#virtual-reality

1 messages ยท Page 38 of 1

pearl tangle
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i had a look yesterday and there are over 700 VR games on steam at the moment

full junco
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what I saw (months ago) is that most VR games are horribly overpriced

pearl tangle
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yeah supply and demand issue there. be the first to market and you can set the price point

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or to quote Randy "it's simple economics son, I don't understand it at all"

full junco
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I just wanna make an awesome game that people enjoy and I think for that its better to start with a lower price, and later when the game improved and you see that people like it slowly increase the price

pearl tangle
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oh yeah. 90% of the stuff up there is a quick cash grab since there wasn't much competition and you don't have to go through greenlight process

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im going to put up some of the projects I have been working on for brands there for free just for the hell of it so that people have some different stuff to try out

full junco
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ok

pearl tangle
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would love to have time to work on a proper game to release up on there

full junco
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yiu can never have enough time for working on a game

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I think I have quite a bit of time, but progress still feels super slooow

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originally I wanted to release the game shortly after the vive was released ๐Ÿ˜›

pearl tangle
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well im working on VR 90% of the time in my full time job. I have another company on the side touching on VR for enterprise applications so then finding the free time to do a game is not so easy hah

full junco
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I just don't know how perfectionist I should be before its so late that VR gets boring or there are enough other awesome games to play

pearl tangle
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well if your mechanics are there can always go for early access and get it in front of a few people

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it's always good to learn how people actually use your stuff

full junco
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well yeah I wanna do early access of course, but I still wouldn't want to release something that doesn't feel awesome enough to me ๐Ÿ˜„

pearl tangle
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I build analytics into all the stuff we do and it's really interesting to see how people actually use things compared to your perception. Especially since 95% of people using the stuff I build have never tried proper VR before so all our ways of doing things are different since we are so comfortable with VR now

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there is that really nice polished looking RTS/FPS sort of game that has incredibly little you can actually do in it now but just because of the polish they put on it they got a lot of sales

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cosmic trip

full junco
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ok

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I know a few months ago the problem with VR games was that there was nothing with long term motivation

pearl tangle
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raw data is coming along steadily but still problematic with a lot of stuff.

full junco
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I read that name a few times now (here) but no idea what that game is about

pearl tangle
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i was playing some of that clubhouse game the other night its quite polished, free and good multiplayer on it

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give it a look. made by the guys that were doing the holodeck stuff

full junco
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I also don't know about "the holodeck stuff" ๐Ÿ˜„

pearl tangle
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google! they were the guys doing the stuff with the head mounted hydras and the ps move controllers and backpack pc's back before backpack pc's were cool and motion control was half decent

full junco
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ok

pearl tangle
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was such a nightmare screwing around with motion controls back before vive. i wasted so much time hacking stuff together with leap motion and hydras only to throw it all in the bin

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and oculus and valve wouldn't give out dev kits to people that weren't making consumer facing games annoyingly

full junco
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yeah vive tracking is awesome

pearl tangle
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im going to go do the training session and get the tracker kit in december

full junco
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tracker kit?

pearl tangle
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yeah you get the prototyping kit and 40 sensors

full junco
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40? quite a lot

pearl tangle
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well there is 22 on each controller

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and i think 32 on the headset

dry fjord
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it's 50 sensors isn't it?

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in the standalone tracker kit

pearl tangle
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dry fjord
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what a ripoff

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throw it all away

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go back to living in caves

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ride some dinosaurs

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oh wait we're in VR, I guess 40 sensors was enough

hard light
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$3000 per head for two days of tuition?

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those sensors they're providing better be some serious shit

pearl tangle
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well im also based in singapore so i have to fly back over to the states and have a hotel for a few nights so works out a lot more expensive

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but for events based stuff it will be really interesting to be putting those trackers all over things rather than going with a $50k optitrack setup

dry fjord
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I think the price is designed to keep out the no-hopers

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since there'll be a lot of demand

clever sky
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OTOH, Singapore is generally a great place to live, so big bonus on that over the states.

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The food especially.

clever sky
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Man... a game that's a mix between Elite/Freespace and FTL would be one of my dream games ๐Ÿ˜›

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FTL is an amazing space commander game.

winged shale
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๐Ÿ˜ƒ

fresh laurel
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@clever sky - I hear you

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I want to make that Really badly

clever sky
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But Elite Dangerous has its head so far up its own ass that it's sad

winged shale
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that's what my game is!

clever sky
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I know. Make it good! I'm picky! ๐Ÿ˜›

winged shale
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it's aiming to be the space game that everyone wanted but all the devs shit the bed on making

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I very well intend to

clever sky
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Protip:

winged shale
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pitorp

clever sky
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Travelling in space is boring.

dry fjord
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I always wondered how they fucked up dev on a game where circles fly at you

winged shale
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yes! I agree

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I'm including in the standard 'everyone's ship gets this' a lot of optimizations on Elite

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I intend for it to be fun above all

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and beyond that, really fucking cool

fresh laurel
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@winged shale - What game are you making?

clever sky
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Well, everyone's 'really fucking cool' differs. But I trust ya!

winged shale
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it's called Iron Rain, it's a game about building spaceships and space combat

clever sky
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If it was me, my 'really fucking cool' includes big robots. Fuck yeah. Robots in spaaacceeeee~

winged shale
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it will have that

clever sky
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Nice!

winged shale
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the name "Iron Rain" comes from one of my favorite book series

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more on that later

fresh laurel
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40k?

dry fjord
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make the upgrades easy to acquire rather than free

winged shale
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Red Rising

fresh laurel
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Might be thinking of Steel rain

dry fjord
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and make the ship exterior layout configurable

fresh laurel
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^

winged shale
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none of that hold on mates

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anyway, spaceships are made out of modules, including a command module that you use as cockpit

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all modules have attachment slots

dry fjord
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excellent

winged shale
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some modules are 'hull modules'

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you can add hallways, corridors, landing bays, etc

clever sky
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Hmm hmm. Sounds sexy.

winged shale
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to large attachment slots

clever sky
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Plus it's in space, draw calls not a problem!

winged shale
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to small or large ones, you can add weapons, tech modules like radar etc.

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blah blah

clever sky
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Did you use any system as a starting point for your own?

winged shale
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no, I built the whole thing on top of UE4

clever sky
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I mean design/feature wise

winged shale
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I've been developing this for years, and designing it for 6-7 years, waiting for the perfect moment

clever sky
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Oh nice.

winged shale
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I've got notebooks filled with pages on interesting ideas on it

clever sky
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So from whole cloth.

winged shale
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yeah it's pretty much a space game as I always wanted it

dry fjord
clever sky
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Damn son. You a bit loony!

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Well good luck. Sounds like a huge project.

winged shale
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it's in VR, intended for use with motioncontrollers, so you grab drag yourself around your ship, and you can have tools on your belt, which you use to move large and small modules, weld them to your ship, and move yourself (more tools later)

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hence my zero-g movement video

clever sky
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What kinda timeframe you thinking of releasing?

dry fjord
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how is the player going to turn upside down in real life where there's gravity?

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oh snap

clever sky
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Grabs and rotates

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the world

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like a big blanket

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or cardboard

winged shale
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not very soon, but probably closed alpha in mid-early 2017

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I've already developed a non-vr half-implemented version

clever sky
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Ah yeah. Nice. So just working on the VR stuff enough to merge them?

winged shale
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then I got access to a VDK1

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mostly just looking through all old code and using what makes sense

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architecting code significantly better this time

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because I know what I want

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the non-VR was a modular ship building game, you'd click and drag modules onto your ship, there were enemies that tried to kill you, modules of different levels

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no inside of modules though

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no sense of scale

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so now I'm building it for VR first, then I'll adapt VR controls to PC w/o VR

clever sky
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So you got crew members right? Because it's a big ship game?

winged shale
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so, porting to KB + Mouse

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yes I will have AI that can join your ship

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very simple idiots that will do things you want

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or your friends in a MP server

clever sky
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Ah yeah. So they look like 'robots'? Does that mean you get human avatars for human players?

winged shale
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no I mean they're AI controlled characters

clever sky
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ok ๐Ÿ˜ƒ

winged shale
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but yeah so giant robots:

clever sky
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Fuck yeah.

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Launch out of your space ship drop bay.

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Then they have time delay on your hand movement so they feel heavy

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and powerful!

winged shale
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Iron Rain in the Red Rising books was an event that happens where orbital dreadnought ships assaulted another fleet and then Mars by firing massive human-containing, controlled robots into other ships, as boarding vessels

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the air would be sucked out where they entered, but then they'd just rip through blast doors and employ carnage

sly chasm
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um

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i just got my rift

winged shale
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so I'll have a massive module that fires a player in a huge robot as a boarding vessel

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and you can grab-drag yourself around inside another person's ship and wreck everything

clever sky
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@sly chasm Cool. Did you preorder the touch?

winged shale
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maybe have robot guns attached

sly chasm
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and it's telling me that its not picking up the hdmi

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@clever sky not yet, no

clever sky
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Not picking up the HDMI? Plugged right into the HDMI port on the back of the computer?

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Or through extension?

sly chasm
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yeah

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the gpu

clever sky
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Well. That's fucked.

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Made sure you have the latest updates on everything?

sly chasm
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i think so

clever sky
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Plug and unplug a few times. Also what GPU you running?

sly chasm
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what kind of updates would i need ?

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gtx 1060

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?

winged shale
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what GPU are you running

sly chasm
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gtx 1060

winged shale
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it should be fine, if you have another HDMI slot on your OEM card, try it, if not, try to find a DVI-D to HDMI converter and plug in, that might work if it's a faulty HDMI

sly chasm
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i dont know, b/c ive used that hdmi port before

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and it worked

winged shale
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update NVidia drivers?

sly chasm
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btw, im typing on the on-screen keyboard

dry fjord
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I like it

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can't wait to try it

winged shale
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thanks! you'll be one of the first then

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just gotta fix 3e99999 bugs

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I'm also starting a dev blog, I'll link it when I get the server up, etc.

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probably add more videos too, s'watch out

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oh shit

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calling Super::Tick() on an AActor invokes the blueprint tick

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blueprint tick is apparently NOT a delegate for Tick()

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implications are: if you're changing where the offsets of your motioncontrollers are in C++, then updating values in the Anim BP by copying them in your BP derived of that class, it's going to be +1 frame late if you're following conventions and calling Super::Tick(dS) at the top of your Tick override

dry fjord
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avoidable latency is never good

winged shale
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indeed

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also it looks like UpdateAnimation is called as a direct result of

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componentTick on the skeletal mesh

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which happens BEFORE the actor ticks

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so I've solved 1 of two frames of lag, and I think if this works I'll have solved both

sly chasm
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yep, my rift still isnt detecting stuff :/

clever sky
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@sly chasm That sucks. Best bet is to talk to support. Post up on forums as well to see if you can get help that way.

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That's crushing ๐Ÿ˜ฆ get awesome new toy home... and it doesn't work.

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It just works for me, so I haven't had to do this troubleshooting.

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My main problem is that my Vive is totally fickle and demands that I occupy my only HDMI port with it (even though it can technically use a DP to MiniDP connection).

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So if I want to use my Rift, I have to crawl to the back of my PC and unhook the Vive and hook up the Rift.

pearl tangle
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hah yep vive is very picky. some machines it likes displayport, some only hdmi

clever sky
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What's annoying is the Rift is HDMI only as well.

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It's like these jerks think HDMI ports grow on trees.

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While requiring 9XX cards that only have 1 HDMI port. 1! Who thought that was a good idea?

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Cheap bastards, pay for more timing chips! Or at least use both of them on the one card!

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Also, the more digital these connections get, the worst their basic functionality becomes. VGA was so robust. DP just hates me with the passion of a thousand burning suns.

full junco
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never had any problem with DP

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DP is awesome

clever sky
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Maybe it's my monitor as well.

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And I can't seem to get a solid signal over a decent distance (2.5m +)

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Had problems running DP on my 3440x1440 monitor. Had problems running DP on my Vive.

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Have exchanged vid-card as well... yeah, just haven't had good experiences with it.

sly chasm
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whoops

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didnt see the notifications

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but anyway

clever sky
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So it's working?

sly chasm
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no

clever sky
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You've done all the troubleshooting you can think of?

sly chasm
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but the thing is I bought this off of ebay for $100 less, but it was brand new

clever sky
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Blown into the cable? ๐Ÿ˜›

sly chasm
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so I dont think I can do the support ticket

clever sky
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Was it a legit seller?

sly chasm
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I mean

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I got it

clever sky
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...

sly chasm
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and it was never opened

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all the wrapping and stuff was still there

clever sky
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I don't see why you can't get support/warranty on things bought off Ebay.

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it's not second hand.

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As long as you have all the receipts/email trail

sly chasm
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the thing is when I asked him why he was selling it brand new and $100 less, he said that it was a gift, but he didnt need it

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so I dont know if he has the numbers

clever sky
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Sounds dodge.

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Sorry you had to go through this experience. But gotta know they're a lot of scammers around. Use the resources you have at your disposal to contact Oculus and ensure proof of purchase.

sly chasm
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how is it a scam though?

clever sky
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If it is.

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Maybe it's not? It's not working though.

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Either way, gotta contact their support - can't really help you at this point. Beyond the obvious troubleshooting steps; ensure connection works, ensure drivers updated, locate someone else that you can try the headset with, etc.

sly chasm
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I mean, I looked up the problem, and other people have it, its just that they had to contact the help desk to get new cables

clever sky
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Yeah.

sly chasm
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but I think you need the order number to get the cables

clever sky
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You contacted the seller?

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Get them to get you the order number

sly chasm
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Ill try

clever sky
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Good luck! Hope you can join the rest of us in VR!

clever sky
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@winged shale Dunno if you've thought about it... but time dilation would be an amazing travel mechanic.

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i.e. externally you travel slow. But internally it's fast!

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So if you have a galaxy map, it's say something like 2 weeks to get from this star to the next star. And it'd also give you a 'real time' counter that says 2 minutes.

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Would give rise to a host of interesting strategic opportunities in space faring game and make it realistic.

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'realistic'

full junco
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is MSAA really much worse with foliage than TAA?

hard light
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surely it's the other way around?

full junco
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@hard light why?

hard light
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MSAA is basically supersampling along triangle edges, whereas TAA uses multiple samples at different frames, potentially causing jittery artifacts when rendering certain things

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(it plays hell with the depth buffer in some cases)

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I'd imagine with TAA you'd be getting a blurrier image with a lot of foliage

dry fjord
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epic have said TAA suits foliage more due to its "fuzzy" nature

hard light
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so in other words, it's blurry

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lol

full junco
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restive blade
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Anyone know why AO is disabled in the VR demo scene and how to enable it ?

full junco
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@restive blade you mean SSAO? epic says SSAO doesnt work well in VR, so thats probably why they disabled it. also, the forward renderer doesn't support SSAO

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and epic basically thinks that most VR projects will use the forward renderer

dry fjord
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I just got around to trying 4.14

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this MSAA implementation is an utter joke

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what the fuck

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it actually looks worse than "none"

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ENHANCE

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that's with MSAA samples set to 4

dusk vigil
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Me again : I'm having trouble getting UnrealEditor to run with Oculus - keeps going into the message "UEEditor.exe is taking a while to load", tried launching oculus / unreal in different order, checked that the plugins are enabled and so forth. Using the 4.13.1 VR template

full junco
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@dry fjord you are probably testing it wrong

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@dry fjord are you sure you have enabled the forward renderer and then restarted the project?

dry fjord
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yup

full junco
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I have myself tested MSAA and it looks awesome

dry fjord
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clearly not in every case

full junco
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look at the pinned messages, there you see my comparison

dry fjord
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can you explain what your point is?

full junco
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my point was that I tested it and that it looks great ๐Ÿ˜„

dry fjord
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my point is that I tested it and it doesn't

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we're both right

full junco
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so you are doing something wrong

gilded oyster
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Need a 3rd party

dry fjord
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so you're telling me that there's no way pre-release software is broken?

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why do I hang out here

gilded oyster
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Otherwise it's going to be "Uh huh!" "NUH UH!"

full junco
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@gilded oyster voters in the USA also say that

gilded oyster
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Ayyyyyyyyy

full junco
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๐Ÿ˜›

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@dry fjord the forward renderer in 4.14 preview is basically final, there are no changes planned towards 4.14 release

dry fjord
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even if there's bugs?

full junco
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well small bugs would be fixed

dry fjord
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you're talking with an authority you don't have

full junco
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but you are not talking about something small I think

dry fjord
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I already raised it with epic

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I'm going out, bbl

full junco
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epic never really adds more features after a preview is out

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they only fix bugs

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and 8 days ago Epic said "I strongly recommend everyone with PC VR projects to try out the forward renderer immediately with the 4.14 preview and post feedback! There's a small window where bug fixes (but not new features) may still make it into the final 4.14 release."

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so I just say what they said ๐Ÿ˜›

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and that "small window" is probably over already

hard light
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tbh, from that screenshot it does not look like MSAA is enabled at all

full junco
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yeah

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open the profiler to see if its really enabled

dry fjord
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it's probably not

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still a bug they can fix

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I'm not in a rush for it so it doesn't bother me too much

clever sky
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Goddamn surface studio announcement ad is...

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bloody amazing. Like old school while steve jobs still alive ads.

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I'm like, I don't even want an underpowered PC monitor thing, but that stupid ad makes me want one.

cobalt relic
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Hi @dry fjord

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Just asked the same question you did

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MSAA does look like shit

dry fjord
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got a screenshot?

cobalt relic
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Nope, not here, but it definitely leaves plenty of visible artifacts

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So it's definitely not you ๐Ÿ˜ƒ

dry fjord
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it's never me ๐Ÿ˜‰

cobalt relic
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I tried changing the msaa sample count, I think setting it to zero reverts to temporal

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So basically I'm waiting to see if it gets better

dry fjord
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something's probably disabling it

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I wouldn't listen to people who think preview numbers increase without any fixes

winged shale
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@clever sky that's a cool idea, the time dilation thing, I'll definitely write that down!

clever sky
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Noice

cobalt relic
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@dry fjord I'm confident MSAA is really running, since changing the sample count changes the rendering. It's just that it looks as bad as no AA at all

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Which is hopefully a bug

dry fjord
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interesting

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what video card do you have?

cobalt relic
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970

dry fjord
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980ti here

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hmm

clever sky
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I've found that the MSAA implementation isn't too different from FXAA...

dry fjord
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dunno really

cobalt relic
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What i'm afraid of is something like :

  • Hey, the MSAA is slow. Can't run in VR at 90fps.
  • Make it faster, quality will be okay for VR.
  • What about people using MSAA outside VR ?
  • Lol what ?
dry fjord
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that's why settings exist

cobalt relic
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I couldn't care less about VR or GPU perf, so I really hope I can get a decent MSAA later

clever sky
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But TXAA is awesome on normal screens ๐Ÿ˜›

dry fjord
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MSAA is meant to look good. it's a bug.

cobalt relic
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TXAA is FUBAR if you have a cockpit / helmet / 3D HUD / 3D UI

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Barely usable at all

clever sky
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ok D:

cobalt relic
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I have a compromise in my game where temporal is acceptable with some noticeable artifacts, I'd love to switch to MSAA to get rid of that ghosting

normal thorn
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I talked to epic guys who said MSAA in VR looks good in certain cases. Like their robots game it looked good b/c they had a lot of architecture. But if they had a lot of plants a nature it would not

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forward rendering is not for all projects

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I'm not using it

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Looked at reasons why and there aren't any for my project

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I'm working with the constraints of the original renderer

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straight lines look better with MSAA

dry fjord
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check out my examples above, there's a case where it doesn't work at all

normal thorn
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hmm

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yeah not sure whats going on there

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doesn't look like I'd expect

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at steam dev days the said forward rendering is definitly not a 1 button solution, otherwise they'd make it standard

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but yeah not sure whats going on in your image

dry fjord
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I'm not even making a game, I just want to see it work

normal thorn
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do you have an image where you swap samping types?

dry fjord
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nah

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I can make one later

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oh wait

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I have it open now

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it's not in forward rendering mode though

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that's TXAA in deferred

normal thorn
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nice, and you want more?

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that looks great

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hah

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I know you're just testing it

dry fjord
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I need to use MSAA and deferred for another project later so it'd be nice if it worked a bit

normal thorn
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you mean and forward?

dry fjord
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yeah

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my bad

normal thorn
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well your stuffs been looking great so, I'm sure you'll figure it out when you really need it

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its hard to mess with it when you don't actually need it yet and its not working for you as expected

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feels like a waste of time trying to get something working when you really just wanted to test it. Now you see it may come with a headache

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hah

cobalt relic
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I don't really need MSAA either, to be fair

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I'd settle for a "Don't apply AA to this mesh / material" button

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Or a "Don't apply AA under depth x" button

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Or a "Apply MSAA to this mesh and TAA elsewhere"

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Or just no ghosting, but that comes with the AA method ๐Ÿ˜ƒ

winged shale
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yeah, deferred shading is working well for my game so far, I don't really have much text and it takes place in space

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just turning off AO and some other post stuff has driven it down to a 4ms window for render on my 1080 machine and 7ms on 970. I'm sure I can get it lower when I need. I'll wait for proper forward rendering optimizations

nova wave
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those bugs look like shadows are still done in screenspace

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so even with forward render, some things are still done in deferred way

dry fjord
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really poor implementation if it is

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I really hope it's just disabled

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those black artifacts on the ground are the worst, they crawl in VR

nova wave
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black? I thought you were complaining about the white outline between mesh and background shadow

dry fjord
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both

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it's picking up artifacts from somewhere else

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see the edge of the ground plane?

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the white line is more obvious but there's black artifacts all over the back of the foreground object that's casting the shadow too

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to be honest I think it's worse than just not having AA.

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I don't think it's disabled, you can see that it's trying to AA

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but it's blending all wrong or something

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there's the larger image again. if you view original it looks more like it's blending from the surface colour to black or white rather than the actual colour behind it

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so it's a multisampling problem

#

and it's happening everywhere

#

if AA was off completely those black artifacts on the ground plane wouldn't be showing

#

anyway, bedtime

clever sky
#

Side note...

#

I once saw an AA technique

#

that involved pixel clamping thin lines to a single pixel

#

and then fading it out from there.

nova wave
#

hmm, this all looks like a light pass, I had the same bugs with MSAA and my renderer

clever sky
#

Like electrical wires

#

Where you get far enough from them

#

instead of jittery mess of pixels, you just get alpha values a pixel wide.

#

... Anyone know what I'm talking about here?

junior prism
#

Remember you'll have to tweak settings to get forward to work correctly anyway @dry fjord

#

Still investigating what those settings are

dry fjord
#

I didn't know that. When you find out tell me too please

junior prism
#

I want to get @fair anchor on the case too

#

Because he's better at this shit than me

cobalt relic
#

So I just fixed my render-breaking TAA issue

#

... By using masked instead of transparent

#

I am the world's most stupid person

clever sky
#

I'd dispute that.

#

But I'm not sure how.

#

realizes his self deprecating joke could also be taken an insult

cobalt relic
#

๐Ÿ˜„

#

I can now have a 3D cockpit that has less ghosting than bad horror movies

clever sky
#

Nice.

#

So you use masked for the alpha cockpit glass material?

cobalt relic
#

I don't have a glass material, but I have a 3D HUD with text and markers that acts as a physical part of the scene

#

Any ghosting on that is a death sentence as far as readability goes

clever sky
#

ooh

#

This is probably useful for me to know

#

Because I'm doing exactly that.

#

So masked is a much better solution?

#

I've got a 50% transparency black window...

#

behind my widget

cobalt relic
#

Well, masked won't ghost when moving

#

That's really the important part for that kind of stuff

winged shale
#

nice, but you can't put partial translucency with masked, right?

cobalt relic
#

Nope

clever sky
#

Ah

cobalt relic
#

So it's a tradeoff

winged shale
#

forward rendering is still young in the UE4

clever sky
#

Ah well. I'll keep my partial transparency

cobalt relic
#

I, for one, welcome my new masked transparency overlord

clever sky
#

I haven't found it to make my text particularly unreadable.

winged shale
#

I'm sure with enough bitching and whining we can get Epic to properly implement forward translucency

clever sky
#

Even though I do notice a bit of ghosty smearing

#

It's nice having the transparency, makes the text readable, but also doesn't block out your world view.

#

Which is somewhat important when the menu covers up most of your FOV when it spawns.

#

Although you can still move away from it in roomscale.

#

... did I mention that I like my menu system? I cribbed it from the SteamVR menu. Works largely the same way.

winged shale
#

nice

#

show it to us?

clever sky
#

Uh. Lemme check shadowplay

#

Dammit, it caught my humming.

winged shale
#

hahaha

#

I didn't realize it does that, so when I youtubed my video I just added annotations to it

#

like "snifffff" and "ahhhhhh"

#

roll with it

clever sky
#

Yeah

#

I'm too lazy to rerecord

cobalt relic
#

I did 40min of modeling showoff once, only to realize it also came with 40min of Nightwish

winged shale
#

omg hahaha

clever sky
#

Gotta make a channel and stuff

winged shale
#

lol we're in this together

#

channeling our creativity

clever sky
#

Alright.

#

So that's starting.

#

And with my aussie net connection, I'll have it uploaded in...

#

20 mins?

winged shale
#

hehe

#

I dislike how shadowplay doesn't give you any indication of how long it's going to take

clever sky
#

Pretty smooth experience though

winged shale
#

yeah

#

super cool that it runs a UI on top of windows output

clever sky
#

Lol.

#

I've called my demo 'Unreal Engine Demo | Shot with Geforce GTX

#

thanks shadowplay.

#

Didn't save the name I typed in earlier.

winged shale
#

I think it's funny what tags it puts on the video

#

I left them there

#

#GTXEgoBoost

clever sky
#

Haha

#

Gonna build a climbing system

#

You've got a 'climbing system' right?

winged shale
#

yeah, it's "climbing"

#

what's your game?

clever sky
#

So you grab a world static... then the position moves relative to your hand?

#

I'm not building a game yet. I'm just working on fundamental VR interaction problems.

winged shale
#

yeah positional climbing is ez pz

clever sky
#

How's it feel?

#

Have you tried climbing a rock cliff?

winged shale
#

honestly great, like we talked about it's super natural

#

yeah it's very fun

clever sky
#

Niceee

winged shale
#

before I implemented the rotational part that's basically what I did

#

but in zero-g

clever sky
#

What's the rotational part?

#

I'm leveraging that grip button to the hilt.

#

It's a mode shift to me.

winged shale
#

so in Iron Rain you can grab and rotate a single hand for a very gradual rotation change, or grab and rotate two hands for a more discrete rotation

clever sky
#

Ah

winged shale
#

you rotate yourself as you would on the ISS

clever sky
#

No vection?

winged shale
#

none for me, and I puked when I first tried my DK1

clever sky
#

Hehe. I've never puked from VR ๐Ÿ˜›

winged shale
#

it's extra good when you have direct control, it feels more like moving the world than you moving through it

clever sky
#

But that first DK1 demo, going up the stairs in the tuscany demo...

#

hoo boy.

#

Yeah.

winged shale
#

my wife says the same thing, that now that I've got it implemented properly, it is like moving the world

clever sky
#

Like moving curtains.

#

Or a big cardboard box around your head

winged shale
#

except when you let go, it keeps moving

#

and you bounce off stuff

clever sky
#

Makes sense for a space game... but not great for VR

winged shale
#

that's the part that is most troubling for me, is physics collisions with your body can be... jarring

#

so I'm going to have to figure that one out

clever sky
#

Probably set that functionality into pro-mode

winged shale
#

yeah

clever sky
#

Gotta dial make simulation to accommodate for usability sometimes ๐Ÿ˜›

winged shale
#

I think I'm going to make it so when you hit something, you 'grab' it with your body collision, so you're glued to it until you move yourself with your hands

clever sky
#

Hmm. Could work for sure.

winged shale
#

and when you start moving with your hands, everything will be fine again

clever sky
#

Yeah.

#

So.

#

No idea if this clip has finished uploading.

#

How do you tell?

winged shale
#

it will show up on video manager

#

also Shadowplay will alert you

clever sky
#

Ah

winged shale
#

in the top right corner

clever sky
#

Well, that's probably gonna take a while.

#

But yeah, it works much like the steam menu if you can imagine that.

#

except it spawns with a rotation relative to your controller rather than your face.

#

Which I've found feels nicer.

#

Yeah, so I'm working on a demo to show case my locomotion solutions.

#

Because I think I've cracked it. But it has some caveats.

#

mainly that it takes about 5-15 minutes to get used to it. After that...

#

It's sunk its claws into you and you'll wish everything else was like it!

winged shale
#

hehe

#

looking forward to seeing/trying it

clever sky
#

Yeah... it's a walking in place solution.

#

But they've been received...

#

middlingly.

#

But the details of implementation matter, a lot.

#

Compared/contrasted it to the rest out there, and it's ... well, obviously I'm biased... but also I try to assess things fairly so I know how to better improve my own stuff.

#

it kicks the tar out of the rest of the walking in place demos out there.

#

Question for you

#

Do you end up spending a lot of time just messing around in the game when you're making it?

#

Instead of actually working on it.

#

Like a lot of that time is bug checking, but beyond explicit bug checking.

winged shale
#

I feel that that is a symptom of a great game, when you as the dev even would rather be playing it than being productive

#

and yes

clever sky
#

Yeah... nice. That's my feeling too.

#

I just wanted to double check

#

Like when the stuff works well, you just want to play with it.

#

Makes sense.

winged shale
#

especially the procedural elements of the non-vr version of my game, I could get lost for hours "bug-checking"

clever sky
#

I wish the tank game I made would port better to VR.

#

The tanks have the maneuvering quality of rocket arena. Except with guns.

#

I shrunk the field down to toy size... and that was super amusing.

#

And made them control like R/C vehicles (including a similar vantage point)

#

But aiming was super hard D:

#

Actually... now that I remember it, that was with Rift and gamepad only.

#

Maybe I should revisit it with motion controllers.

#

That's right. I stopped developing that to work on VR stuff so that I could gain the know how to make that game good in VR.

#

Ah... just tried climbey.

#

Fantastic climbing mechanics.

#

Pretty much what I was picturing in my head. Except with one small trick that's even more awesome

#

Climbey more awesome that is.

winged shale
#

what, the ring around the player?

#

that allows you to move by jumping

clever sky
#

Nah, not that.

#

The smooth lerping of Z position when you get up on a ledge

#

Back to the eye height.

winged shale
#

oh yeah that's important

clever sky
#

I was just going to port.

winged shale
#

that's what I was talking about with going up stairs yesterday

clever sky
#

But it feels better.

#

Ah yeah

winged shale
#

do expo-out up to head position and floor position matching

clever sky
#

Nah, I figured out that problem.

#

Uploading the vid manually.

#

Says it has 3 hours remaining.

#

Ahhhhhhh.... my internet sux

#

@winged shale Anyway. headed to bed. I'll message you a vid of it tomorrow.

winged shale
#

ah man that's rought

#

see you tomorrow

vale matrix
#

Is anyone familiar with the Epic supplied VR template from 4.13? I have a question on how the collision volume gets attached to BP_PickupCube

#

And by question I probably mean n00b question ๐Ÿ˜Š

#

It seems to ignore the collision that's attached to the mesh and instead creates its own sphere collider.

pallid echo
#

@vale matrix That's the center of mass for the object

#

You change Center of Mass under the physics options in that BP.

vale matrix
#

Ok cool, that solves that mystery

#

ahhh, I think the issue is with the collision set up on the mesh I'm trying to rest this on...as usual I have things backwards

tawdry dragon
#

One of my friends just started in his new shared office space where 2 guys are doing some VR dev. They live streamed their alpha

jagged vale
#

don't have a headset yet but making a game with VR in mind, can field of view cause issues? is going up to 120 likely going to be a problem?

granite jacinth
limber rose
#

Hey @jagged vale I don't think you'll want to change the FOV, weird things will happen with the VR headset I think, although your VR and desktop experience can be different of course

#

hey everyone, I am pulling my hair out, my "teleport", from one area to another, stepping through a "portal" I guess, will not rotate, HMD yaw take over as you can imagine

#

I think I had this working before by using SetActorRotation on my character

#

but anyway, any recommendations? nothing seems to be working without breaking everything else ๐Ÿ˜„

jagged vale
#

@limber rose thanks for the insight, i'll leave at 90 ๐Ÿ˜ƒ

limber rose
#

yeah, ๐Ÿ˜ƒ

#

I guess the intention is to replicate the "natural" FOV of vision, so switching the default value does strange things hehe

dry fjord
#

never change the FOV

#

let the game decide which HMD it's using and set it based on that

#

so, there's a Victor at Inversion Studios and a Victor at Invrse?

#

now it's a race to see who gets to be "the other victor"

limber rose
#

lol

#

@dry fjord any suggestion on how to SetControlRotation with HMD?

dry fjord
#

what are you trying to do?

limber rose
#

I am trying to rotate the HMD after relocating the character

#

setcontrolrotation works fine normally, but in VR it is superseded by the HMD orientation

#

it is a bug, I am trying to find a workaround

dry fjord
#

why didn't I think of this

#

@limber rose always rotate the pawn

#

and only ever rotate its yaw

#

and only ever teleport, don't animate

#

so rotate the Z exclusively during teleport

#

basicall the pawn is always your chair or the center of your roomscale bounds

#

but on the ground

#

when you teleport, you move the pawn

#

and your HMD location is offset to that

#

when you rotate, you rotate the pawn in the world

limber rose
#

Yes, I also tried SetActorRotation, etc for the pawn

#

that doesn't work

#

as the HMD orientation overrides again

#

it works for one frame I think, and then the HMD takes over again

#

I do not know how to change the "base" HMD orientation for the Vive

#

the function/node from the Oculus library works only on the Rift it seems

#

how could I add yaw input? I haven't had luck with that either, I'm thinking perhaps I could calculate the movement required, and just input it?

dry fjord
#

the HMD doesn't re-orient

#

by rotating the pawn you rotate the world

#

I just told you how to change the base rotation

#

go away and do it until it works ๐Ÿ˜›

#

you never add input btw

#

you always just let the camera track to the HMD with that checkbox

#

are you using the proper pawn from the VR template? go get that

#

MotionControllerPawn

#

even if you're doing seated with no motion controllers

limber rose
#

lol

#

ok, I will give it a shot again with a fresh mind after a redbull โค

#

thanks for your input, will definitely attempt it in a moment

dry fjord
#

haha good luck

#

fuck yeah stimulants

limber rose
#

hehe

limber rose
#

Well, I seem to of figured it out

dry fjord
#

good work!

#

even though it's completely the wrong way to do it ๐Ÿ˜‰

#

whatever works I guess

limber rose
#

lol

#

it works ๐Ÿ˜›

#

but yes, I agree with you that rotating the character should work

#

but it didn't ๐Ÿ˜›

#

it might have to do with my adding the VRExpansionPlugin

#

once I add it to the VR Template even, it stops working

#

but hey, it's working, I am soooo happy, haha

#

oh wow, reading the vive/condenast press release now, pretty rad

dry fjord
#

seen the latest update to Hot Dogs, Horseshoes and Hand Grenades?

clever sky
#

That took all night to upload.

fresh laurel
#

Video is private

clever sky
#

Lol

#

Yay

dry fjord
#

good menu

#

also raw data has the worst menus in any game I've ever played

clever sky
#

Cheers

#

Haha... why's that?

dry fjord
#

hard to use

clever sky
#

Ah, the hand flashy shit

dry fjord
#

you have to fucking BE AT THE MENU, it doesn't go to where you are

#

quite often you end up in a multiplayer queue without ever wanting to be that you have to reload the game to get out of

#

it's very very unintuitive

#

you can't tell what's a button and what's not

clever sky
#

Yeah.

#

Fair enough.

dry fjord
#

you can't exit out of a lot of menu states

#

it's just shit

#

needs an overhaul

clever sky
#

I'm just sticking with the basics of menu design. tried and tested.

dry fjord
#

when you do menus in VR, think "what would apple do?" and then do it simpler again

clever sky
#

Like... I like the idea of playing with physical buttons and sliders.

#

But as menu, it's inferior to... laser pointer

#

Fuck, I'm lazy! But don't make me move my arm 30 cm per menu item when I could just move it 4 cm

#

Keep those buttons and sliders in the world itself!

#

That's what I think anyway.

dry fjord
#

the menu should be on one of the controllers

#

ez

#

guys how do I make VR over-render?

clever sky
#

over-render?

dry fjord
#

so that it's rendering at say 130% and scaling down?

clever sky
#

console command

dry fjord
#

go on

clever sky
#

setresolution

#

lemme check

#

100 default

dry fjord
#

any idea what it's called?

clever sky
#

Just have to open up my project

#

I'm using it

#

default to 150

#

r.ScreenPercentage XXX

#

So use command console node and something like game mode blueprint to set it

abstract gale
#

nice hot dog update lol

#

anyone play Solus? worth getting?

clever sky
#

@abstract gale If you like getting lost in fairly immersive alien worlds for a few hours

#

Yes.

#

It does have a find X number of items section in the game though... and the game world is huge.

#

... and leaves few clues as to where those items are

abstract gale
#

hmm, not really an alien fan yet

#

@clever sky menu looks nice, button sliders look small?

clever sky
#

Thx for feedback. Will increase them

#

I was just thinking when I set them - make them look big enough to look like sliders

#

Because the default is barely visible.

abstract gale
#

hah, yea

clever sky
#

So comparatively my slider buttons are huge!

#

Just... now in retrospect, they're actually normal sized. hahaha

abstract gale
#

VR is go big or go home and as accessible as possible I think

#

everything else can get away with other inputs

#

like if you couldnt physically grab it or place your entire finger on it.. no go

clever sky
#

Yeah. It's fairly usable that menu - I just have to shrink the laser... but I'm just using the default VRwidgetinteraction debug pointer.

abstract gale
#

ahh

clever sky
#

Which I can't customize except for color.

abstract gale
#

cant customize in BP?

#

havent tried

#

prob c++

clever sky
#

Only the color

#

As far as I can tell

#

Yeah in C++

#

just inherit and override

#

Hmmm. I'll just crib size cues from Steam menu

abstract gale
#

@dry fjord u have hhh game?

clever sky
#

They've spent time and effort making that usable.

abstract gale
#

true

clever sky
#

And people are using it now with no complaints ๐Ÿ˜„

abstract gale
#

if a baby cues.. u got a winner

clever sky
#

is that a pun?

abstract gale
#

if a baby can use it

clever sky
#

Ah

#

I'll stick my niece in there

abstract gale
#

good call

clever sky
#

But she's too small to grab the controller properly.

abstract gale
#

lol

clever sky
#

๐Ÿ˜›

abstract gale
#

my daughter is 11, perfect tester

clever sky
#

I tried man. I tried. Because she always wants to look.

abstract gale
#

just need to figure out kid testing, try this VR experience and get free ticket to disney

#

after survey

clever sky
#

Haha. *Disney

#

*offer may be limited to VR disney on steam store.

abstract gale
#

hah good one

clever sky
#

Not many people talking about Climbey...

#

bloody awesome game tho

abstract gale
#

never heard of it..

clever sky
#

Well you have now ๐Ÿ˜„

#

Also has a demo to download free

#

When you're confident your mechanics are good, you put up a demo.

#

Because people want it more. Otherwise demos actually do sales more harm than good ๐Ÿ˜›

winged shale
#

@clever sky nice menu, can you even read all that text though?

clever sky
#

Yeah easily.

#

Once you get close enough

#

The small text is just explanation text that you generally won't need to read again

#

After you figure out what the thing does.

winged shale
#

nice interaction flow

clever sky
#

Cheers

#

It's a fairly large menu. About 1.5m wide by 1m tall

#

So the text isn't small.

#

It just spawns 1m away from you by default.

#

Hmmm... Looks like someone's made a space ship management game on Steam

#

looks pretty good. downloading the demo...

winged shale
#

cute

#

slightly more micro and on-rails than what I'd want out of my game, but it looks excellent

clever sky
#

Yeah. Surprsingly solid looking for something that's flown under the radar.

#

I guess they just didn't know how to do pre-release marketing well ๐Ÿ˜›

winged shale
clever sky
#

Upvoting because I know it'll annoy me at some point

#

even if it doesn't effect me now ๐Ÿ˜›

winged shale
#

๐Ÿ˜‰ thanks

sly chasm
#

Ok, so now I know completely that my rift is genuine

#

and is brand new

#

I have the order number

#

everything's plugged in

fresh laurel
#

Did you get it second hand?

#

If so support wont help you.

sly chasm
#

I have the number though

fresh laurel
#

I am just saying. Not trying to pass judgement

#

Allthough this was a year ago

#

maybe more

#

DK2 days

limber rose
#

hm

#

have you tired connecting to different ports, etc etc?

sly chasm
#

yeah

#

Ive tried reinstalling drivers and everything

limber rose
#

:/ I don't own a Rift so not too familiar with the setup, I have a Vive

#

hm

#

yeah, I can imagine how frustrating it must be

#

but I trust you will get it working

sly chasm
#

very

#

hmm

limber rose
#

Oculus should have a rep in here ๐Ÿ˜‰

sly chasm
#

really?

limber rose
#

lol, they should yes

#

would be amazing ๐Ÿ˜›

sly chasm
#

oh

#

ha

limber rose
#

hehe

#

have you tried Reddit?

#

a lot of traffic on there, might be a thread with some steps to try

limber rose
#

lol, I'm a Conchords fan

sly chasm
#

eyy

#

I allready sent in a ticket though and they automatically responded with "we'll get to you shortly"

limber rose
#

hm

#

any simple way to check the headset is booting up right?

sly chasm
#

I dont know

limber rose
#

is it powered properly etc?

sly chasm
#

I think so

#

there's a glowing orange dot on

limber rose
#

on the Vive there is a little light, lets you know if anything is wrong (red LED)

#

ah

#

maybe look that up

sly chasm
#

and whenever my face gets close it turns off

limber rose
#

not sure what that might mean? perhaps "standby"?

clever sky
#

@sly chasm Able to try your rift on another computer?

sly chasm
#

Im going to a friend's house tomorow

clever sky
#

Yeah. Important to figure out what thing is at fault. For some reasons HMDs are kinda fickle

#

Works on one machine but not another

sly chasm
#

yeah

#

originally, yesterday, everything was on exept for the hdmi

#

now the usb's off

clever sky
#

D:

winged shale
#

ugh stupid SteamVR Beta crashing all the time, anyone else suffering this?

clever sky
#

Me

#

even when not running steamvr beta

#

actually its steam crashing

#

and making steamVR unusable

winged shale
#

for me it's ever since this latest update

sly chasm
#

okay

#

so after replugging everything again

#

and tweaking power settings

#

but replugging the hdmi does litterally nothing

clever sky
#

How are you running your monitor?

#

through HDMI?

sly chasm
#

;LAJSDFLK;JASDFL;KJ

#

EXUSE ME!!!!

#

MY OCULUS RIFT IS PLAYING MY COMPUTER'S SOUND

#

ALK;SDJFEWR

clever sky
#

??

#

It kinda works but it doesn't?

#

Anyway, if you have another HDMI port, try plugging it in that.

sly chasm
#

I dont

#

my monitor is running through dvi right now

#

my main usually uses display port

clever sky
#

Ah

sly chasm
#

usually*

#

I dont have it plugged in just in case

clever sky
#

Try disconnecting the DVI and use the DP? HDMI shares a timing chip with the DVI

#

Don't think that'll do anything though.

#

But... if it does, yay?

sly chasm
#

I pray

#

nope

clever sky
#

๐Ÿ˜ฆ

limber rose
#

๐Ÿ˜ฆ

#

feel for you, total bummer

#

keep trying :/

sly chasm
#

I think I might just get an adapter

#

that seems to work for other people

limber rose
#

hm interesting

#

did you make sure your GPU drivers are up to date?

sly chasm
#

yeah

limber rose
#

hmmm

#

sometimes USB chipsets or video cards can be weird

#

can be very frustrating

#

I have a music studio with a mac pro for instance, and the USB buss doesn't like having certain devices plugged into it, it can be like wack-a-mole when trying to get certain things working together

#

and my Vive acted funny with my old pc when I had a certain combo of HDMI/displayport/etc going on

#

on a 960

#

I wish all this gear was more mature :p but I guess this is why they call it "early adoption"

restive blade
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are you on a laptop by any chance ?

#

if you are.. turn on screen extend...

mortal current
#

how do I prevent the editor from starting up SteamVR when I open it?

#

I'm on 4.14

mortal current
#

ah, yep. thanks

dry fjord
#

does anyone have a fix for or a way to supress "SteamVR Compositor had an error on present (108)"? it's making my log unusable

wintry escarp
#

they realy need to change that, they have a ton of plugin enabled by default

pallid echo
#

@dry fjord I'm having the same issue. I posted it as a bug on AnswerHub.

dry fjord
#

cool

real needle
#

I'm not the only one that has to restart steam and steamvr if I put my comp to sleep am I?

sullen stirrup
#

it works fine after sleep here

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but it randomly hangs when working normally

#

so I guess that's expected behavior

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๐Ÿ‘€

real needle
#

Hmmm I'm seeing it on two computers

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It'll say steamVR is running and all OK, but it won't actually work in editor

#

Yeah hangs, losing track of controllers in editor etc happens all the time

#

But it's stable when playing binaries so atleast there's that ๐Ÿ˜ƒ

dry fjord
#

oh dude got something

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I never noticed but they've added filtering to the developer console

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turn off warnings

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@pallid echo

pallid echo
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Oh sweet ๐Ÿ˜„

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Getting debug info in VR is already hard enough. Don't need to make it harder damn it

#

lol

dry fjord
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actually fuck that did nothing

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I guess just use the filter text to find what you want ๐Ÿ˜‰

pallid echo
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Aw

dry fjord
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if I have a single-shot message I make it last for 100 seconds. you can see it in the editor when you stop play

#

so that at least works

#

well none of this filtering shit works what the fuck

#

I don't get what's wrong at epic

#

hire another three developers to fix stuff that regresses

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don't allow regression to become acceptable

#

write some goddamn unit tests

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because there are none

#

suddenly every release will be near perfect

real needle
#

On the topic of debugging... would anyone know how I can figure out why SteamVR Bounds isn't working in a packaged build? I'm not getting any values for "get bounds". SteamVRchaperone component is part of my BP_PlayerPawn, and that's also where I get bounds on begin play

dry fjord
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it doesn't work

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that's it

real needle
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Really? ๐Ÿ˜ฆ

dry fjord
#

yup

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zap has been hassling epic about it

real needle
#

But that's god awful!

dry fjord
#

yes it is

real needle
#

I made an extra chaperone system called safetyspikes

dry fjord
#

right up there with swamping the log with shit and not suppressing duplicate messages

real needle
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For our melee game

dry fjord
#

yeah I wanted to do a themed chaperone

#

only works in PIE though

real needle
#

Ffs... we're about to ship this demo

dry fjord
#

there's a number of things that don't work in shipping. always test in shipping ๐Ÿ˜‰

real needle
#

"Always play, always package" is our motto

#

But the safetyspikes was the last thing I did

#

Doesn't even work in devbuild

dry fjord
#

yeah

#

as soon as you're out of PIE it's gone

mortal current
#

anyone have experience importing the HTC vive controller model?

#

I just imported it from the OpenVR resources, but the model is very tiny

dry fjord
#

yeah you probably have to fix the scale

#

where'd you find the model?

mortal current
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C:\Program Files (x86)\Steam\steamapps\common\OpenVR\resources\rendermodels

dry fjord
#

aah cool

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oh boy

mortal current
#

I'm using the model in the vr_controller_vive_1_5 folder

dry fjord
#

which of my 8 drives is openVR in

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thanks, I'll search for that

real needle
#

@versed patrol You need to scale it 100 on import

dry fjord
#

I'd just measure the controller then get the model up to the same number of units

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ah, there you go

real needle
#

Or enable engine content in the content browser and you can find the mesh that unreal uses for the VR Editor

dry fjord
#

it's in meters and needs to be CM

#

oh really?

#

what's it called?

real needle
#

Yeah!

#

just search for vive

dry fjord
#

ok

versed patrol
#

@real needle wrong samgreeeeeen?

real needle
#

oh sorry haha

#

@mortal current There we go

mortal current
#

thanks, that seems right

#

now I just have to figure out why they're shaky in my game and orient them correctly

sullen stirrup
#

it's named previve or smth

mortal current
#

mannn... the 4.14 renderer keeps crashing or something

#
[2016.10.30-00.50.56:910][388]LogD3D11RHI: Timed out while waiting for GPU to catch up. (0.5 s)
dry fjord
#

that's unusual

#

I see that but it's only ever a warning and only if I'm slamming the GPU with CUDA

#

is there something you're doing that's really GPU intensive?

mortal current
#

shouldn't be

#

it's a very simple scene

real needle
#

@mortal current Make sure it's not running at 45 and reprojects

#

That's usually when you see the "shakyness"

#

I tend to leave stat fps on at all times

#

It can be an early notification that something is wrong

#

The first time I ran 4.14 I had some perf issues, and it went away

#

Make sure you don't have any movable light sources

mortal current
#

how do I see that stat in VR? ๐Ÿ˜›

#

the mirrored display the editor opens is black

junior prism
#

What kind of hand gestures are like good for VR

#

like what poses are good to have?

#

Grab / Idle / .etc

#

Point obviously

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Touch pad

#

Any more?

mortal current
#

depends on the game I'd say

#

Bigscreen has point, fist, and thumbs up

#

in that game you just sit in a room with another person and you can see their screen

#

so the pointing makes sense

#

with thumbs up you can indicate yes or no non-verbally

real needle
#

@mortal current Are you using a vive or the rift?

mortal current
#

vive

real needle
#

It shouldn't be black

#

Have you messed with console command hmd mirror?

mortal current
#

no

real needle
#

hmd mirror 0-4 will set different previews