#virtual-reality

1 messages ยท Page 37 of 1

winged shale
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yeah my advisor stresses the shit out of this for me

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it's why I'm taking perception and neuroscience classes as a graduate computer graphics student

clever sky
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Nice.

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I took cognitive science in uni. Never really helped my career directly...

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until now!

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But even so, I've had to keep my own knowledge up to date - the stuff I learnt in uni only got me started.

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Anyway, take it easy. cya later

winged shale
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oh I've seen Walkabout

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that's what I thought you were talking about

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or rather how I thought your thing worked

clever sky
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Yeah, I can do walk about with my system too.

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But the difference is I've slaved the turning to my hand

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which makes it much more flexible

winged shale
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I see

clever sky
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The analogy is that you can move a big curtain around before your face without inducing vection.

winged shale
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ahhh

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nice

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I like it

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anyway I'm out

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about to crash

clever sky
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Ciao

winged shale
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add me as a friend

clever sky
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Done

clever sky
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So... how many of you have set chaperone to developer mode?

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i.e. no chaperone, just floor line

dry fjord
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tried it

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forgot to turn it back on and let my friend use it for a day

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he had a harrowing experience

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I turned off the floor line too

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this is just after you and I tried making our own cages ๐Ÿ˜‰

pearl tangle
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i have chaperone gone completely

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well at work anyway. Normally just set it to standing mode only and you just have the circle but then go into the config and set the alpha to zero on it

dry fjord
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I do roomscale so it's pretty necessary

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even with the cage it's easy to go out of bounds

pearl tangle
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yeah depends what you are building

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when you are working on 1 for ages you kinda start to learn when you are going to nut yourself on the corner of the desk hah

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also im doing event based things so we build physical props to match the virtual space

clever sky
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Ah cool

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@ the event base thing with physical props

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I've still got my custom chaperone bounds... and got them working beautifully.

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Found that they actually, counter-intuitively, enhance presence.

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Because when they turn up, and you've got a virtual object inside the bounds

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it actually feel like that thing is in the room with you.

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My custom bounds are occludable.

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Unlike SteamVR's normal chaperone, which ends up screwing with your depth perception

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Funnily enough, works ok with the actual chaperone bounds too. It's like a double boundary

dry fjord
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still, I wish it worked in packaged builds

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I made one that appears faintly when you get near then turns FUCK OFF RED when you get too close

pearl tangle
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yeah that was the main problem showing the circle became really annoying so was handy to turn it right off. definitely some better ways to do the chaperone with dynamic 3D objects rather than the steam bounds

clever sky
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I made a failover with the chaperone so it just defaults to 100 x 100 and lets you set the actual scale in menu

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So now I can have my custom chaperone when packaged!

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Albeit with an extra bit of work.

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A lot of the benefits I implemented are still functioning even when the boundary scale is wrong

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Hopefully epic sees it and realizes they need to fix that shit.

dry fjord
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man I want the actual roomscale limits

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we should tell them

clever sky
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The failure is in the SteamVRChaperone component

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Failing to init properly when packaged

plush sky
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Yeah that's quite a problem, there should be an option to include in some way.

digital vault
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Question: How do you handle Output (like Print Screen) in VR Preview? The Stuff is always out of FOV and i just can find it in the Output Log. Another stupid thing is, that the Editor minimize if you start VR Preview... Using still 4.13.1

clever sky
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@digital vault click on filter and type in Print String (?)

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Otherwise have it spam per tick

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and you'll see it come down as it ticks.

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Otherwise if it's a trace, turn on the debug

digital vault
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Ye the tick isn't an good option.... I don't like the "flow". Turn VR Preview On, Switch back to Editor, find Output Log, VR Action,... Maybe i find an option to move the print string (text render isn't an real solution for me).

clever sky
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Well, you're eliminating all the viable work arounds!

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So, if you do that, you're gonna be stuck!

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๐Ÿ˜›

digital vault
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hm...

clever sky
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What's wrong with text render?

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Maybe try reporting it to a widget that you put in front of your face?

digital vault
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Ye that could be an option... I often use different Prints in different colors to see a specific flow... this works fine (and fast) on 2D... but sadly not in VR.... Oh maybe i could get a second camera? As 2D camera? i'll play around

clever sky
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Text render is slow in VR?

digital vault
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Oh no but to build a... ah i missed the Buildstring option -.-

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ignore me ๐Ÿ˜„

mighty carbon
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What's the vertical size of the active volume for Constellation ?

clever sky
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It's a 90 degree FOV camera

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and it gets jittery about 5 meters out

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4 to 5 meters

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Is that what you meant?

mighty carbon
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Like, if I raise my hands all that way up, will tracking be lost?

clever sky
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That depends entirely on how you've positioned your camera

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Uh... If you go and download one of the sexy Rift demos... Vieviev, there's a function in there that lets you see the cone of tracking.

mighty carbon
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If it has 90 degree fov and only 4 meter out, I don't think it's possible to cover space from the floor all the way up to where hands end (when raised) :(

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I don't have Rift yet. Just something I wanted to learn ahead of time

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Now with Vive support :)

clever sky
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yep

mighty carbon
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Too bad they haven't expanded their lineup

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When do you folks think MS will reveal specs for its VR hardware?

clever sky
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noot sure. bout the same time real ppl get their hands on it

mighty carbon
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So it's not even ready yet?

clever sky
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not widely

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Don't think journos have tried it yet even

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much less outside developers

mighty carbon
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I see.. So it could be just a PR move and actual HMD might be crappy

winged shale
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...WOW asynchronous reprojection in SteamVR

wicked oak
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how does it compare against Oculus?

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i dont have time to test, im doing the build for tomorrow

winged shale
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it's basically the same

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it seems to be exactly the same algorithm

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it's obviously not ASW

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but that's a different tech

wicked oak
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nice, vive stepping up

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ill have to do my fine grained dev tests

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with my game

winged shale
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I could complain about how late it was as a feature but it's just so nice to finally have it for those little times when your computer poops out

wicked oak
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becouse my game hovers around 95 fps, and steamVR just put it back to 45

winged shale
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why 95?

wicked oak
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unlocked fps

winged shale
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roight

wicked oak
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its more or less where it is

winged shale
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custom engine features? why did you unlock it?

wicked oak
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with a few enemies around and FX, it can go to around 70-80

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default

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but 70-80 for those times is fine in oculus

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it just timewarps it

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little change from 90

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people dont notice

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people start to notice lagging when it goes to sub 50

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steamVR just put you at 45

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where your controllers have noticeable judder

winged shale
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yeah, but I thought the SteamVR plugin handled negotiations of starting rendering of next frame

wicked oak
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in a few days ill plug my Vive back and test

winged shale
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does it really just run out of phase?!

wicked oak
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right now im fixing some late bugs for show, and testing Nvidia 4.13 build

winged shale
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because I've noticed the judder of controllers in UE4

junior prism
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Yeah my controllers judder too

wicked oak
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becouse that nvidia 4.13 build has:

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multires

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single pass stereo

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lens matched shading

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VR SLI

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the SLI part is useless on me, but the rest of things are very nice

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i want to at least show a really technically solid game at the expo

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check this

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top one is the new interface

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bottom was the old one

winged shale
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noice

clever sky
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Played battle dome again after someone mentioned it last night.

winged shale
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much better UI

wicked oak
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big buttons made for blind people are good on VR

winged shale
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ahaha

wicked oak
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after all, they are half blind XD

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fun point, those arrows at the level selection

clever sky
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It's umm... different. Got bots now.

wicked oak
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are made with blender and rendered

winged shale
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yeah, forward MSAA helps so much, can't wait for stable 14.0

wicked oak
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becouse i dont know how to do graphics properly in 2d

clever sky
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But still much the same. Their locomotion options all suck though ๐Ÿ˜›

wicked oak
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hell yes, 4.14 forward MSAA is glorious

winged shale
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why not widget components?

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and use the 4.13 feature of mouse emulation

wicked oak
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oh, they are all widgets

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and im using that

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its just normal UMG

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all of it

winged shale
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โœ”

wicked oak
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i made them on blender, rendered them with Cycles

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and then imported the .png to the engine

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to use a sprite

winged shale
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ohhhh nice

leaden jackal
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Have there been any improvements in 4.13 or 4.14 for LOD distances being more consistant between VR and non-VR?

winged shale
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that's a great way to generate shapes for sprites

wicked oak
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not the first time i do things like that, the Achivements of Deathwave are like that

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all of them are the same blender file, just switching the mesh for the icon

winged shale
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nice, efficient

wicked oak
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becouse i cant draw lol

winged shale
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you can really automate that

wicked oak
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thats the whole idea

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the blender file has the scene set up

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thats why you can see the reflections be exactly the same in each image

winged shale
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if you can't draw, an alternative to making models is using a vector graphics program like Inkscape

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also easily parameterizable

wicked oak
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definitely should get that

winged shale
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I adore Inkscape

wicked oak
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im just really efficient with blender

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so i use it for stuff i shouldnt use it

winged shale
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it's also OS

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hehehe

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I know that feeling

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knowing a toolset so well that you use it for everything

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soon I'll be writing my dissertation in Maya

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๐Ÿ˜‰

clever sky
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I'm that way with...

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Sketchup.

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D:

winged shale
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;_;

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y u do dis

clever sky
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Hey man. I bet I could model architectural way faster than you ๐Ÿ˜›

winged shale
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mos def

clever sky
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Mainly because I have an interior design background.

winged shale
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at least it's not Rhino, and it actually supports some OK vertex generation

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I've worked with so many architects that insist on using Rhino for VR model generation

clever sky
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Haha. D:

winged shale
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eventually I just stonewalled them into learning vector modeling with Maya

clever sky
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Vector modelling?

winged shale
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like, NO your fucking toaster SHOULD NOT REDUCE ME TO 20FPS

wicked oak
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sympligon it

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XD

clever sky
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Oh, Rhino is all nurbs?

wicked oak
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now that its for indies

winged shale
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yes

wicked oak
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yup

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its the state of the art on nurbs

clever sky
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heh

winged shale
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it's similar to solidworks if you've ever used that

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except it's worse

wicked oak
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(looks at the nearly useless blender nurbs)

winged shale
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and "easier"

clever sky
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Well, I poked Solidworks

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then I told my then new boss that he just wasted 10k.

winged shale
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ackackack

clever sky
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Because he bought it before he hired me.

wicked oak
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u know what, i love that the ue4 nvidia branch has all this fancy stuff

clever sky
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Like... they don't do actual product manufacturing work, just design concepting that then gets farmed out overseas to manufacture.

wicked oak
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yet no documentation file that says what each thing does

winged shale
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I wish they would just include it in the damn engine already

wicked oak
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at least a commandline list or something

winged shale
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some kind of card-agnostic API wrapper

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I don't want to do NV-only for my game

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don't want to be that guy

clever sky
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Seriously Nvidia.

winged shale
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even though I love NV and I worked there, and I bleed green like all the others

tawdry dragon
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If you guys think Rhino and sketchup produces bad meshes when polygonized... I dare you to get a 85k object large step file ready for Real time ๐Ÿ˜ƒ

clever sky
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But that's what nvidia does

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Sketchup's meshes are fine.

wicked oak
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my demo is on a nvidia laptop

clever sky
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It just lacks critical features like... UV mapping.

tawdry dragon
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We once optimized an entire jet engine... All parts

wicked oak
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so im alright doing nvidia specific optimization for the show

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its just that amd has nothing like that

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nvidia has their own fancy tech branch

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and amd doesnt

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they just have that SDK that no one uses

clever sky
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What about DICE?

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They love AMD!

wicked oak
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dice is super friends with amd

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but amd could try to do like nvidia, a vr branch of ue4

clever sky
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Well someone needs to be.

tawdry dragon
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If you're doing anything but simple objects, you really cant get around doing proper vertex modeling, smoothing groups, uvs and triangulation ๐Ÿ˜ƒ

wicked oak
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with both branches doing similar things, maybe Epic can go and do an abstraction

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over both vr optimization sdks

clever sky
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That'd be nice.

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Bloody aye AMD step your game up son

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I bleed red! Like a human!

wicked oak
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right now, they cant do shit against nvidia for VR

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see the trend, almost all the UE4 VR games on steam are implementing that nvidia fancybranch

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Raw Data, and Pool Nation both use that branch

clever sky
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Is it hard to implement?

wicked oak
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no

clever sky
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Can you do it at the end?

wicked oak
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?

tawdry dragon
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Hans't AMD been out of the game for developers for a long time?

wicked oak
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the only thing you have to do, its to download the VRWORks branch from github

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compile it

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and package your game with it

clever sky
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Ah... what about when UE4 updates?

junior prism
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4.14 has the forward rendering though

clever sky
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Still compatible or have to wait for update?

junior prism
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Surely that's a better option than the Nvidia branch?

wicked oak
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depends

clever sky
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Depends on what you've done with your game

wicked oak
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if you are doing deferred, the VRWorks 4.13 is incredible

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for Forward, 4.14

junior prism
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Isn't foward more performant?

wicked oak
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in my game, Forward cant be done yet, too many drawcalls

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depends

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if your game has several dynamic lights, and lots of drawcalls

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nope

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if your game is using almost everything on baked light, and not that many drawcalls

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forward will be faster

clever sky
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Noob question; what determines the number of draw calls?

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Meshes?

tawdry dragon
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Meshes and materials if I'm not mistaken

clever sky
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So every unique mesh and material is a draw call?

tawdry dragon
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as in, meshes with multiple materials are also multiple draw calls

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As far as my basic understanding goes, yes

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but I'm sure somebody will come along and prove me wrong ๐Ÿ˜ƒ

wicked oak
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meshes, materials, and a few extra stuffs

clever sky
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What if I reuse materials across multiple different meshes?

wicked oak
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nope, still several drawcalls

clever sky
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Per mesh?

tawdry dragon
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yeah, still a new mesh

wicked oak
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each static mesh is 1 drawcall per material

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even if its the same mesh, but repeated

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if you want to improve that, you gotta merge meshes

clever sky
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Instanced meshes as well?

wicked oak
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or go HLOD

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instanced meshes is 1 drawcall per material

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the number of meshes is irrelevant

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100 or 500

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1 drawcalls

clever sky
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Mmm

wicked oak
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that is the whole point of instanced meshes

clever sky
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Nice

wicked oak
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and no, you cant put every mesh of the map in instanced

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believe me ive done it FOR SCIENCE

clever sky
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Haha

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What if you have a bunch of cubes and just voxelize a game? Except all the cubes are the same instance of the cube?

tawdry dragon
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well, you would still get to use different materials/colors

clever sky
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Less a trick question and more a - I wonder if this will apply to the game I've been thinking of.

wicked oak
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for a voxel game, you should merge your meshes

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each chunk = 1 mesh

clever sky
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Fair call.

tawdry dragon
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But that would still not support using different materials would it?

wicked oak
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you can cheat

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quite heavily

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with a voxel "engine"

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have 1 material

clever sky
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Parameterize them?

wicked oak
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the texture is a map with all the textures

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like minecraft

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so then you just use the UV

clever sky
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Ah

wicked oak
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to change "material"

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its what minecraft does

clever sky
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Nice

tawdry dragon
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ohh, so that wouldnt cost you another draw call?

wicked oak
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yup

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the whole chunk in 1 drawcall

tawdry dragon
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nice

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texture atlasing is awesome

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I love it ๐Ÿ˜ƒ

wicked oak
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yeah

clever sky
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haha. My noob brain just exploded.

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So that's what that shit's about.

tawdry dragon
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but Zaptruder.... that would require you do some UV work ๐Ÿ˜‰

wicked oak
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yeah, and custom geometry

clever sky
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Well, I've been learning Maya

wicked oak
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i did it for a shitty custom engine

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making a minecraft clone in opengl is a GREAT learning excersise

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just opengl plus SDL for windowing

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not even physics engine

clever sky
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But a couple months of Maya experience doesn't beat a few years of Sketchup experience D:

tawdry dragon
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if you're going into the rabidhole that is game art, a real polygon modeller is neccesarry

clever sky
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No doubt.

tawdry dragon
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I havent done any high end game art in years, and there are so many problems/issues you need to know when doing your modelling

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such as how smoothing groups behave when baking normals etc.

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it's a goddamn circus I tell you

clever sky
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Yeah, I'm just going to stay away from doing high end game art.

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Use my design skills on strong art fundamentals!

junior prism
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Anyone have a link to the nvidia branch?

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Y'all sold me on it

wicked oak
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have fun

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i dont know how to enable the extra stuff yet

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but the multires is hella good

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+30% performance for free

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pixel shader performance

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so you can use it to keep the same perf, but increase the resolution

tawdry dragon
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hmm... I have never done any of this compiling, is there an tutorial on how to get started?

wicked oak
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or add temporal antialiasing

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yes, its on the page itself

tawdry dragon
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Hmm... associating my epic user with my github... Cant seem to find the place where I enter my github account

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nwm.... found it

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Gonna try and do a build and see how my project runs in 4.13 VRworks

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Having some troubles hitting smooth 90 fps on a GTX1070

wicked oak
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remember, you gotta enable the fancy shit

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to enable multires

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is vr.MultiResRendering 2

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there is also a 3, but that one is too aggresive

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the 2 is basically invisible

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are you pixel bound or geometry bound?

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if you do stat rhi, what are your polygons and drawcalls?

tawdry dragon
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hmm, good question

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give me a sec

junior prism
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So what extra shit is there to add?

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Also, is the new shit nvidia card exclusive? :/

wicked oak
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ye

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nvidia 900+card exclusive

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some of the stuff is 1000+ card

junior prism
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Arghhhhh

wicked oak
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multires is 970+

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i think lens matched shading i s1060

tawdry dragon
junior prism
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That's unfortunate ๐Ÿ˜ฆ

tawdry dragon
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thats the stat rhi on my own pc, no VR and a GTX970

wicked oak
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in dracalls you are fine

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but 3 million polys?

tawdry dragon
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yes

wicked oak
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LOD that yo

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i hope i had your drawcalls ๐Ÿ˜ฆ

tawdry dragon
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Not possible im afraid. We're doing some industrial demo for a client using their crazy ass step files

wicked oak
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im at 1.5 million polys, but 1300 drawcalls

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you have more polygons that pixesl

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you can lod that effectively

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use instalod or simplygon

tawdry dragon
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Optimizing the model is the next step if the client likes what they're seeing ๐Ÿ˜ƒ

wicked oak
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wich is automatic

junior prism
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So what are people doing to get around the fact it's Nvidia card exclusive?

wicked oak
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nothing

tawdry dragon
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Trust me on this one, the mesh of the models are so bad that if you try to do any automatic optimization, it will explode

wicked oak
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becouse 70-80% of the market is nvidia

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alright

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this stuff is nvidia only

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but it doesnt harm amd

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it just doesnt work

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if you do a multires command on amd

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it does nothing

junior prism
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Oh alright, it's no so bad then

wicked oak
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i have it on VRMultigames

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and no one has complained

tawdry dragon
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Ohh well, we get 90 fps using the same project with the forward renderer in 4.14, which should be out by the time this project starts up for real ๐Ÿ˜ƒ

junior prism
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So what are the secret commands we can use? :/

wicked oak
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yeah, forward is very good with low drawcalls

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not for me ๐Ÿ˜ฆ

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1300 drawcalls too extreme

tawdry dragon
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luckily our projects are so small scale that I dont have to do so much worrying about doing crazy optimizations

wicked oak
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but then i have maps like this

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that is a absolute shit ton of meshes

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becouse that

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is infinity blade assets

tawdry dragon
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ohh, I was about to say you could do some merging inside a DCCP app and save draw calls

wicked oak
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im on it

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im merging inside unreal at the moment

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but its still slow

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there is a crapload of meshes there

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im talking about 7 thousand

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well, thats after optimization

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it was around 10 thousand

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before some basic optimization, a general vista could go to 5 million polygons and 3k drawcalls

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and no, i cant use hierarchical lod

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it crashes

junior prism
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Why not use Simplygon's mesh combination feature or the feature that's built into the engine?

wicked oak
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too much for it

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im already using that

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but manually

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getting groups of meshes and merging them

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that improved it

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ill have it on the showfloor

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but it has a WIP sticker on it

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and a warning

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becouse it runs at around 60-70 fps

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good that i have spacewarp

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i dont do art well, but i do tech well

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at least i can show a game rock solid there

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lots of indies doing VR games tend to forget about good tech and performance

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and end up lagging

tawdry dragon
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Hmm, my impression was the other way around. Its usually the tech guys doing the demos but forgetting the showmanship part

wicked oak
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when a sony executive of something tech related tried it, he said it was the best tech of all the Vr games in barcelona

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from all the indie demos

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he was quite happy with how it worked

mighty carbon
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Palmer would approve !

wicked oak
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but its a simple game with non consistent art

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becouse its made from ifinity blade meshes and other packs

clever sky
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Marketplace art!

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You know what UE needs?

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It needs design specs for marketplace art.

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assets

wicked oak
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tends to happen when i got no artist in the team

tawdry dragon
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I guess I'm just damaged from my line of work, where the client cant tell you anything unless you're doing final renders..

clever sky
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Make stuff for marketplace, and it should conform to technical specs.

wicked oak
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in the general artist sense, concept and stuff

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isnt there some of that already?

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marketplace stuff has to be aproved

clever sky
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Ah yeah

tawdry dragon
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It's not really easy setting up technical specs for 3d assets

clever sky
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Makes sense. Wouldn't want crappy assets that end up making their way into consumer games

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associated with engine.

wicked oak
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yeah, definitely not easy

clever sky
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into many consumer games

wicked oak
#

its not the same for a first person game than a 3rd person one

tawdry dragon
#

because the requirements could be very different depending on how you're gonna use the asset

wicked oak
#

at least modular kits tend to be consistent

clever sky
#

True that.

wicked oak
#

using the 1 meter grid

#

and multiples

tawdry dragon
#

VR actually sets up even bigger requirements for objects

clever sky
#

But maybe then it should have something in the asset store that says - optimized for;

#

optimized for first person, small scale gameplay.

tawdry dragon
#

because they have to be optimized, but also have to hold up to close scrutiny

wicked oak
#

yup

#

gotta LOD that

#

becouse VR needs low drawcalls

#

and anyway, you cant see shit from afar

clever sky
#

How does LOD help with draw calls?

#

Genuine question

wicked oak
#

hierarchical LOd

tawdry dragon
#

you could texture atlas stuff

wicked oak
#

the "Top Down Scifi " pack is one of the best value packs tere are

clever sky
#

What does hierarchical LOD mean?

wicked oak
#

its not too high res, but its very low poly, looks good, and its all in 1 material

#

its a engine feature

#

it does hierarchical lods

#

XD

clever sky
#

๐Ÿ˜›

wicked oak
#

basically, it makes it so from far enough

#

it merges the meshes

#

imagine a whole building

clever sky
#

Ah

wicked oak
#

amde from modular pieces

clever sky
#

Does it do this on the fly?

wicked oak
#

from close, the wall will be all the individual pieces

#

but if you get far, it will eventually make the whole building 1 mesh

#

its a engine feature

#

works with sympligon best, but also with instalod

#

its slow

#

very, VERY slow

clever sky
#

Oh, so it's like baking light.

wicked oak
#

slower

clever sky
#

Gotta preprocess it

wicked oak
#

yeah, it does preprocess

#

it generates mesh groups

#

and then it generates more mesh grous that include the ones before

#

in kind of a tree

clever sky
#

Yeah, I can see that.

wicked oak
#

when you are far enough, it stops rendering the individual meshes/chunk, and only renders the big chunk wich is everything together

#

it also uses absolutely massive amoutn of memory

#

in one of my maps

#

its 3 gb

clever sky
#

Bloody hell. It's like the dark arts of modern game development are opening to me ๐Ÿ˜„

wicked oak
#

of extra memory

#

from the merged textures in atlases and things like that

clever sky
#

Dayum

wicked oak
#

it also increases lightbuild times

#

quite dramatically

clever sky
#

Well, makes sense really...

wicked oak
#

becouse it has to bake light for every LOD level

#

yeah

#

its merging the textures

#

into an atlas

#

for the group of meshes

clever sky
#

Yep.

wicked oak
#

obviously, it works FAR better if you already have them atlassed

clever sky
#

All so it can cut down draw calls.

wicked oak
#

its the whole point of it

clever sky
#

I thought DX12 was supposed to be draw call magic

#

Of course this is only what I heard back before I got into game dev

wicked oak
#

yes

#

it is

#

the whole point of DX12/vulkan is to make the driver much lighter

#

if well used, it will make drawcalls far cheaper

clever sky
#

Does it require extra work from devs?

#

Or engine developers?

#

i.e. not me ๐Ÿ˜›

tawdry dragon
#

Give us all the good stuff, for free and no work! ๐Ÿ˜ƒ

clever sky
#

I'm happiest when the 'work' required is clicking check boxes! ๐Ÿ˜›

#

Like multi-res

#

Want multi-res yes/no? Yes.

tawdry dragon
#

well, it does require you to build the source your self ๐Ÿ˜›

clever sky
#

True that.

#

But as long as the instructions are clear, I can live with that ๐Ÿ˜ƒ

tawdry dragon
#

true that. I am by no means a developer, but lots of tools that I come by is like "Yeah... Just compile this obscure thingy and then import it and you're good to go"

clever sky
#

Shit yeah. The core of my work is built on top of someone else's plugin.

tawdry dragon
#

Learning Python had a lot of those moments... Ohhh you want PySide or PyQT? Here are some crazy obscure guides that only old time developers know how to do

clever sky
#

Well... I mean, my work adds super value, but it wouldn't function without that other work done.

winged shale
clever sky
#

Yeah, I think we were talking last night about Battledome

winged shale
#

yup

clever sky
#

It's got a new jet pack movement system

#

Basically 360 degree freedome of movement.

winged shale
#

I heard of that in the Vive reddit, haven't tried it. fun?

clever sky
#

And no shits given to motion sickness caused.

tawdry dragon
#

@winged shale thats pretty cool! Was it hard to do?

winged shale
#

yes.

wicked oak
#

yo, how are you doing that IK?

#

please teach me master

winged shale
#

besides moving the fingers and doing the logic to figure out a grab, the movement was absurdly complicated

#

because you can collide with the environment

clever sky
#

He talked to anti-damage ๐Ÿ˜›

winged shale
#

actually this is before antidamage's fixes

clever sky
#

Oh nice.

tawdry dragon
#

BP? C++?

wicked oak
#

does it use extra software?

winged shale
#

nope

clever sky
#

I thought you said that was jittering

winged shale
#

it's my own

clever sky
#

Looks ok to me?

winged shale
#

no judder happens with controller models at 45Hz

clever sky
#

Ah

#

Yeah, BP/C++?

winged shale
#

I don't a. hit 45Hz ever anymore after fixing the performance
b. show controller models when hands in range

#

also the IK is super broken

#

it's a combo

tawdry dragon
#

You programmers be crazy

junior prism
#

@winged shale Hey, that's pretty good

winged shale
#

I've got this absurd AnimBP that goes from Ref-pose to actual

wicked oak
#

put it on marketplace

#

plenty of demand for that

clever sky
#

The IK stuff for sure.

wicked oak
#

i would buy it

clever sky
#

Actually, I want the Unity IK solution. Looks bloody amazing.

tawdry dragon
#

You could always go unity ๐Ÿ˜‰

clever sky
#

Nah, it's a marketplace asset.

tawdry dragon
#

You even get the Lab forward renderer

winged shale
#

it does IK on hands, then it sets the rotations of each finger bone based on a crazy 1000-line logic set for figuring out how grabbing works in the character

junior prism
#

So that's why you want to do what @dry fjord taught me

#

where you do the hands seperately from the character ๐Ÿ˜›

winged shale
#

the really complicated part is the movement by grab-draggin on the world

clever sky
#

Final IK is the Unity one

winged shale
#

I've got a lot of optimization to do on the anim BP

wicked oak
#

but how exactly you do the IK on the hands?

#

ive been doing it myself and having problems

#

also with the head

junior prism
#

Using the Allright Rig

wicked oak
#

oh

winged shale
#

I don't I use my own

#

just plain Anim BP and two-bone IK

junior prism
#

Yeah the way @dry fjord and I came up with

#

was seperate hand mesh and two bone IK to the wrist to the shoulder

clever sky
#

Isn't that where you chop off the hands on the IK model and just attach

#

yeah

junior prism
#

Works well with Allright rig

#

it's just so buggy (the rig)

wicked oak
#

how are you setting the torso position?

winged shale
#

@wicked oak I do two-bone, then I rotate the hand, and I have attached to each controller model a component that represents the offset for the hand, and I pass its transform into the animBP

#

oh that is so complicated

#

first I have to figure out which direction to place it

wicked oak
#

i got the 2 bone ik and rotation for head and hands, but thats not enough of course

winged shale
#

because you can tip your head back further than 90 degrees

junior prism
#

With the allright rig, it's just dragging the torso controller ๐Ÿ˜›

#

Did I mention it's free? ๐Ÿ˜‰

wicked oak
#

uhm

#

gonna have to check it

winged shale
#

so you need to dynamically interpolate between forward- and top or down facing vectors of the HMD

#

I'll be writing a dev blog for this week (first post!) about all of this crap

#

I'll link when I publish it and start the blog

clever sky
#

But I just used the right vector on the HMD and rotated it back

tawdry dragon
#

Next week on the Market Place: Simple VR ZeroG

#

๐Ÿ˜„

clever sky
#

Works fine for placing my feet ๐Ÿ˜›

winged shale
#

lol I don't care about marketplace things, it's more important to me that I get my game out there, I'll just share my methods for the interested in my blog

clever sky
#

Side question; so I've built a thing on top of someone's free plugin.

#

I can't release that on marketplace can I?

winged shale
#

@clever sky when doing that, there's the problem of if the user rolls their head

clever sky
#

@winged shale Yeah, I can imagine. I'm just relying on the user not rolling their heads.

winged shale
#

I've built a state machine that figures out the proper orientation of the torso based on where the hands are and where the head is looking at arbitrary transforms

clever sky
#

At least not more than 90 degrees.

winged shale
#

there's a few problems in that video, one is that for some reason I left the elbow targets in world space, so they're always pointing at the ship, and another is I left another vector in world-space that I hadn't noticed before I made the video

tawdry dragon
#

btw, that VRGrip plugin that was being thrown about earlier, what happened to it?

winged shale
#

so arms will oddly interpolate in strange ways

#

next video will fix all of these probably

#

VRGrip?

clever sky
#

What's it do?

tawdry dragon
#

Yeah, there were some plugins for the unofficial VR template(before Epic released their own)

#

to handle all the grip stuff

clever sky
#

That's part of VRExpansionPlugin

#

Still is

tawdry dragon
#

Arhh, thats why I had trouble finding something about it.

clever sky
#

I think? It definetly has a grip component in there.

winged shale
#

I rolled my own grip stuff

#

much better than the templates

tawdry dragon
#

Im just using BP interfaces and a function library to quickly add it to different actors

#

but it does have some issues, doesn't handle multi grapping very well right now

clever sky
#

multi grapping?

#

grabbing

winged shale
#

yeah how do you interp the object for 2 hands

tawdry dragon
#

Yeah, if you have an item grapped, and want to change hands

winged shale
#

I'll show a video soon of my two-handed weapons and two-handed object interactions, I think it's pretty good ๐Ÿ˜ƒ

clever sky
#

Ah yeah. Did a bunch of work on that to make mine work properly

tawdry dragon
#

it attach/deattach is a bit... funky... So I wanted to see if someone has already been doing all the work for me ๐Ÿ˜ƒ

clever sky
#

They did the bare minimum in the template

#

The second you start adding extra functionality it just shits the bed ๐Ÿ˜›

winged shale
#

C++ ftw

tawdry dragon
#

not gonna happen @winged shale ๐Ÿ˜‰

clever sky
#

But it works now. I've got rumble from the grabbed object.

winged shale
#

also all these youngsters don't properly know how to architect a program these days for extensibility

clever sky
#

And it doesn't transfer that rumble over

#

which was a thing that was happening to me for a while ๐Ÿ˜„

#

Hey! I learnt some C++!

winged shale
#

@clever sky++

clever sky
#

@tawdry dragon you should take the Udemy Unreal C++ course.

#

Bloody good stuff that.

tawdry dragon
#

I already have my plate full with so many things... Learning C++ is way to big a moutfull right now

winged shale
#

someone should make an upbot plugin for Discord

#

and yeah if you don't know it going in, it's going to be a long-ass road

tawdry dragon
#

Im doing VR dev demoes, I'm doing video production, I'm doing 3d productions, I'm doing internal tool development

clever sky
#

Yeah ok. That's a lot ๐Ÿ˜›

#

of hats

tawdry dragon
#

so much stuff going on... BP's are a goddamn godsend because they are so quick

clever sky
#

Well.

#

They have pros and cons.

winged shale
#

I know dat feel

#

I prototype nearly every new object interaction in BP, then transfer it to C++

clever sky
#

Best part is that you're not switching back and forth between two programs and that BP 'intellisense' works perfectly.

winged shale
#

it's really easy because BP functions mostly always correspond to a C++ function

#

yes lol

#

^^

clever sky
#

Yeah... well their objective is to make BP and C++ interchangeable right?

tawdry dragon
#

well.. the biggest plus is that I dont need to know C++ to do the stuff I need done ๐Ÿ˜ƒ

winged shale
#

BP is an ever-growing subset of the UE4 C++

#

it's a wonderful thing

tawdry dragon
#

Having done some Unity dev a couple of years ago, it was nice that I could do small parts in JS(which I know from web dev), but it quickly changed that you neeeded to know C# in order to do anything really

clever sky
#

Honestly, BP is the main reason I'm with UE4.

tawdry dragon
#

I dont feel the same limitation from BP's

clever sky
#

So to your suggestion to try Unity, can't do!

winged shale
#

I'm with UE4 because I don't have to pay monthly for it

#

and it's superior in many ways

clever sky
#

Yeah, like BP ๐Ÿ˜„

winged shale
#

and C++

clever sky
#

hahaha

#

and C++

tawdry dragon
#

hell.. BP's are the reason some of my colleagues are finally starting doing logic work them selves. Before that they wouldn't touch anything that required progamming/logic

#

That means I can focus on the large systems and "outsource" small projects to them

clever sky
#

So... real question time - what's the overhead of doing everything in BP vs C++?

winged shale
#

~10x

clever sky
#

Like 2% of CPU vs 4%?

#

Dammit

winged shale
#

it depends

tawdry dragon
#

haha ๐Ÿ˜›

winged shale
#

everything is delegates in BP

#

delegates have lots of function-call overhead

clever sky
#

I read that you don't want to do basic math operations in BP?

winged shale
#

nooooo

#

the more micro you go, the more slow

#

but if you have huge functions like sphere traces or whatever, it's nearly the same runtime as in C++

clever sky
#

Jeez. Gonna have to rewrite my whole movement system. Wonder if I can just pay someone to do that.

tawdry dragon
#

@clever sky there is this guy called @winged shale I heard he is doing some crazy stuff

clever sky
#

Yeah I know right.

#

Spychiatrist, I choose you!

winged shale
#

probskies, lots of devs that know BP and C++ well would appreciate some extry moolah

clever sky
#

Probably not a bad idea really... I can learn from seeing my BP code reinterpreted into C++.

winged shale
#

I'll give you advice if you get stuck, but I'm currently a full-time grad student, doing extra full time research, and also doing full time game dev in my spare full time, while being a full-time husband

tawdry dragon
#

So your days are 4x24 hours so you can do everything fulltime? ๐Ÿ˜„

clever sky
#

So like Zpanzer you too wear the hats.

winged shale
#

more or more yes

#

my hats wear hats

clever sky
#

That's not a fez in his avatar. It's hats on hats.

tawdry dragon
#

The biggest difference is the stuff sphychiatrist is doing probably will earn him more skittles than what I'm doing ๐Ÿ˜›

winged shale
#

yeah the asymptotic shape of hats as hats -> infinity is a fez

tawdry dragon
#

it does remind me a bit of the guy making the game called Fez

#

๐Ÿ˜›

clever sky
#

Phil Fish?

winged shale
#

so much respect, Fez is beautiful

tawdry dragon
#

cant remember, but sure

#

๐Ÿ˜›

clever sky
#

Yeah he does look a bit like that.

tawdry dragon
#

Guy was a bit of a nutter

#

but was a pretty cool game

winged shale
#

indeed

#

I, too, am a nutter butter

clever sky
#

Well, to be fair, game dev is an industry that will drive most up the wall.

#

Or so it seems.

winged shale
#

yeah

clever sky
#

I'm only here so I can drop my VR ideas

tawdry dragon
#

I'm guessing its because indies are usually passionate people with little to no business/project management skills

winged shale
#

the best moment for me in my game dev history was realizing that, while I'm passionate about game dev, passion is useless, and discipline is what makes your game when the passion follows its randomized sine wave pattern

clever sky
#

True that.

#

Actually passion gets a lazy man like me far.

winged shale
#

which is why I feel comfortable going social-media and public with Iron Rain, because I don't feellike I can work on it regularly anymore, I know that I will.

clever sky
#

It's just I procrastinate like hell when I have non-passionate work to do D:

winged shale
#

life changing

clever sky
#

Haha.

tawdry dragon
#

One I thing I have learned working on larget 3d projects, is that you so easily get bugged down by details because you're passionate about what youre doing. You want everything to be just right. You lose your perspective and sight of the goal

winged shale
#

REALLY worth a read if you want to procrastinate about something

tawdry dragon
#

and you end up spending 4-5x the time really needed

clever sky
#

Yeah... I get that. Gotta get all the details! I want to be a god and make a virtual world!

#

So... we need these marketing shots...

#

and done.

winged shale
#

@tawdry dragon from a meta-standpoint, I realized it's super useful to do public reviews for my stuff, because even if nobody watches your shit, you are gonna watch it over and over and notice all the stuff you missed from being perfectionistic about stuff

#

like I just added several high-importance TODOs to my google keep list because I watched that video I showed over and over again last night

tawdry dragon
#

My process is to do a kanban diagram with all the tasks ahead of me, write a short description of what the task is actually supposed to do and how important it is for the project

clever sky
#

This is all good advice.

#

Keep it coming!

tawdry dragon
#

and then I start doing it one after one, always checking if I hit the "its good enough" marker

clever sky
#

But also, I'm going silent for a bit. gonna try out AliceVR

winged shale
#

what I do is with Google Keep (I keep it simple because I can easily get bogged down by formatting a google doc :P) I keep a IRON RAIN //TODO, IRON RAIN //COMPLETED, IRON RAIN //IN PROGRESS

#

in TODO I have a header that says, "I just completed ____, now it's time to start working on ____", followed by a list of things I need to do, starting with the second blank

tawdry dragon
#

I know this is not for everyone, but I suggest you give https://trello.com/ a look

winged shale
#

I used trello for months, it didn't work for me too well :/

#

too much reorganizing and labeling, I prefer this, because...

#

every night after I'm done working for the day, I update the stuff by putting TODO things in COMPLETED, update IN PROGRESS with stuff that is still being worked on, but MOST IMPORTANTLY I reorder the todos in TODO that night and that night only

#

I don't allow myself to reorder them during the day

#

that way, what smart me last night said I should do next is what I will do

#

it's important because I often am much more likely to schedule a big shitty task like "rewrite everything that has to do with this so your future is better" when I don't have to do it immediately

#

so I kind of trap myself

tawdry dragon
#

The hard part of project mangement is that we're all different. Its so hard to give advice because you don't know if it works for everyone else. The most important part, I think, is to try something and see what works and then adapt it to your own style

winged shale
#

definitely agre

#

e

#

I like to put it out there because it might solve someone else's problems

#

I have the problem that I really go down the rabbit hole with doing really fun tasks, like "make a new weapon!" or "do the spaceship thruster balancing code"

#

and then the core mechanics and architecture of my code craps itself

clever sky
#

Back. Yeah, don't buy AliceVR

winged shale
#

lol

clever sky
#

Refunded. I have zero tolerance for locomotion that sets the forward vector to the face.

#

Look people. I like to look around while walking around. Why you gotta make it so hard?

winged shale
#

indeed

clever sky
#

Plus it also sets movement to on touch.

#

As opposed to on click.

#

That surface is an ideal resting spot for my thumb.

winged shale
#

like Onward

clever sky
#

So why you making me move around when I just wanna rest my thumb?

winged shale
#

ugh I can just feel the crappy code architecture when I play Onward

clever sky
#

Haha... But it's getting so much praise!

winged shale
#

blep

#

don't get me wrong, I like to play it

clever sky
#

Fuck... that's the shit (referring to the locomotion system) that the VR community is praising right now. Hopefully when I drop mine, minds will be blown.

winged shale
#

but there's just so much that Dante for some reason chose not to do right

#

same feeling

clever sky
#

Otherwise, I dunno man.

#

It's like people just want to be able to use gamepads in VR, everything else be damned! ๐Ÿ˜›

#

Or at least the classic control schema

winged shale
#

I think my game is the space game that everyone has wanted since Freelancer

clever sky
#

Wait, you're working on an open world elite/freelancer game?

winged shale
#

I truly believe this, and I'm so excited to showcase it

#

yeah doo

#

it's a spaceship building game

clever sky
#

Oh shibbssss

winged shale
#

and you can salvage modules from other ships

clever sky
#

Tmek is making one too. He's cribbing FTL.

#

Haven't seen TMek around in a bit...

winged shale
#

brb relocating to my office

clever sky
#

Well, I'm headed to bed. Cya later. But also, sounds exciting your thing

#

Wants to play something like that.

#

Just make sure the space ship design is tight.

#

Incidentally, my space ship and mecha designs are pretty decent if I must say so myself ๐Ÿ˜›

winged shale
#

space ship design is modular ๐Ÿ˜ƒ

#

every hull has attachment slots for other hulls

#

so arbitrary spaceship design is possible

#

also I'll open up workshop access after alpha

tawdry dragon
#

@winged shale how would you actually go about loading external assets? I guess that is only possible with C++

winged shale
#

I would package an editor with the game, like Unreal Tournament does

#

so people can make mods

#

which is why I say after alpha

#

I want alpha to be all about making the game fun

tawdry dragon
#

it's because I've actually been looking into doing stuff like variables inside XML files that my coworkers can do without doing anything in unreal. It would be cool if I could make complete "uasset" outside the editor and have it load them in at runtime

winged shale
#

that would be dope as a rope

#

but at that point my question is why don't you just use the editor, or teach them how

tawdry dragon
#

because that would mean we have to cook the project each time we do a change

winged shale
#

ohhhh

tawdry dragon
#

it would be awesome if we could do it with on-drive xml/fbx/texture assets

winged shale
#

you're talking about making pre-cooked versions

#

not uassets

tawdry dragon
#

maaaybe :p

winged shale
#

that would certainly be interesting

#

maybe some kind of xml metadata about how to cook it by your game, and then make a lite material builder in your game

#

but that's a lot of C++ there

#

probably more time than it would save you

#

but certainly a crazy good learning experience

tawdry dragon
#

Yeah that would be my guess.. It also just thinking forward. Say we add new products to our VR experience. Updating computers could be done using XML files/zip files instead of whole builds

winged shale
#

yup, I chose the solo path for a lot of reasons, including this situation

#

it's very hard to do syncing right

#

using perforce/git with people who don't know how to use perforce/git from their professional careers is gruelling

#

so you're left with using something that kind of drops assets in and out, like google drive or dropbox, and then everything is bad

tawdry dragon
#

Im using dropbox atm ^^'

#

but if it was a "real project" I would have to look at github

winged shale
#

thing about git

#

is that it's reeeeeally good at storing different versions of text

#

but for blobs (actual term, binary large objects) like images, vertex lists (models) etc. it just screws up astronomically

dry fjord
#

It handles binaries excellently too

winged shale
#

does it?

dry fjord
#

Yup

winged shale
#

unless you use git-lfs plugin it's abysmal

dry fjord
#

How can it screw up when it just detects a change?

winged shale
#

because git is written to detect and merge changes in carriage-return terminated text

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when a binary object changes, it doesn't have lines to change or not change, so merging binary objects is not possible

dry fjord
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That's a misleading statement

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Very misleading

winged shale
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?

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is not possible*

dry fjord
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It handles binary fine exactly the same as everything else

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Nobody merges binaries

winged shale
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I have not had that experience, every time my binary objects change, I must upload a copy of the new object

dry fjord
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Sure

winged shale
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the point of git for me is that commits happen often and so do pushes

dry fjord
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What's the problem there?

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So?

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That's no difference from anything else

winged shale
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so, I don't want to wait for hours on my terrible internet to do it, but git with git-lfs works really well as it only sends diffs

dry fjord
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So don't commit binaries

winged shale
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I don't!

dry fjord
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Yay solved

winged shale
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and I use git for my code anyway

tight grotto
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Hi everyone. How can I make a simple laser sight draw where my weapon is facing?

winged shale
dry fjord
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Draw where your weapon is facing. Done n

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Google the components of your problem

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It's very basic

winged shale
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anyway, when you work with git and multiple devs, you want people to have their own branches, and merge them together to kind of paste the project together in master as everyone works independently of each other to implement their things, as is the key to working productively with many people on one project

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how do you reconcile this? and in what way is your use of git different from just using Dropbox if it had a changelog?

wicked oak
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been testing oculus ASW

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damn black magic

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but it DOES artifact

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its similar artifacts to things like smooth video project

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subtle, but happens

winged shale
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yeah

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nonlinear motion freaks out

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like complex skeletal joint rotations

wicked oak
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i was testing it on fast teleport

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and waving a huge weapon in front of the eye

winged shale
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yeah that's a case too, rotational motion causes nonlinear motion against the fulcrum and extreme ends

dry fjord
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@winged shale the same way you reconcile it in P4, SVN, whatever. git is no different.

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the problem is not version control. the problem is UE's lack of exposure of facets of blueprints to version control.

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if blueprints were a text-based format with every node being a single line and every connector between nodes being a single line you'd be able to merge changes and review them

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P4 solves it by locking. git solves it by allowing anyone to do anything and generating conflicts that you can resolve

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literally nobody tries to "merge" binaries so it's a completely false argument against git

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which is a shame because git is by far the best version control system when you get down to it

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in all of these situations one person needs to go and talk to another person either before or after a change has been made

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I prefer after, since you can see what both people intended to do because they went and did it and you can manually integrate changes and use that as the conflict resolution instead

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but the problem will always be UE itself

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LFS isn't a tool to get around any of that, it's just a handy filestore for binaries or other large files that might slow down the repo

dusk vigil
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That's interesting, I didn't realize blueprints are not generating human readable code behind the scenes...

dry fjord
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they look like json or xml

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you can copy and paste them

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earlier blueprints compile to bytecode, new blueprints compile in the same way C++ does

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there's no artificial code generation in between that you can tinker with

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but ultimately that json/xml is stored in a binary format to prevent things from messing with it

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and we all know how fucking shit it is merging changes to xml

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be better to adopt a simpler non-nested format

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every line contains a node ID and arguments or links to other nodes to populate those arguments and event execution links

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and shit like positoning and comments

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any VC can handle a single line changing easily

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don't have to worry about the nesting becoming corrupt

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and fuck it, make that format human readable

dusk vigil
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Agree wholeheartedly

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But we are off the topic for VR. Anybody using the https://www.unrealengine.com/marketplace/gesture-tracker-vr ? I'd like to hear if it is all shipshape to use

wicked oak
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@dry fjord the blueprints to c++ thing is still experimental and has to be enabled, its off by default

dry fjord
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I know

wicked oak
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have you looked at the code?

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that it generates

dry fjord
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nup

wicked oak
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its some kind of massive state machine

dry fjord
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yeah obv

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it doesn't need to be anything else

wicked oak
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like each case is a node and stuff

dry fjord
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easier to develop that way I guess

wicked oak
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it would be cool to have a tool to serialize blueprints to text

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and be able to switch beetwen them

dry fjord
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you can now

wicked oak
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wait what

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how?

dry fjord
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it just isn't human readable or nice

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copy and paste a graph

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lemme show you

wicked oak
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ah

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that was there since the start, i think

dry fjord
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yeah

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that's the format they're stored in internally I think

wicked oak
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nah, im talking more about a true blueprints<->text interoperabilty. so they can be merged easily

dry fjord
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so was I

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a node per line, human readable

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simple

wicked oak
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its the main problem of blueprints, they are very hard to mantain

dry fjord
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then you could have a visual change management utility

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with a timeline to go forward and back through the changelist

wicked oak
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there is already a perforce diff tool for blueprints in the engine

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but i havent used it much

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btw, how did you do that VR ik?

dry fjord
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it's only for diffing not merging, isn't it? I haven't tried it in over a year

wicked oak
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for fullbody ik in vr

dry fjord
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with IK

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oh

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kinect

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I'm working on adding IK constraints to it as I get time

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since the kinect data can be shitty

wicked oak
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ah, kinect

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how usable is it?

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havent tried it for PC

dry fjord
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I have tricks to get results that look like accurate data from just inferred positions though

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very usable

real needle
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@dusk vigil I haven't but I will this weekend, I've been waiting for a gesture tracker since I saw the unity one

dry fjord
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took 30 mins to set up the first time

real needle
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I'll let you know if you haven't purchased already

dusk vigil
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I can wait til next week no problem, we are just starting production in the last couple of weeks and are still casing things out. I'm basically planning to simultaneously do Perception Neuron mocap and run the gesture recognition mappings during the next month. Looks like a good fit for our game

winged shale
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@dry fjord I was originally talking to someone who is not a programmer about tools for sharing blobs across creative machines, and reconciling that. Thanks for the calmer answer, and I agree with you.
so Blueprints play nice with git nowadays?

dry fjord
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Well they're still just binaries

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But it won't corrupt them or anything

sullen stirrup
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how'd it go yday when you guys discussed about having a 3rd person view/camera in VR

winged shale
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do what now?

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how would that even work

dusk vigil
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Vanguard V has really nice 3rd person flight

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Lucky's Tale and Lollihop work ok

winged shale
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that's fair, when you said third person view I imagined a third person shooter

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and the VR camera is just taped to the character

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swingin' around

dusk vigil
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Yeah that would get into trouble pretty fast

winged shale
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hehehe I'm doing a third person thing in Iron Rain where you switch to 'commander' view by pulling down a VR headset while in the cockpit of your ship

dusk vigil
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Nice

winged shale
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you put it on, and suddenly you see your ship and all ships in your radar range in a view like Homeworld

dusk vigil
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I love it when things are done properly in context like that

winged shale
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yeah I hope people like it as much as I think they will, I hope to have it so if you get sick of piloting the ship around you can go into this mode and just command your ship to do things, assuming you've got the relevant modules

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and it should be useful for commanding other ships in your fleet

dusk vigil
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Making it an important part of the game - if it's just there for fun, there's not much point to have it
Like a submarine game where you have to use all the different areas, conn, periscope, engines etcetera, all are essential

dry fjord
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can't be having fun in games

winged shale
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ever so spicy

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man, whenever someone puts "VR" in the title of their game, it's got like a 90% chance of being bad

full junco
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I actually haven't looked at any VR games for many months...

winged shale
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same

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I wonder if that's a dev thing or vr game interest is fizzling out in general

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or perhaps it's because most titles coming out are unpolished shite

full junco
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I just don't want to see other games because I then don't see that maybe other games are better than mine ๐Ÿ˜›

winged shale
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hahaha

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I feel that

full junco
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so I just work on mine without caring about what others release, and then when I consider my game ready for release, then I might look at what others do...

winged shale
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that's a strategy, but maybe if you overcame that you'd be stronger as a dev

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not that I'm one to be giving advice, what works for you works for you

full junco
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well not sure if it works for me, I just hope so ๐Ÿ˜›

winged shale
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the thing I would worry about is missing out on great features that work well

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and learning what doesn't

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so I don't have to try it out

full junco
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maybe, yeah

pearl tangle
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most of the stuff on steam is pretty garbage still

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will be interesting to see the launch titles for the oculus touch, and a bunch of PSVR games coming out too that are properly polished

full junco
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ok, I guess I should say its very nice to hear that most is garbage ๐Ÿ˜„

pearl tangle
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hah well its not great to hear from a consumer point of view