after 600 drawcalls ๐Ÿ˜›

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you'll get a much bigger improvement from that

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then go back and test forward rendering

wicked oak
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on it

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this is the view

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its a ton of drawcalls becouse its modular meshes

clever sky
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So you can swap out arms and legs and stuff?

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Or for the background?

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Side note. Did a blink step/short teleportation mechanism that uses controller direction as heading.

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Works surprisingly well.

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Like... so well it's like, why haven't other devs done this yet?

wicked oak
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im doing it

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and im not the only one

clever sky
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Are you talking about your dash teleport?

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That's a different mechanic

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I'm talking about instead of pointing at the ground, you just take a step forward with each teleport

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Pointing at the ground independent teleportation!

wicked oak
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oh, i did one like that a while ago

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i think i saw it on other game

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but im not sure

clever sky
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Yeah. I mean, there's a 'blink step' mechanic in Technolust

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but it's not as good, mainly because it's controlled by HMD and Xbox controller

mighty carbon
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@wicked oak why don't you do instanced meshes to reduce drawcalls ?

wicked oak
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i got sent the map as is

sturdy timber
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Hello, has anyone managed to run a build against the NVidia VRWorks 4.13 fork? I managed to package mine but it crashes after one minute and less

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(nothing in the log and no crash report generated)

wicked oak
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ill probably check it soon

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DAT multires

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its just too good to pass

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in my game, i can abuse it to do highres antialiasing, and it runs faster than msaa on the forward branch XD

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due to the drawcalls

sturdy timber
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yes, currently the hardcore way to have sharp lines is to do oversampling

wicked oak
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or msaa in the forward mode

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ill try nvidia full vrworks 4.13

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4.14 still isnt ready

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my plugins arent updated yet

sturdy timber
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forward mode => not in 4.13 :p

wicked oak
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it is

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just no msaa forward

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and crashes on packaging

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so useless

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the whole point of forward in VR is msaa

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too bad it runs bad on my game becouse 1300 drawcalls...

sturdy timber
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oh ok, did not know that the forward renderer was already in 4.13, I thought it was introduced in 4.14

wicked oak
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its slightly different than the oculus one, btw

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oculus doesnt do a depth prepass

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but has more overdraw

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3 renderers...

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total insanity

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the new one is more like the doom one

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the new one, with depth prepass, has a faster base path

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but has to do a depth prepass

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bad for my DWVR, but on VRmultigames, wich im testing now, its a godsend

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it improves in a massive way

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due to the geometry simplicity of vrmultigames

mighty carbon
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how is all that related to idtech 6 ?

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(which is of course super fast and good looking in non-VR, even on my super old PC)

wicked oak
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becouse UE4 new forward renderer is very similar

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is the exact same high level technique

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what happens with IDTech6, is that its tailored for Doom

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they only have 100 shaders

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in total

mighty carbon
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idTech 6 has a hybrid render

wicked oak
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for the whole game

mighty carbon
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some stuff rendered in deferred and some in forward

wicked oak
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its forward

mighty carbon
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while UE4 it's either all deferred or all forward

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no, it isn't

wicked oak
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check the article

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it renders in a forward way

mighty carbon
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Tiago told that on twitter. It's not forward.

wicked oak
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it has a light gbuffer for postprocess

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well, to be exactl, is a depth-prepass tiled forward renderer

mighty carbon
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it's hybrid

wicked oak
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it calculates light in a forward way, it just does postprocess with a small gbuffer

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Oculus and Epic call it forward

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well, forward+

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the biggest bulk of rendering in doom is rendered forward

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and it doesnt calculate lighting with the gbuffer, but on the objects themselves

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no "roughness/position/albedo" gbuffer

mighty carbon
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The devil is in the details: idTech 666

wicked oak
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see, the bulk of it is the forward pass

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the deferred passes are the postprocess

mighty carbon
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"Tiago Sousa: From the start, one of our goals for the idTech 6 renderer was to have a performant and as much unified design as possible, to allow lighting, shadowing and details to work seamlessly across different surfaces types; while keeping in mind scalability and things like consoles, MSAA/good image quality and MGPU [multi-GPU] scalability.

The current renderer is a hybrid forward and deferred renderer."

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aye

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so, is idTech 6 renderer faster than UE4 renderer ?

wicked oak
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by a lot

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but thats logical, it is optimized for doom

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ue4 has to be generic

full junco
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why is that a reason to be faster?

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ue4 has a lot of stuff, but ideally you should be able to turn off everything you don't need so that its as fast as possible

wicked oak
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becouse the whole renderer is around doom

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their levels have some preprocessing for best culling, they use megatextures and special decals

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and the whole material and stuff systems are very very optimized for the exact thing doom does and nothing more

full junco
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well but thats not fair, I want to have same good performance like doom has ๐Ÿ˜›

wicked oak
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you can get close to doom if you build your game correctly

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but the thing with doom, is that they created idtech 6 FOR doom

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and every design choice in the engine is for doom

mighty carbon
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doesn't make sense

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if you optimize something, you just do.. Doom or not

wicked oak
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but the whole engine and passes are build around what doom does and how its going to be

mighty carbon
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I mean, there is no difference between FPS games, fundamentally

wicked oak
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for example, they designed the engine so it works on Vulkan and consoles well

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and they have a very low number of shaders

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waaaaay less than a normal ue4 game

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becouse they needed that

full junco
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why is a low number of shaders good?

wicked oak
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less switches in the gpu

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specially for something like vulkan

full junco
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thats really something relevant?

wicked oak
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yes

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if you read the notes of ue4 for Vulkan

mighty carbon
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how is that? if my game uses 2 shaders, why would UE4 use all of them at once ?

wicked oak
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they have had a ton of problems with that

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in vulkan, you build "pipeline objects"

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wich are basically information about the gpu programs

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all the shaders, and some stuff like depth testing on-of etc

full junco
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which notes? I watched rolandos talk he gave at siggraph and I read though all github commits regarding vulkan, but I never read about that

wicked oak
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with few of them, less switches

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you basically put one pipeline, "1 material" and start rendering everything

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or most of the stuff

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i remind you, its using megatextures

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so its 1 material

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for almost the whole map

mighty carbon
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no it isn't

wicked oak
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it is

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so then in vulkan, they set 1 pipeline, and they start stacking geometry render commands

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that is very fast

mighty carbon
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it's definitely not 1 material

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it's 1 virtual texture image, but not 1 material

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and that was with RAGE, initial concept

wicked oak
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in the doom thing, they say they have 100 shaders

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in the whole game

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i go to my game after a rebuild

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"compiling shaders: 10.000"

mighty carbon
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well, that's something to ask UE4 engineers

wicked oak
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its just their material system, to allow for super flexibility

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doom engine can do that becouse its tailored specifically to doom

mighty carbon
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if a game uses materials that utilize only 10 shaders, why use 10k of shaders when the game is running?!

wicked oak
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keep in mind you can improve this by a lot in ue4

mighty carbon
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also, maybe it's pre-building all shaders, but in runtime it uses only 10

wicked oak
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if you use material instances

mighty carbon
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I really don't see how number of shaders is relevant at all

wicked oak
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less shader switches on the gpu

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btw, news

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check below

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"high fidelity vr"

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oculus xbox confirmed?

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or maybe even also vive

mighty carbon
#

even in Doom 3 BFG there are like 20 shaders, but only so many used based on what materials you use.. There are definitely a set of shaders like interaction shaders, shadows, etc. that are always in use. But 10,000 shaders to be used in runtime? I don't believe that

full junco
#

dev-rendering merge, I always love to read through those

spring pond
#

@full junco nice catch ๐Ÿ˜„

full junco
#

"catch"? ๐Ÿ˜‚

#

they do these merges once a week roughly, so I'm always looking forward to the next one

#

and dev rendering is definitely the most interesting branch

#

dev-core is also nice

junior prism
#

They've said for ages it's going to be Oculus on Xbox One @wicked oak

spring pond
#

I wrote Daniel Wright about a bunch of fwd bugs I saw right before going to connect and sure enough I get back this week and everything works perfectly ๐Ÿ˜„

full junco
#

missing dynamic shadows from movable lights is a big problem

spring pond
#

The github commit messages are so useless compared to before, everything is a big chunk of commits and the log is filled with doc/localization updates

#

our project has no dynamic lights, so i didn't notice

mighty carbon
#

@junior prism I wonder if PC Rift + Touch will work on Project Scorpio out of the box or if they will have some special edition

junior prism
#

Most likely not

#

If it was the other way around sure

#

Since OpenVR is platform agnostic (SteamVR's new name)

#

But Oculus' SDK is not

full junco
#

@spring pond surely easier to not have dynamic lights, I have everything being dynamic...

mighty carbon
#

well, that would suck :/ I was hoping that same Rift will work between PC and XB

spring pond
#

Dynamic + VR was just too low perf for us when we started

full junco
#

well it's hard, yeah

spring pond
#

oh man those lightmap storage changes are so nice. Lightmaps are now separate from the level. Going to be so much better for P4 usage

wicked oak
#

hell yes

#

you have no idea how good that is for a team member i have

#

who has limited and slow net

full junco
#

I don't have any lightmaps, at least one advantage of fully dynamic stuff ๐Ÿ˜„

wicked oak
#

just got DWVR to work MP, first iteration

#

hands and weapons replicate, head too, and you can move around

#

if you hit an enemy, he respawns

#

incredibly hacky, lags even on LAN

#

ill work now on making it work properly, first get it to work, then improve it

#

to replicate head + hands

#

i just added 3 FTransforms, replicated

#

and if its the local player, he calls a server function that updates those 3

silk lodge
#

@spring pond are you sure lightmaps are separated? That'd be great!

spring pond
#

Look at the things related to "lighting scenarios" by Daniel W

#

Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.

wicked oak
#

that is very, very nice

mighty carbon
#

oh, nice

#

all that with lightmaps ?!

spring pond
#

I thought it was a 4.15 thing but someone on the forum mentioned that it is in 4.14p1`

mighty carbon
#

I wonder if it will work on mobile VR too

spring pond
#

i don't see why not

mighty carbon
#

maybe takes up too much RAM ?

#

btw, it sounds like there is no way to blend between day and night scenarios ๐Ÿ˜ฆ

junior prism
#

Well if Lightmaps are now kept seperate from map files, you'll be able to brute force it no doubt

mighty carbon
#

well, blending isn't in the notes and it says "his means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both)"

#

I wish it would be at least possible to stream lighting scenarios. Load up day, then put player into intermediate room, unload day, load night, put player back.

wintry escarp
#

anyone using 4.14p1 ?

#

seems to insist on compiling every shader each timei deploy

junior prism
#

Rule #1 of 4.14p1 is you don't use 4.14p1 ๐Ÿ˜›

wintry escarp
#

i'll do one more test, let this deploy finish, save it all, restart and deploy again...see if it tries to recompile it all again

still marsh
#

Did anyone's "Shader Complexity" go all red ("Bad") after upgrading to 4.14's forward renderer?

#

This scene used to be green

#

Is there something the forward renderer no longer does well I should know about and turn off?

real needle
#

@wicked oak Check out the VRExpansionPlugin, it adds custom motioncontroller and camera that are replicated

full junco
#

@still marsh you just can't use that visualizer for forward

#

forward "jams all features into one shader" , so shader complexity will be super high (in theory)

still marsh
#

@full junco Is there a better way to visualzie GPU load then? I'm getting bad framerate on a GTX 960 but really haven't changed much. It's a pretty simple scene.

full junco
#

can't you just profile?

still marsh
#

Yep, just wasn't sure if there was a way to better visualize it directly. Thanks!

real needle
#

I'm seeing quite bad performance in just the default template levels with 4.14 Forward Shading Model. I've set all lights to static and baked, and it's still dropping to reprojection

#

console command "profilegpu" doesn't do anything for me either...

#

and any stat command is as usual impossible to read with the hmd

#

I'm running a 980ti i7 6700k and I can run at a much higher screenpercentage on heavier levels with deferred

#

So not sure what it's about

#

I see a "VRNotifications"-component, I haven't seen it before and I can't seem to find any docs on it

#

"OculusRiftBoundary" is also new

#

CableActor with collision is killing performance

#

And it doesn't seem to interact with dynamic objects

clever sky
#

Dammit. I hate that 'kinect 2 isn't fast enough' is a meme that gets repeated again and again without verification.

#

And I know Carmack said it wasn't fast enough... but most people failed to understand the context of what he was saying.

#

Which is you can't use kinect 2 for head tracking because its latency is above the nausea/immersion threshold

#

But you can certainly use it for body and limb tracking!

real needle
#

"The console variable โ€˜r.MSAACountโ€™ controls how many MSAA samples are computed for every pixel. โ€˜r.MSAACount 1โ€™ has special meaning and falls back to Temporal AA, which allows for convenient toggling between Anti-Aliasing methods."

#

Would anyone know where to find the other values for the command?

wintry escarp
#

you cant deploy to gearvr while phone is in it can you

silk lodge
#

@real needle couldn't you just go from 2-16 like usual msaa?

full junco
#

yeah, but in vr you probably don't want to go higher than 4, which is default

mighty carbon
#

@wintry escarp No, you can't

#

you can turn on dev mode and use WiFi for preliminary tests if you don't want to pop your phone in and out of Gear VR

#

basically you'd copy apk into your phone via WiFi, run it there (tracking will fall back to internal IMUs), tap screen as if you are tapping touch pad, rinse/repeat

#

technically you could buy some used Gear VR, rip out USB port and use it for development as if it was a cardboard (with dev mode on). This way you don't abuse USB port on your phone

wintry escarp
#

seems to be a lot of confusion about my new phone doing daydreamvr, all mention has been removed from their website

#

I have 1 day left in which I can return the phone

#

i can keep it and hope, switch to Samsung/gearvr, pay 2x as much and get pixelxl

full junco
#

@real needle the stat commands are absolutely readable now in 4.14

wintry escarp
#

bigger font?

mighty carbon
#

@wintry escarp Just return your phone and wait for S8. It should be both Gear VR and Daydream compatible

#

it will be 4k HDR screen, 6-8Gb or RAM, all new 10nm SoC, etc.

#

or you can get S7 and Gear VR to make sure your apps run on S7+ devices and cover larger install base. Make money with that, get S8 or S9

wintry escarp
#

I cant wait till next year, this is my actual phone. MS are slowly killing off win8.1 devices 1 app at a time

mighty carbon
#

then get S7 Edge

wintry escarp
#

MS should just pull out of phone market, they blew it

mighty carbon
#

well, MS phones don't do VR anyway

#

apparently Project Scorpio works with Rift and Vive

#

if that's true, then desktop VR is the thing to pursue, not mobile VR

wicked oak
#

doubt they will call it galaxy 8 lol

#

after the disaster with the 7th

mighty carbon
#

disaster was with Note 7

#

Galaxy is what whole family of flagship phones called

#

it's highly unlikely they would ditch that name

#

S7 and S7 Edge never had any issues. Those are the best phones ever made by Samsung.

#

so S7 and Note 7 aren't the same phones

full junco
#

@mighty carbon mobile VR can never be good in the near term future, thats quite obvious

mighty carbon
#

it can be

#

not as good as desktop, but with positional tracking and motion contollers it can easily be

#

the thing is that Samsung isn't going for it and Oculus doesn't need to compete with itself

#

Samsung positions Gear VR (and I bet they always will) as media consumption device

#

so they technically discourage any game dev for it and encourage production of 360 deg. videos/pic/educational sofware

#

most of Gear VR owners don't even own bluetooth game pad (and not rushing into getting one, even after Minecraft was ported to Gear VR)

#

so even with S8 having great specs, there is no positional tracking or controllers coming

wintry escarp
#

that's the one nice thing daydream has, a controller you can see in vr

mighty carbon
#

when you try it, you can tell us if it's comfortable ๐Ÿ˜‰

#

It's not the same as Vive/Touch or even PS Move

#

with Project Scorpio working with Vive/Rift (and hopefully their respective controllers too) I can see desktop VR userbase getting huge really quickly

#

and while it will be smaller than mobile, I think the market will be more lucrative as you can so much more there, than on mobile

wintry escarp
#

mobile is big market but people want it free/cheap

mighty carbon
#

and you can keep it relevant by upgrading your PC (and since several gens of Intel CPU will use same socket, you can be sure for the next 5-10 years you don't have to replace entire PC)

wintry escarp
#

that's what I thought when I bought my 4770k

mighty carbon
#

not only they want free/cheap, but they also want quality and breadth of PC/console market ๐Ÿ˜‰

wintry escarp
#

the 5770k used a new socket

#

safest now just to assume the motherboard will only take the cpu generation its bought with

mighty carbon
#

read up on it, @wintry escarp next few gens of Intel will stay with 1151

wintry escarp
#

4770k still meets requirements, its the gpu that falls behind

mighty carbon
#

at least Kaby Lake will use 1151

#

still, even if you have to replace mobo and CPU, you can still keep your GPU, HDD/SSD, RAM, case, PSU, etc.

#

unlike with phones or consoles, where you have to replace whole thing

#

CannonLake might need a new socket, but after that if they stick with 10nm process socket shouldn't change for a few gens

wintry escarp
#

eyeballs motorsep

#

my 32gb ddr3 wont work in new motherboards, they use ddr4

mighty carbon
#

I am sure with Kaby Lake you would really just replace GPU every now and then

wintry escarp
#

but that's all fine, its the gpu that falls behind too quickly

mighty carbon
#

well, my PC is ancient, so I can't really upgrade without getting whole new PC

#

so if I go with 1151 socket and Sky Lake, I am sure I'll be pretty set for the next 5-7 years

#

(hell, or even 10 years)

wintry escarp
#

yes, consumer cpu speed had hardly moved since the 4770k

#

rumour is next one will move to 6core consumer cpu

#

so the -e cpus should jump to starting at 8cores

sly chasm
#

oh my god

#

the oculus controllers are so good

#

they have like 3 different touch control sensors on it

#

I didnt know they would be so comfortable to hold

wintry escarp
#

can they tell with you open and close each finger?

sly chasm
#

yes

#

er

#

at least 3

#

but cant the vive only do one?

wintry escarp
#

no idea, ive never seen a vive or rift

sly chasm
#

lets see

#

on the oculus controllers I used, they had a touch sensor on the analoge stick, one of the face buttons, and the index trigger

wicked oak
#

as i said before, i like them a lot more than the vive ones

#

wait what, they added 3 differnt face ones?

#

on my unit, those dont work well

#

there is trigger, grab, facebuttons/joystick

sly chasm
#

you have one?

wicked oak
#

i have one

#

well, 2 sets

sly chasm
#

wait

wicked oak
#

and not only they are confortable

#

they fit everyone

sly chasm
#

not 3 different ones on the face

#

3 in total

wicked oak
#

from a tiny 10 year old kid who could barely wear the headset, to a big man

#

ah,

#

no there are more

#

grab does it too

#

the grab button

#

and i think final version has more

sly chasm
#

realy?

wicked oak
#

wich version you have?

sly chasm
#

the oculus one?

wicked oak
#

should be written on the thing

#

yes

#

mine is C07k

sly chasm
#

oh, I dont have one

#

I did a demo at Best Buy

wicked oak
#

ah, thought they sent you one

sly chasm
#

nah

#

how'd you get one?

wicked oak
#

i asked oculus for thme

#

im preparing my game, if everything goes right i should be able to release with touch, in december

sly chasm
#

for real?

wicked oak
#

will be hard, but ill try

#

yes

sly chasm
#

theyre not just giving them to developers right?

wicked oak
#

they are

#

i got sent 2 sets

sly chasm
#

;ajsdf;lkadsijio;sd;jnif

wicked oak
#

but i need the newer versions asap

#

make something that works for vive, tell them you wanna port, easy free oculus

sly chasm
#

oh

#

so you would need a vive first?

wicked oak
#

or being a stablished studio

#

or having cool stuff made

sly chasm
#

yeah

wicked oak
#

the thing is that they send it to DEVS

#

you need to show that you are one

#

took me 3 emails

sly chasm
#

wow

wicked oak
#

i wouldnt have accepted myself the first 2

sly chasm
#

total?

wicked oak
#

second one was after i released Deathwave on steam, but still didnt hit

#

i sold my oculus on ebay, got a vive, made a game in 3 weeks, released it, and after that they listened to me

wintry escarp
#

aren't vive making new smaller controllers

sly chasm
#

I wish I had money ๐Ÿ˜ข

wicked oak
#

as if i had funding of any kind..

#

im paying stuff with freelancing money

#

and with 10k dollars i would make the game inmensely better

#

but cant even get that

#

becouse i dont have artist

#

no concepts no funding, even with good prototypes

sly chasm
#

you have a second job?

wicked oak
#

no

#

but i take part time contracts from time to time

sly chasm
#

ah, I get minimum wage at Dominoes

#

but at least it's something

#

but having school as well doesnt help

wintry escarp
#

how do you force ES3.0 ?

#

ue4 only offers 2 or 3.1

full junco
#

-featureleveles31 is an argument you can launch a game with

#

so I guess you can also do -featureleveles30

inland acorn
#

JEsus... adding Motion Capture Animation to the enemies adds so much immersion that it's freightening...

dry fjord
#

nice

fresh laurel
#

@inland acorn - Got a vid?

winged shale
#

is there affordable mocap out there yet?

fresh laurel
#

@winged shale - One sec

mighty carbon
#

Perception Neuron

clever sky
#

That's cool. I've also been working on a door ๐Ÿ˜›

#

All mine does it let you open and swing it with a motion controller.

#

Swing it open or shut. For people that like been jerks to doors! ๐Ÿ˜›

dry fjord
#

yay like in job simulator ๐Ÿ˜„

dry fjord
#

anyone up for trying a typical clubbing experience where you're stuck outside on the street and you're never, ever getting in?

#

requires vive

dry fjord
#

feedback welcome

wicked oak
#

im looking for devs with Oculus Touch, to test multiplayer stuffs

#

if someone is interested, PM me

#

Vive works too, but runs better on oculus

granite jacinth
#

I do MoCap for cheap

#

Just Saying

wicked oak
#

how?

real needle
#

He has one of those fancy suits

wicked oak
#

cool stuff

real needle
#

I do mocap for money

#

Just saying

#

You will hopefully be able to fight the prodigy of said mocap around halloween

clever sky
#

@dry fjord Nice upgrades to shopfront. Enjoying those character models ๐Ÿ˜‰

#

Pretty cool though. Would work super well dressed up with extra street stuff like street lamps, bins, planters, etc.

dry fjord
#

yeah

#

working towards it

#

at the moment I'm just figuring out the workflow

#

I think I have it down now though

#

thanks for trying it ๐Ÿ˜„

clever sky
#

Cool. No worries!

dry fjord
#

it should be a bit faster than it was too

clever sky
#

Yeah. But still tanks when up close ๐Ÿ˜›

dry fjord
#

yeah it does

#

unavoidable

clever sky
#

Because of all the post process filling the screen

dry fjord
#

ideally it'd switch to interior models close up

#

yeah

clever sky
#

What's the point at which meshes become more performant than POM?

dry fjord
#

after about a quarter of the screen is filled I suspect

clever sky
#

Ah yeah

#

Makes sense.

dry fjord
#

but POM is definitely better when the thing being drawn is tiny, like a view of an entire city

clever sky
#

For sure.

#

God view sim city and POM windows would be amazing.

#

I think.

dry fjord
#

yup! and driving games

#

or just distant windows in VR

clever sky
#

Yeah

#

Nice.

dry fjord
#

have to try more of them and see how it goes

clever sky
#

Yep.

dawn perch
#

Hello! I need desperate help, something happened to my Vive controllers. They just suddenly disappeared, the inputs from them are working but they are... I dont know kind of dont get tracked anymore or something like that.

#

Has anyone encountered such problem?

clever sky
#

Need more details

#

Stopped tracking in Unreal editor? stopped tracking everywhere?

#

Stopped tracking in your project?

#

But works in other projects?

dawn perch
#

Btw, I tried the same character bp to a new level and noticed that the controllers are way offset

#

from the origin

#

this thing is too random for me....

#

to happen like this from nothing

clever sky
#

... you didn't really answer the question.

#

Is it working normally?

#

Outside of UE?

dawn perch
#

They are tracking, just the level was dark and I didnt noticed that they got offset just from nothing.

clever sky
#

Ok. So the tracking is off in your BP?

#

But otherwise normal?

dawn perch
#

yes, but the controllers are at 0,0,0

#

which is really strange that they got offset like this

clever sky
#

What kind of controller interface are you using? Motion Controller component?

dawn perch
#

yes

#

motion controller component

clever sky
#

And the basic VR Motion controller BP works fine?

#

The one that's in the VR Template

dawn perch
#

let me check this, tho I tested another project of mine and the controllers there are working as intended

clever sky
#

In that case the issue sounds like it's localized to the BP.

#

Make sure you don't have any weird setters that you've overlooked or that if you are you haven't unplugged some node.

#

Right click on the motion controller component and find references

#

if you really can't figure it out, make a new BP and start pasting code across until you isolate the problem

#

But no, can't say I've had my tracking break like you're describing it (then again, I haven't really made any functions that alter the motion controller component itself).

dawn perch
#

the strange thing is that I was setting a box line trace (before this everything was working normally), then I run the preview the controllers were gone

#

Thats why I said that this was just too random to happen such strange offset.

clever sky
#

Yeah... strange things have happened to my BP too. Either I forgot/misclicked or the BP bugged out upon saving. A few nodes disconnected that I don't recall disconnecting.

#

But it's only happened once.

#

And I can't remember the precise details

dawn perch
#

The good thing is that I discovered that the controllers are working inside this project. I will try to setup a new bp, to see if this will fix something.

dawn perch
#

Fyi, everything is fine now. Geez the panic modes UE4 can induce to us sometimes....

#

@clever sky Thank you for the assistance. ๐Ÿ˜ƒ

clever sky
#

No worries

full junco
#

"This first iteration will be a rotation-only correction for the camera, so you'll still get positional judder when an application fails to make frame rate. This is particularly noticeable on any non-static objects such as tracked controllers. I plan to work on a motion-vector frame generation technique next"

noble crater
#

has anyone managed to get a 3-in-1 cable replacement without having to send off the existing cable?

mighty carbon
#

what does "cheap" mocap cost?

wicked oak
#

2 kinects

#

plus software

#

thats pretty much the cheapest you are going to get for a half-solid thing

#

there is also full body perception neuron

#

wich seems quite interesting

#

but you need to calibrate beetween takes, it can drift

mighty carbon
#

nah, I mean services, like what @granite jacinth was offering

granite jacinth
#

@mighty carbon i work with each client individually to meet their needs and establish an affordable option

mighty carbon
#

if I were to setup my own mocap, I'd go with Xsens instead of Perception Neuron (although maybe re-calibration doesn't sound too bad)

winged shale
#

wow the perception neuron is pretty cool, and looks pretty damn affordable (compared to outfitting a room with the whole camera-reflector crap), has anyone had any good/bad experience with it? @wicked oak you mentioned the drift, what's that like?

#

also Xsens looks more geared towards non-rigged capture, and the connectors look bulky

wicked oak
#

you can also do kinect

granite jacinth
#

I own a Perception neuron

#

I havebeen doing MoCap for 9 months now

wicked oak
#

good way to get cash

#

some demo of what you do?

granite jacinth
#

It is

#

Only have one thing I think, and it was something silly, the only thing I've posted on there, not sure what else I am allowed to post other than the anims, without characters themselves. I have been too lazy to update my portfolio/website. www.GalacticallyGrittyGames.com

mighty carbon
#

@winged shale Xsens doesn't require constant re-calibration I believe and less sensitive to electromagnetic fields. What do you mean by non-rigged capture? It looks the same as Perception Neuron.

winged shale
#

also inertial motion capture ๐Ÿ˜ฌ

granite jacinth
#

...

mighty carbon
granite jacinth
#

I've looked into xsens before

#

And you can't afford it

winged shale
#

I assumed so

#

looks marketed at research and professionals

#

and while I could get my advisor to pay for one, I couldn't use it for my stuff

granite jacinth
#

It is roughly 12k for basic kit

#

and they charge for plugins

winged shale
#

blegh

granite jacinth
#

and yearly sub

winged shale
#

just like SMI

granite jacinth
#

That's the email for proof ๐Ÿ˜‰

winged shale
#

"starting at around $12k"

mighty carbon
#

damn

#

expensive

#

what about iPiSoft ?

wicked oak
#

damnn

granite jacinth
#

But anyway

winged shale
#

hardware is a tough business

wicked oak
#

that one works with kinects

granite jacinth
#

If you can't afford a Perception Neuron, then just give up

wicked oak
#

2-3 kinects is a nice setup

#

for indie needs

granite jacinth
#

Or go Kinect/Eye setup

wicked oak
#

and given that its kinects, you can pick them second hand for not much

granite jacinth
#

Those are pretty much the only reasonable choices for indies

winged shale
#

I don't really even need mocap, my game's not story-or-NPC-interaction-based, just interested for the future

granite jacinth
#

You also have to factor in the clean up applications

#

and time

#

and a bunch of other factors

#

It's not an easy thing to just get into.

mighty carbon
#

Perception Neuron seems like a good solution as you don't have to deal with occlusions

#

but the anims look jittery ๐Ÿ˜ฆ

clever sky
#

What's wrong with a multi-kinect setup?

winged shale
#

Kinect is craaaaap, but maybe two of them would provide enough sensory fusion and error limiting in the algorithms

mighty carbon
#

smaller capture area than with PS Eyes and software might only support 1 Kinect at a time

clever sky
#

Also combine it again with Vive motion controllers like antidamage has done.

#

But man... motion capture seems like a deep, deep, deep rabbit hole.

granite jacinth
#

Also forgot one critical thing about MoCap...

#

Actors

clever sky
#

Well, exactly.

#

Gotta pay bloody actors for high quality motions!

granite jacinth
#

About 40% of actions wanted are crazy stunts that the average person can't do.

#

And those actors cost a lot of $$$

mighty carbon
#

hmm

winged shale
#

indeed

clever sky
#

Well... hopefully someone will comeout with a robust VR animation tool.

granite jacinth
#

So yeah, like I said, MoCap is hard.

winged shale
#

SAG is striking currently against huge companies that are asking too much of their actors for voice and mocap for videogames, like EA

granite jacinth
#

But it's fun.

clever sky
#

That lets you pose mannequins in VR space.

winged shale
#

there's no compensation in that line of business

granite jacinth
#

Well, there can't be really

clever sky
#

Because that'll probably be easier and cheaper for 80% of the quality level.

granite jacinth
#

Actors are doing crazy shit

#

They are bound to get hurt eventually

#

No one wants to pay for that

winged shale
#

"Scream like you got hit by a bullet" "Now do it 100 times" and then the VOICE ACTOR is out their VOICE for the next 20 days, missing work for 800 bucks for 4 hours of screaming

granite jacinth
#

Aye

#

But yeah, MoCap is good side money for sure.

#

But you have to have a proper setup for it.

clever sky
#

You got a studio space setup for it?

granite jacinth
#

Aye

#

My whole 2nd floor ๐Ÿ˜‰

#

Huge Loft

clever sky
#

Damn.

#

Do you do stunts? ๐Ÿ˜›

granite jacinth
#

Other than some tuck n rolls

#

Nope

clever sky
#

Fair enough. Still. Cool stuff.

granite jacinth
#

Too hard on my poor body

junior prism
#

I had the strangest bug last night

#

Also, anyone got an idea how raw data did the wrist shit? That shit is dope

winged shale
#

I lol'd

#

what wrist shit?

#

NB: I haven't played it in a month or two

junior prism
#

Where it has like the wrist and forearm on the mesh and it deforms correctly

winged shale
#

ohhhh

junior prism
#

my tests haven't attached to the bone properly for some reason

winged shale
#

they use a 'rotator' bone weighted on a gradient, and twist it to interp the arm between elbow and wrist so it looks like the chub on the arm rotates at a gradient along that vector

junior prism
#

Fantastic, cheers bro

winged shale
#

I'm guessing your wrists are pinching to a 1mm singularity and collapsing on themselves?

junior prism
#

They were bugging out render wise and going all MC esher on me hahaha

winged shale
#

also I'm secretly dreading moving from Manny because of his ballsocket joints making wrist motion so smooth

#

lol

junior prism
#

*Tim plate ๐Ÿ˜›

winged shale
#

ehehe

last trail
#

Evening

#

or morning :p

#

what's the quickest way to attach an orb to my hmd position? I just want the position to float custom meshes around the hmd location

tawdry dragon
#

you could just parent it to the camera in your Pawn

last trail
#

if I plain parent it to the camera, then the the orientation gets passed thru aswell, but I just want the position

tawdry dragon
#

You could just do a Get World Location on the orb/camera then?

last trail
#

want to play with custom animated meshes (cartoon 'dazed' stars twirling around)

tawdry dragon
#

that shouldnt take the orientation into account

mighty carbon
#

get transforms from camera and set them on your actor, every tick

#

(just location is what you need if you don't want for it to orient same way as HMD)

last trail
#

fixed

#

thnx

dry fjord
#

@junior prism that's looking good

winged shale
#

oh yeah, @junior prism , for your floating wrist, did you author another model for that, just scale all the bones down, or is there another way to snip a model down to a smaller subset? I would like to have a glowing transparent hand place itself on grabbable things when the player moves their hand near, but I don't want the whole damn skeleton to be lagging me away if I'm not going to display it

clever sky
#

A principled mixing of lo-fi and hi-fi elements is actually a really nice artstyle.

sly chasm
#

hey, real quick

#

is the oculus rift CV1 different than any other one?

full junco
#

@sly chasm different than what?

sly chasm
#

oculus rift

#

not including the dev ones

#

like is that the only version of the oculus rift there is?

full junco
#

yes, there is no consumer version 2 yet ๐Ÿ˜›

sly chasm
#

ok

#

do you know if it will work with the controllers when they come out?

clever sky
#

Which controllers?

sly chasm
#

the motion controllers

clever sky
#

Xbox One controllers?

#

Yeah absolutely.

sly chasm
#

ok, thanks

clever sky
#

So... how well do you guys think a retro VR motion controller Zelda 1 would do?

full junco
#

I never played any zelda ๐Ÿ˜„

clever sky
#

You missed out!

#

There's a reason it's regarded the way it is ๐Ÿ˜›

full junco
#

probably, yeah

pallid echo
#

I see an Oculus Rift running on a Xbox One unless there is a PC behind that display.

pearl tangle
#

looks like a pc in front of the display to me

fresh laurel
#

To me it looks like an XB1

#

Then again Microsoft did say they would have a XB1 with VR support

#

Would not make much sense for it to be out in the wild

pearl tangle
#

plenty of rectangular black computers as well, and I can't imagine they would be accidentily revealing they have VR running on it in a store demo

fresh laurel
#

Atleast right now

#

Totally @pearl tangle

winged shale
#

"Oops we shipped a prerelease prototype out to our store to use as a VR box, and they set it up and got it working okay" either biggest failure or biggest success

fresh laurel
#

^

clever sky
#

Man... if your game has movement on touch, I'm going to refund it. My thumb rests on the thumb pad. If it has forward movement on face, I'm going to refund it. I like to look around when moving.

#

Non-negotiable! Unfortunately RuinsCity_VR has both these cardinal sins (and so did Solus Project before the outcry forced the devs to improve it significantly).

#

Pity, because zombie minecraft in VR seems like a cool concept.

dry fjord
#

I discovered the other night that UE's default teleport controller lets you rotate the cage with the touchpad

#

annoying as shit

#

it's getting disabled

#

also I noticed with UE you don't get the cage bounds with teleport still in packaged projects

#

surely that's gotta get fixed soon

pearl tangle
#

you can disable that functionality very easily. depending on what you are doing though it comes in handy and potentially without it you can lock people out of accessing things

#

i removed from 1 im doing just because the audience is not vive owners but people using for the first time for 5 minutes so that was unecessary complexity so just reverted it to the circle and forced the look direction to be whatever direction they were looking so its a straight jump forward

clever sky
#

@pearl tangle I don't know why you'd bother forcing that... when you could've just used the non-motion controller template to achieve the same result ๐Ÿ˜›

#

Also I super hate using face to teleport if I have motion controllers. Like, that's also a refund right away.

pearl tangle
#

yeah its basically just the HMD navigation 1

#

but using the controller instead of the hmd to navigate

clever sky
#

The rotation stuff isn't great.

#

But standard Lab style teleportation is pretty intuitive.

#

For most people I feel.

pearl tangle
#

yeah im not a fan of the room rotation 1 its not too intuitive. especially when you accidentilly are pressing a direction which is pretty common

clever sky
#

I say rotation stuff isn't great... but you know what VR experience does do teleportation and room rotation quite well?

#

... Honey Select + VR mod!

#

The guy that's modding that is a genius! Eusth.

pearl tangle
#

hentai game?

clever sky
#

Yeah it is.

pearl tangle
#

then im probably not gonna check it out at work right now

#

whats special about the navigation?

clever sky
#

Hahaha. Yeah, leave it for later.

#

Main difference is the way it previews the navigation.

#

Honey Select VR previews on touch.

#

UE template previews on click.

#

So you can easily cancel and reorient in Honey Select VR, where as once you press in UE, you're committed - letting go will teleport you.

pearl tangle
#

hmm yeah pros and cons I guess. I think I tend to rest my thumb on the trackpad but never really paid much attention

clever sky
#

It's fine to rest thumb on pad - as long as doing so doesn't do anything important.

pearl tangle
#

I just dont like using the trackpad for navigation in general since it chews up what is potentially 4-6 buttons of an interface unless you have it locked to 1 hand or something

clever sky
#

Like moving a person around.

#

Definetly needs to be a one hand thing.

pearl tangle
#

i think maybe the grip buttons to start teleport and then trackpad to choose direction might be more intuitive. although I have found that most people just trying vive cant figure out the grip buttons easily, takes a lot of instruction

clever sky
#

Honestly, VR interaction should offload as many buttons to menu as possible (e.g. you really don't need a seperate show map button)

#

The grip buttons take too much force.

#

Good and bad. Good you can't activate it accidentally, bad that most people don't realize you can activate it.

#

Until told.

#

Then the rest of VR interactions should be natural motion controller based. e.g. instead of Press A to hold, you grab it and hold it in hand.

#

Instead of press A to open, you press a VR button.

pearl tangle
#

yeah too many stuff happening on menu instead of natural interaction

#

thats why im building physical props for everything instead of UMG just because it seems more natural to people that don't know vr. you see a big panel in front of you with a bunch of shiny red buttons it seems natural to push them

clever sky
#

So skeumorphism taken to its logical conclusion

winged shale
#

I've found that virtual touchscreens and VR work well together, because at a certain point the interfaces we designed IRL to take the input of our hands will become intuitive in VR. Still prefer huge buttons and levers, they're just more fun ๐Ÿ˜ƒ

clever sky
#

Yeah, interested to see that approach. But touch to use menu (as opposed to pointer to use menu) is a bit ergonomically less friendly. e.g. Art of Fight uses a touch based rather than pointer based menu... and it doesn't do it as well as it could've done - hard to tell when you're hovering, when you've touched it, or when you're activating it.

#

So the design has to be carefully considered.

pearl tangle
#

yeah but touch screen devices are never as obvious as seeing a giant physical button that you can push with a big "DO NOT TOUCH" sign

clever sky
#

For physical representations. Definetly can work - just need to make the buttons large enough and responsive enough.

pearl tangle
#

i was screwing around with levers instead but it just didn't quite feel right

clever sky
#

Depends on what the levers are for. Toggles you can use a light switch.

pearl tangle
#

when im building some physical sets with tracked physical levers will definitely go that way, but with the vive controllers not so much. touch controllers maybe different because of how you hold your hand

clever sky
#

Sliders you can use a mix-table style slider.

winged shale
#

yeah when I did it I gave haptic feedback, and there was kind of a 'latex sheet' effect on it, so it would have a deformation at the point you touched to easily see how far you're pushing into it

clever sky
#

And having rumble makes the whole thing a lot more satisfying.

pearl tangle
#

im screwing around with different controller models to make buttons better to use. im not a fan of the hands for this 1 but a pointed finger maybe works better

#

i might just go the same style as accounting and do the 2D mouse pointer as 3D object style

winged shale
#

yeah just interpolate the hand between palm open and finger pointing as it gets closer to button

clever sky
#

It's quite cute that method. Big advantage is most people intuitively know what the actual target location is.

pearl tangle
#

yeah i will add overlay spheres to the buttons so that it changes when its in range

clever sky
#

Nice. So you can do that per object then depending on what it is.

#

lever = grab hand, buttons = finger point

#

Big button = open palm to slap it.

pearl tangle
#

yeah would be pretty easy to do that actually. couple of different states and you are just playing an animation so you feed it across a value 0-1 for the blend state