#virtual-reality
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Yup
This may confuse buyers more
And put them off
Which will have the reverse effect they want
Competition is good. Do not get me wrong.
But yeah... this is why we only have two real console companies now
fragmentation doesn't matter as long as the platform stays coherent
and the platform is openVR
If Nintendo does not go straight mobile/games after switch.... they suck
if those headsets work with steam VR, it will be much better
Oculus still isnt really opening their SDK becouse they want to have perfect control
to guarantee a good experience
oculus can die
We are missing too much info still
maybe later they will, they are interested on the platform, not the haardware
it's not to guarantee a good experience, arguably closed source leads away from that.
no they're interested in monopolizing
OpenVR is not THE platform
they want to have their store and stuf
they deserve for die for being predatory this early
but they are better than steamVR
Even vive has viveport now
openVR is the platform we should be supporting
becouse we are talking about Valve
boring argument is boring
Tbh... I am sort if against supporting one platform
becouse they paid for therir dev
also invalid
Of*
do you think that Robo recall would happen without oculus
hell no
or that game from the metro guys
if you want anything other than steam microgames, you need that oculus money
Here's what needs to happen
the platform is also a standard. it'd be really crazy to try to have two mainstream standards. look at HD-DVD and bluray.
haha yes
Wrong
Right
We just need two or three solid platforms
we don't need an apple and an android in VR
because that worked so well ๐
GPUS were locked at the start
you can definitely argue that android fragmentation has hurt mobile as a whole
absolutely relevant
I feel like Trump
Wrong
They are relevant
are you spanish victor?
If you're narrowing your scope of data to just gamedev, ain't gonna get that far
Even so
That is a factor
I see you like the "I'm a bit slow" angle on arguing
The consoles
I favour it myself too sometimes
The players themselves have nothing to do with it
If it had, one of them would have won last gen
In terms of sales?
Both were very relevant
Nintendo killed it
And still are
Like stomped them both
are you aware that things happen in the industry that you're not aware of?
The HD-DVD add-on vs Blu-ray bundled was a BIG deal
It's one of the factors that led Blu-ray to win
We all know what actually tipped the victory to Blu-ray
but I don't want to hear about that shit here
and that basically hilights my point. Good marketing destroyed a perfectly viable medium.
You guys are talking about shit that had no effect
agreed
@granite jacinth You would make a really shitty analyist ๐ Remember to make sure I never hire you as one ๐
that was part of it on a consumer angle
You have to get data from all relevant fields
but how can consumers buy something that has no vendor?
But this has nothing to do with the original topic
there are things going on behind that front that make all the difference
sure it does
we're talking about the viability of a platform
With real world examples
I have a preference for a singular platform
Which would have been
I can't talk about real world examples because I work in that industry
that's a strange way to look at it
anyway, HD-DVD versus bluray is not only a real world example (it happened, look it up), for reasons I can't go into it's entirely relevant as a comparison
Back to real stuff relating to gamedev
HD-DVD is effectively dead. you cannot buy a new HD-DVD unit.
We support multiple platforms now and it is good for everyone
No it's not good for everyone
Competition is good
The ill informed consumer misses out massively
The answer is NOT to banner under ONE flag though
I don't care how we come to have a single standard whether it's through industry agreement like with vulkan or sheer dominance like with directx, having one aggressive platform going against the current and playing dirty business isn't good for us or for gamers
so if oculus wins, oculus wins
but if they're not going to win they need to fuck off
a little guy can easily fuck up a big group effort
But, looking at the data, it most likely won't. Palmer's shindigs caused damage that echoed to the general consumer. It's realy, really fucking rare that happens
oculus has shown no reluctance to be misleading
What will probably end up happening will be a few good contenders will emege out of this chaos.
it's not just palmer, as a company people find them hard to deal with
throwing money at people is one answer but it only prolongs the inevitable
And then the standards will be made.
it's already been done
that happened a year and a half ago and it's over
you may notice microsoft isn't pushing a platform today
that's a very rare thing
when MS enters a competitive space they compete on every level. instead for a change they're just pushing the hardware and bundling in mentions of windows 10 in a token effort
and you know they're not using any oculus APIs
i just say one thing
look at the steam Vr market
99% shovelware, a couple good indie games
look at the upcoming oculus touch games
Oh yeah no I totally agree on that front at the current market
But it'd be a good year - 3 before we see the top quality shit
That's natural
you know why the oculus "market" is a pointless argument? because it's closed.
you can't use any other hardware on it
you can put what you want on it
you might as well argue that apple is winning at android software sales
and ouclus works on external market
well, can you give me a SteamVR thing that isnt Vive?
The clones, knock-offs and quick bucks will kill this fucking industry
mark my words on that
People have to sort their shit out before they fuck it up for the rest of us
by steamvr do you mean openvr?
yes
It literally became OpenVR like last month lmfao
virtually every HMD out now has some support for it
y
Yup
yeah just checking that he's not trying to talk about the steam marketplace again
It became OpenVR last month and can already run Oculus games / OSVR games out of hte box from what I've heard
Which is pretty fucking mental from a future proof angle
this is like betting on a fight between a kitten and a great dane
if nothing bloody has happened yet it wasn't because the kitten decided that
my proof is microsoft isn't moving into that space
they're just working on hardware and pushing windows 10 again
If people keep making clones, knock-offs and cheap cash-ins, it'll fucking kill this industry
We should've had like a 2 year gap where developers could make the games that are 1 - 2 out
China will go for OSVR I bet
Razer is a strong brand there, isn't it?
chinna will go chinaVR
they'll support whatever is free and ubiquitous
and oculus is by definition not ubiquitous
my thinking is that oculus are trying to develop a brand, not a platform
well, yeah
they'll eventually "give in" and support openVR
so arguing that oculus has the best platform when all signs point to it being a sacrificial lamb is just not worth doing
and then their whole Social vr stuffs
absolutely
I'd agree there completely
I don't personally care which launcher people buy things through
the problem with steam and valve, is that they are the general storefront, they dont care about VR
This is what I don't get though
but as far as oculus versus openVR go, oculus is HD-DVD
Facebook have bummed up with Oculus to have the Oculus store
except with a planned demise
they just did openvr, vive and stuff so Oculus doesnt steal that market
But they're also bumming up with Unity to have the Unity-Facebook store
oh the store is golden
becouse oculus store is VR
vblanco nailed it when he said they wanted a curated experience
and its ONLY VR
I agree with steam not being the only online games vendor
they curate each experience, with almost console-like process
your game has to work well and not get everyone sick to pass
valve doesnt even look at it
Surely that's subjective in regards to the sickness stuff
on the other hand the oculus store is low quality and also garbage. nothing about it sets it apart from steam. the customer service is appalling. the support is weak.
you have steam, wich is the status quo
but it's good to have more than one
wich is full of shovelware, and an absolute minefield
so is the oculus store
so you better make sure your are buying well
no difference
I get it Steam isn't that great, but I'd rather shoot myself in teh foot then stab myself in the dick
on oculus, at least you know the games have to pass review and they work well
but I wouldn't place much emphasis on the user experience when there are only two major options
At least if I shoot myself in the foot, I have a bigger chance of making my money back to make another project
Facebook/Oculus are playing the long game
LOL
I've bought games on the oculus store that were unfinished, short, overpriced and badly supported
thats why they are spending so much on VR games
and also didn't work
it's a bare-faced lie to say that the oculus store has any better quality
let's be real
they know to break that cycle of "low sales becouse poor games, and poor games becouse low sales"
whatever they are now, they will or won't be in the future. the store is just a software product and anecdotally oculus want every game they can get. there's no 'curation' process, that's complete bullshit
no they don't know that at all
it got 1 million and something
AAA publishers laugh in that
not even worth looking at
anyway obsessing over which store to use is amateur shit
and thats the biggest success
That's because the AAA's are still cooking their VR fucking games
Minimum turn around for AAA is 2-3 years
I can't imagine arguing this day in and day out like you do
for AAA scale games
we are starting to get some higher profile games
from PSVR and Oculus Touch stuff
1 million
is fucking mindblowingly good
For such experiemental tech
I don't get your train of thought there
You're comparing new tech to established tech?
yes, becouse thats what AAA cares about
The install base of Oculus and Vive atm is fucking tiny
I'm sure AAA's aren't retarded
I've heard oculus is a lot lower
there's 200k vive users who can play raw data if they buy it. there's easily 100 million console and PC gamers worldwide who would be interested in Call of Duty. Let's not compare the sales of the two and pretend we're having rational lines of thinking.
i heard its higher
You heard that Oculus has sold more than Vive?
Now i Know you're talking out of your ass ๐
one thing I hate is people who evolve along the lines of "I feel successful, I must be the smartest guy here and I don't need to hear peripheral bullshit".
I feel unsuccessful, I must be the dumbest guy here and I need to hear peripheral bullshit
โค
ive heard figures beetween 200.000 and 300.000 for both vive and oculus
uhm, that might be a case
The same figures back when they were the monopoly? Smart idea
I've seen how you talk to people vblanco, you're never wrong about anything no matter what evidence is avaialble.
for DK2, i think i heard around 200.000 DK2
but i might be wrong on that, let me google
I think the mistake here is that Oculus is treating their platform like Apple
175k apparently
forgetting there were years and years and years where Apple couldn't afford to be apple
that is exactly right
dk1 + dk2
one thing worth noting is that a huge number of those DK2 owners went on to buy vives
It took Apple a LONG fucking time before they could say "Right, now we can be Apple 2.0 and do this preimum bullshit"
anyone who is remotely serious about VR bought a vive
not only that, when one device had motion controllers and room scale
Would've been interesting to get a DK3 with DK3 stats before release
to see the massive fucking drop off
I'm not making predictions about what hardware will become the most used in the future, probably something by microsoft
i think AR will get more popular
CV1s were being given away
again, AR and VR are not different things
they're just different hardware kits this year
I went to see a friend who did an AR startup two or three years ago
fledgling as fuck, they're do ANY job
To be fair, Vive's stats can't be trusted either
but they had millions to keep it going until AR takes off
Becuase they're handing out those fucking things like candy ๐
uhm, not sure of that
everyone at that startup who thought AR and VR would require one to outdo the other have since left due to lack of vision
VR doesn't need AAA at the moment, I much prefer the great AAA games to come in a few years when screens and lenses have much higher quality in VR headsets. at the moment is the time for indie games
i did talk to Valve for another Vive to test multiplayer, and they told me that they dont give anything anymore
that might just be you
and i had to buy mine from retail, becouse eariler emails were rejected
if you're in the US it's much easier to be given hardware
why?
im in europe
I know
simple ease of support and access
I'm talking a year or two ago
things were a lot newer
I got my vive like 6 months ago and I'm in the UK ๐
I don't see much reason to give out free hardware to anyone now either
everyone's targeting funds
I'm getting a free OSVR too ๐
taiku is special and has contacts ๐
"WHAT ANTIDAMAGE? PLUG THE SCALE INTO THE Z? ALRIGHT. NOPE. THAT'S FUCKED"
oh
"Here, have a free OSVR 2"
sarcasm ๐
They're giving free marketing to it too
Which is sick as fuckkkkk
I'll take any free marketing
def
anyone get get a black screen for VR Preview? Mine was fine, then I tried `HMD mirror mode 1 and it froze, I escaped tried tried VR Preview again and its been blak ever since
tried putting hmd mirror mode into a consdole command in blueprints, didn't help
never mind
bug
you opened a portal to the shadow realm
and I didn't like what I saw
anyone have tips on capturing VR gameplay? nVidia shadow play is pretty good for the captureing I mean the screen of which to capture. HMD mirror 2 seems best but its that half screen deal.
I saw a plugin that someone made to capture 3rd person gameplay
for Vive, I heard Oculus has an HMD mirror mode 3 or something that is better
not sure if third person can be done in UE
you might be able to record every frame from the scenegraph and then re-record it with custom camera positions
LOL yeah
is it just a rendertarget?
not sure I found the youtube video that doesn't say much
I'd definitely try a rendertarget and get it to save out as it goes
to like a simple image format like TGA
then reassemble them with a tool
maybe even try some kind of streaming service with compositing and a video feed too
to get you into it with a greenscreen
hmm that sounds hacky. I have a friend who can code things for me... might ask him to work some majic
not magic
it shouldn't be super hard, just save the rendertarget frame every tick async
well the second part would be more control over what is displayed on the PC
ideally a better camera for people watching
not super jerky
Just remmeber if you're doing something special on the PC that you're essentially re-rendering the scene
People forget that you render the scene three times as it is
If you fuck about with render targets or a different view, you're adding more meshes to render and it can pile up quick
A friend and I prototyped a breathing sensor to work in VR and made some meditative sorts of scenes in UE. Here's a sample video if anyone has any questions or feedback. We're working on therapeutic/meditation experiences that can help get people breathing. https://www.youtube.com/watch?v=5hg7_DQ82EQ
quite interesting. does it handle ok with the built in vive mic?
We have a version that works with the mic but it gets a lot of false positives from background noise and speaking. So we hacked together a sensor that can detect wind directly and integrated it.
Any interest in releasing it as a marketplace asset? Would be nice to have a plug and play solution for breath in VR.
Yeah that too.
a marketplace asset is a magnificent idea
FUS ROH DAH!
YOGA FLAME
Sorry, I know you've got a serious application going, but seems like its presence enhancing which helps all VR! ๐
we're OK with acknowledgement in the credits
haha super
its really good in horror games when you are playing audio for breathing sounds if you show some fog coming from the breath as well it actually forces people to match the breathing rate
yeah we're considering trying to get the sensor chip and mount produced
thats cool ^^
I want helmet fog
Oh wait, you said it's a sensor
yeah
What was wrong with using the microphone?
a sensor as well
Not sensitive enough?
yesh ^
could do some elimination with another mic if it's available
Yeah, I can imagine that.
Especially since I've got an overhead fan that's bound to trip it
I would get them to blow a couple of times and use it to calibrate though
fourier transforms ftw
OTOH, for game use application, you'd probably set the threshold high, because you're not basing gameplay around breathing shallowly
in most situations.
Just heavy breathing for fog breath and other niceties!
get them to blow too hard and they'll pass out
it's an amazing game mechanic
then you can steal their wallet
Hahha
Get them to sign extra EULAs. "Are you breathing hard now?" "Are you passing out?" "Not quite yet? Continue breathing hard to confirm"
thanks for the feedback, will keep the community posted as we make progress!
Aight, good luck.
later chris!
On a side note, I wish sci-fi universes would mix giant robots and space ships more often.
It's so one or the other.
If giant robots exist, then they dominate the battlefield. Otherwise they don't exist!
Shit yeah.
Is not allowing Rift's to run my game cuntish?
Like do you think it'd be negative
or would it be a strong stand against their closed garden?
And a statement that I don't want to support them at all
I just read some stuff above.. Open source shit is even here ๐
closed platform is a good thing ... assuming you can get on it
how about that ios then @mighty carbon
just release it on steam instead of oculus store?
I'm glad you've come to see it that way ๐
eeh, I always saw it that way
Yeah but I want to scold people for going with Oculus
I just don't like Apple ๐
make a game that crushes the firmware on rifts?
you are master of the universe, @junior prism , you can do whatever you want ๐
Yeah but do you think it'd be a crazy out there idea
or just a cuntish move/
I think at the end of the day it'll make some people angry
and news blogs love drama
so free marketing I guess
I'd be happy not to release on a store, and rather sell direct (assuming one of my projects will ever make it to the release and will be as desired as Minecraft ๐ )
I am rooting for Oculus for now
I want to see MS VR specs and some reviews from devs.. If it's as good as PSVR + better tracking, I'd go with that first.. But with MS failing in pretty much every hardware attempt (except XB1 and Surface), I have my reservations
hololens will be huge
MS aren't making the hardware
they would be using the same inside out tracking method from that for a VR headset and it works amazingly well
they're just promoting it
will be when $3000 will be pocket change and visuals will be better than Nintendo DS ๐
they are making the specs and giving the production to OEM's same way they do with windows
experimental developer tech is rarely cheap
windows doesn't require production
@pearl tangle you can't have visuals you have with Vive/Rift on Hololens
@junior prism Stir up drama like a pro - take money from HTC and Valve, then block Rifts from working on your game.
I am talking about withing my life span
are you dying?
Haha ๐
because it's only a generation off
not in some hypothetical future ๐
thats because the hololens is standalone and its doing a shitload more stuff than the vr headsets do
the spatialization is the huge part of what it does that VR needs
this generation is all about establishing a good VR foothold. next gen is all about merging the AR and VR hardware together for a better experience in both fields.
@clever sky Fuck yeah, I love me some HTC Vive money
always dying ... Since we are born we are slowly dying ๐
I'M ON TO YOU PALMER
Just because I hate Oculus and what they stand for doesn't mean I'm getting free money
but please tell Valve so I get free money please
valve are offering funding if you agree to distribute on multiple platforms
microsoft know it, that's why they said there will be no big VR companies in the next gen. whoever has the best AR in their VR headset will dominate.
and the best AR isn't just a cheap trick anyone can do like with VR
so they wont give you money to just develop for the vive but they will giv eyou money if you develop for vive, psvr and rift
btw, is Palmer chained in Facebook's basement ?
AR is set to be a $100+billion industry in 5 years, VR more like a $20billion since it will be games and entertainment. AR will be enterprise
I could imagine that.
Valve are offering free money?
We should make a Vive exclusive dramatizing that.
I want in on that shit
you and me both
@junior prism Technically, they're offering you risk-free loans on your sales in advance
I thought that was a grant
Dpm
not a loan
Don't sell enough, then no worries, they'll write it off.
Sell enough, and they'll take the money back.
I think they'd prefer you don't do that. But they're not gonna stop you!
so it's not from palmer's personal fund then ๐
Do you think they've silently fired him?
They've mothballed him.
I would love one day
Stuffed mothballs into all his orifices and put him in resin.
if he turns around and said like "they kicked me out of my own company"
It's like what the fuck did you actually do
You didn't do anything unique
you were just the idiot in the right place at the right time
He stuck crappy lenses onto a cheap cellphone screen into a box.
He made the first Google cardboard is what he did.
he got Carmack interested in pushing VR
PALMER
@junior prism Isn't that what its all about? Being in the right place at the right time?
SHUSH
WE'RE TALKING
Which, we've later learnt was already being done at Besthesda and most possibly Valve
it actually is
@pallid echo Bashing Palmer because he's an asshat
And I want to block Oculus users from playing my game
lol
Can't all platforms just come together and be one unified platform?
Can't we all just get along?
what did Palmer do to you, @junior prism ?
You know what they say. Two ass hats makes poop go back and forth... forever.
He was a smug bastard and a cunt put on a pedestal for nothing ๐
palmer's job was PR and he fucked up PR wise on a grand scale
he couldn't have fucked up much worse than what he did
he destroyed any trust a lot of people had in him
going away quietly is the best anyone can hope for
He's like "What's with all this open source shit, I'll be submitting all my games with Oculus! Closed gardens are so much better!"
walled gardens keep poor people out
didn't know he was PR guy
yeah he wasn't helming the company
Yeah I thought he was CEO
he sold it to facebook
He never helmed the company.
but I bet only in "free" country you can get fired for your political views ๐
Oculus started with Brendan Iribe in charge.
only in a "free" country can you get fired for being unable to do your job via your own personal actions
lmao
and Palmer could've been Larry Page if he was smart.
how is personal actions relate to a day job?!
LOL, PALMER SHUSH
Now Palmer is yelling
i dont blame palmer at all at the way he played
"your job is to be nice and relateable and make us look good"
The next day...
"Palmer everyone hates you you're fired"
it
seems fiar to me
the thing is palmer was already doing a terrible job before he started funding trolls, regardless of what side they were on
I could care less what he did with his money for political purposes.. It's not like he was smuggling people, financing terr'sm and drug operations...
he was getting destroyed in forums and actively engaging in his own destruction
his attitude was driving people off and summoning trolls
people here take everything soooo personal.. pretty sad :/
but it's ok,. let's ignore the whole story and focus on the bit about politics that will make our argument seem high and mighty
yeah you gotta stop taking it personally
it's like you care that much what other people do in their spare time
but a post mortem of palmer luckey's career will serve someone here one day
can't win this argument, gotta get a bit pinchy?
was that an argument? didn't know that
you got bitey, it must have been
So unlike @junior prism I'm supporting ALL platforms ๐
but yeah, I can see how "yay open source, open platform, we care for people" turns into "... except for people who like Oculus and republicans"
typical level of hypocrisy
it's only hypocrisy if you're affected emotionally by it
I'm saying "I'm releasing on all platform but Oculus" because I hate the company ๐
They're trying to Apple-ify a new technology and run it into the ground
I think they're trying to impinge on your freedoms @junior prism
HUGH MUNGUS WHAT?
ahahahaha exclusively not Oculus
^
Apple-ify is bad, mkay.
it's the Tower Rush for all you RTS fans
except you garrison a bunch of monks and occasionally let them out to wololo
anyway, so I've got a question:
those of you who are animating a skeleton with motioncontrollers
how have you eliminated the lag between (tick character)->(writes values to IK solver)->(Anim BP tick)
BTW, who ended up playing Yore?
it's horrid
Cheers for clearing up I'm not going crazy
I'm attaching stuff to my hands, and then when I wiggle my hands move delayed to the object
My trick is to have the hands as a seprate not animBP mesh
Then attach them with two bone IK using @dry fjord ' wizardry
allegedly the Raw Data devs have "figured it out"
wait what
so the problem for me is that I'm animating the whole bepis
feet, torso, head, arms all attached
Yee that's what I was doing
But the hands seperate
Then IKing the elbows 'n wrists to seem like they're attached
As per @dry fjord ' guideline
where is this beautiful guideline
He was guiding me on stream
But I think he should do a tutorial about it
Because I couldn't get it to work 100% ๐ฆ
Because I was using the alright rig
so you're saying that ON TOP of the whole bepis skeletal mesh you've also got another hand mesh for each hand, which updates properly, and then the skeletal beep just lags behind but it's just "not noticeable"?
the guideline is right here
do all your usual stuff then at the end of the anim BP get your motion controller locations and use them as the effector. if you have a kinect use the elbow data as the joint target, otherwise use the back vector from the controllers to get the elbow IK target
the lag will be imperceptible
I actually added a linear interp to the kinect data and it was still acceptable, just smoother
oh that's smart about the back vector
99% of the time the back vector will be right. people don't bend their wrists while they grip things unless it's an over-the-top gesture
like reaching over
did MS give any date for their fancy new VR at $299?
just holding the controllers transfers movement to the shoulder and elbow
... but I bend my wrists in VR all the time D:
you don't as much as you think you do
Yore was all like... this is not right!
I don't wanna know dude
they tend to lock in the position you need
haha
was yore that bad?
I wanted to try it D:
Well they had half a forearm
and every time I bent my wrists, I was like... well, that's fucked.
I could just have some directional historesis
I'm gonna try doing what I had taiku doing and combine my thing with the allright rig to see if it makes it any easier
Because it was just a solid mesh
Also Yore is buggy as shit.
I'm surprised the dude released it at this stage.
It's like 10-20% complete at best.
I wonder if that's why most of the game dev people were rejected as testers
so @dry fjord , what is the flow then of AnimBPs? is it (AnimBP Tick)->(Update Pose)?
Nah, it's because their community manager didn't talk to Ryan
or Ryan didn't talk to their community manager.
lame
I only got access because I bitched to Ryan when he was here.
nice
And he was all - "oh, you didn't get access? Lemme hook you up"
maybe taiku has a screenshot, I'm not at home so I can't show you my anim bp right now
I'm heading to bed so I don't have it right now
I suppose this fix is quite much of an improvement, so it outweighs the ability to thread the AnimBP update
I'll get you one tonight
Can you CC me as well @dry fjord
Hi everyone. How can I make an object not collide with a specific object?
Yore had basic usability bugs. Like, the UI buttons didn't work properly. A week ago.
ultimately your configuration just uses the hand location and the controllers keep doing their own thing
So not surprised to see it gone panned out of the gate.
yeah it's getting shit on
haha
and then there's the wigwams that are all "but.. but it's early access!! we can expect absolute shit!"
I think there's money in just doing one thing to a really good degree of quality
vr fucking demands it
Seriously.
only expand if you're good enough or have enough patience/time to do it all well
that's why I've been working on my core movement mechanic and grabbing system for 3 months
Also the hands are not located where your hands are.
They're like... a glove that's stuck to the top of the vive controller.
good call
now everything is wonderful
the MP?
@winged shale YES! If you're going to use hands, match your hands! Otherwise why you bothering??!
we all do that too
drives me nuts that hands are extensions of the controllers
get it right now and you'll be ready for the next vive controllers too
yup
MP = marketplace
excellent
Yeah, I was crowing about my solve for hand orientation the other day.
haha... moving the base mesh around causes all sorts of issues.
So I just made a child mesh and hid the base mesh!
I had some luck with moving the base mesh
but yeah, that's a good solution too
this is before I did my IK solution
so the elbows are shit
@dry fjord yeah that's good stuff. But one more tip - neutral prone hands are around 85% on the grip animation.
oh man
Yeah, I used trigger to drive the animation.
my movement is in zero-G, and you can collide with phys objects
neat
Doesn't make much difference when 'using' stuff, but when playing with your hands, it's a lot nicer.
the code for handling everything is so goddamn twisty
got any screenshots?
I'll take one
movement is in zero-G?
actually why the f don't I just make a video already, I've been putting off the damn social media thing so long
yeah you're in space
you grab stuff to thrust yourself off it
newton's laws and all that shit
yeah!
how are you guys making videos, OBS?
Shadowplay?
shadowplay
haven't tried recording VR yet though
oh pro tip
if UE is being a dick and won't maximise...
windows and up arrow
it will ALWAYS maximise
you mean the preview window?
Nice.
I run a 21:9 monitor, so I prefer to half window things
windows left + right = best window short cuts
ugh new geforce experience update
What else is awesome is windows+tab
oh fucking wow
The best.
it just broke while installing
@winged shale yeah, you'll have to download the stuff off their website.
Mine broke while updating too.
Like... windows tab is so good that I don't know why they didn't just make that the new alt tab functionality.
I mean, it's just expose on Windows, but Expose is good dammit.
same reason alt+tab has been the same since Windows 3.1
also I get it, alt+tab and alt+shift+tab works great for me, I keep a mental map of what windows I've recently used
What's that supposed to do?
switching webpages is so much simpler now
it puts control shift tab in a line
and makes it easier for me to hit the control key plus anything else
no accidental capslocking
my finger broke and healed crooked
Oh.
but I'd do it anyway tbh
I'm like... yeah, normal ctrl shift tab seems much easier to me.
why have a key in the way that you only use when you're angry
In fact, capslock is one of my least touched keys.
While ctrl is one of my most uses.
used
Fair enough.
I am using an IBM model M keyboard, so it doesn't have an OS key, so I've got caps lock mapped to WIN
I've got too much muscle memory for standard keyboard layout.
Maybe. But I know I'll spend a week or two cursing it.
Like with Maya
fuckin' Maya and its hold alt to move camera scheme
oh my god this update is abysmally slow
And repeat function is middle mouse? Why Maya why??
I switch between camera control schemes constantly. I do wish I could configure everything the way I like it.
give us a fucking generic service for it
I prefer UE's navigation by far
wow Shadowplay is dope as a rope
It looks like the overlay is being generated on the GPU
so cool
yeah it has almost no footprint
if you want to record the whole screen, it;s under privacy options
small files too
they upload to youtube fast and process fast
Nice
Question
When moving up a slope in room scale
Would you prefer it to step you up in noticeable increments
or let you move up it smoothly?
how I did it with a ground-based locomotion is by using an expo-out interp up to the step
which worked really well at least for me and the people I tried it on
yeah so it moves quickly at first, a la raw-data
up to the step
then it evens out quickly as it gets near where you are going
that's for stairs
though
yes
Not teleportation/artificial locomotoin
Hmmm
raycast below
Yeah
and then interp your feet location to match it
How'd you handle the player bending over?
how are you launching your game btw for shadowplay to pick it up?
oh I use the raycast to find the ground, and I start it from the hmd location
then I use vector maths to figure out where to place the origin in order to make the feet there
so the length of the raycast isn't important, the target is
Yeah
so I've been doing "VR Preview" but when I do standalone game it doesn't seem to do anything with the HMD
if you MUST move the camera, move it smoothly and with one change in velocity - starting and stopping
I've found that in some cases, the expo-out works really well to avoid sickness
but I agree otherwise
and that is because stepping up stairs was sickening if you just juddered up as soon as you're at the next one
and then going down was just a fall
but I would avoid stairs altogether if you can
and if you can't then it's time to test a bunch of shit and get creative
then narrow it down to a bunch of options, and test them on your guinea pig people who haven't really had the exposure to VR you have
Yeah. Steps are a bitch in VR. I mean I love them myself
So you found snapping the height to the next step was an issue?
yeah it's annoying
But was it motion sickness inducing?
like if you've ever played the old battle dome
when you try to go through a wall
it jerks you back
What's it do now?
idk I haven't played it in months
Haha. ok ๐
I haven't played it since near launch either.
I've got a pretty ace boundary violation handling system
because there's no histeresis
you can just jangle on the edge of a step
I would like to try walking flat and getting upward motion though
getting upward motion?
Yeah... anyway, pretty happy with how my non-roomscale movement systems are handling ramps
sweet
ugh this youtube from shadowplay is such a hassle, I probably should have done this a long time ago though
good I'm doing it now
now that it's all set up it won't ever be a hassle again!
will have a video up in a few min
https://www.youtube.com/watch?v=Rul5eB5yP6g @dry fjord
Oh yeah.
Refactoring rules. Just cleared out a bunch of shit and made the function much more accurate
Also, tip: If you want the back vector of the HMD for whatever reason... get the right vector and rotate it 90 degrees
Because pitching forward past 90 degrees is fairly common, but rolling is not.
why not use forward vector * -1.0
Well depends what you need to do.
But if you're trying to find the back facing of the player
that's what I'm talking about.
..?
Because if you bend over and your head pitches past the absolute down, then the back vector (forward *-1) off the HMD flips around, even though the body hasn't.
That's pretty cool the stuff you're doing.
I just use the cameracomponent
How's body presence?
Same diff. Camera is attached to HMD and will pitch along with the HMD
And actually, I'm using the camera component too ๐
it's absurd, because I put the torso right below you so you always see which direction the room space is in
so it matches up pretty nicely
seeing your legs flailing about like that is very fun
and thank you very much
See the direction the room space is in?
How did you manage that?
I just do it all in the abstracted bounds
you can actually walk around
and if you bump into something, the whole bounds moves too
oh
I've got an extremely complicated set of components
Well the bounds is stuck to your room space.
Your bounds move relative to your room space?
Your actor should be yourself and roomspace no?
I mean yeah you can't physically go out of the roomscale tracking zone
So if you move around the game world, your room space moves with you - the actor
yes
Yeah
That's how I've structured mine too.
Well... that's kinda how you have to structure it
yeah you see chaperone when you get near the walls
but in the game no
your only sense of it is which direction your thorax/abdomen is pointed towards
I'll add feet pushes soon enough so you can 'crouch' and then push off walls and such
Ah... yeah that's the part I'm having difficulty picturing.
yeah it's super hard with the video
So your abdomen... stays relative to the room?
not your head motion or IK driven head motion?
relative to the place under your HMD
abdomen always points in direction of actual gravity
sorry I did not communicate it effectively ๐
hehe
what you didn't know is that in my brain I'm mostly concerning with the vestibulo-ocular response
because when I did this without a body it was WHACK
Oh
Interesting.
I'm actually not that familiar with the VO response, other than it's a reflex mechanism that moves your eyes in response to vestibular input?
it's a perceptual neural response that tries to match up what your eyes see and what your vestibular system feels
It's not the mechanic that allows you to lock your eyes on a point in the world while you move your head and body around?
like when you're running and are staring at a hot chick?
ah ๐
I've found that you override it when you physically do things, such as grab a wall and push off it even if it's virtual
Ah... that's a nice term for that.
I've described that effect in a paper, but I just referred to it as a modification of vestibular expectation
i.e. you can affect vestibular expectation beyond just pure visual motion.
So yeah, self caused vection compensates for the vestibular expectation.
The mechanic I built around that was called 'grab turning'.
is called
nice, my research in late undergrad was on how body perception affects comfort, perception and immersion in VR
Literally, you can use the controller to grab and turn the world around you.
Super handy for... forward facing
forward facing VR.
cool, I made a similar motion system called "globetrotting," where you hold down a button on the trackpad and a huge globe rises up under you. while the globe is up it locks your player character in the same spatial location, and all motion is reverse-transformed on the playspace
the globe under you moves to provide vestibular perceptual cues 1:1 as you move
then when you let go of the button, the globe recedes and you're on the ground again where you started, but instead of behind you, your whole playspace is in front of you
I have a video that I worked on for this, I'll upload it tomorrow
friended, I'll ping you when it's uploaded
my brain direly needs sleep now so it's time to go, good night!
never heard of it, I did this back in February this year
then moved on to greener whatevers
Yeah
anybody played around with the 4.14 VR features yet?
Well, will be cool to see it anyway. Interested to see how everyone accounting for the physiological sciences and applying it to VR