#virtual-reality
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what I saw (months ago) is that most VR games are horribly overpriced
yeah supply and demand issue there. be the first to market and you can set the price point
or to quote Randy "it's simple economics son, I don't understand it at all"
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
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
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
ok
would love to have time to work on a proper game to release up on there
yiu can never have enough time for working on a game
I think I have quite a bit of time, but progress still feels super slooow
originally I wanted to release the game shortly after the vive was released ๐
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
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
well if your mechanics are there can always go for early access and get it in front of a few people
it's always good to learn how people actually use your stuff
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 ๐
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
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
cosmic trip
ok
I know a few months ago the problem with VR games was that there was nothing with long term motivation
raw data is coming along steadily but still problematic with a lot of stuff.
I read that name a few times now (here) but no idea what that game is about
i was playing some of that clubhouse game the other night its quite polished, free and good multiplayer on it
give it a look. made by the guys that were doing the holodeck stuff
I also don't know about "the holodeck stuff" ๐
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
ok
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
and oculus and valve wouldn't give out dev kits to people that weren't making consumer facing games annoyingly
yeah vive tracking is awesome
im going to go do the training session and get the tracker kit in december
tracker kit?
yeah you get the prototyping kit and 40 sensors
40? quite a lot
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what a ripoff
throw it all away
go back to living in caves
ride some dinosaurs
oh wait we're in VR, I guess 40 sensors was enough
$3000 per head for two days of tuition?
those sensors they're providing better be some serious shit
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
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
I think the price is designed to keep out the no-hopers
since there'll be a lot of demand
OTOH, Singapore is generally a great place to live, so big bonus on that over the states.
The food especially.
Man... a game that's a mix between Elite/Freespace and FTL would be one of my dream games ๐
FTL is an amazing space commander game.
๐
But Elite Dangerous has its head so far up its own ass that it's sad
that's what my game is!
I know. Make it good! I'm picky! ๐
it's aiming to be the space game that everyone wanted but all the devs shit the bed on making
I very well intend to
Protip:
pitorp
Travelling in space is boring.
I always wondered how they fucked up dev on a game where circles fly at you
yes! I agree
I'm including in the standard 'everyone's ship gets this' a lot of optimizations on Elite
I intend for it to be fun above all
and beyond that, really fucking cool
@winged shale - What game are you making?
Well, everyone's 'really fucking cool' differs. But I trust ya!
it's called Iron Rain, it's a game about building spaceships and space combat
If it was me, my 'really fucking cool' includes big robots. Fuck yeah. Robots in spaaacceeeee~
it will have that
Nice!
40k?
make the upgrades easy to acquire rather than free
Red Rising
Might be thinking of Steel rain
and make the ship exterior layout configurable
^
none of that hold on mates
anyway, spaceships are made out of modules, including a command module that you use as cockpit
all modules have attachment slots
excellent
Hmm hmm. Sounds sexy.
to large attachment slots
Plus it's in space, draw calls not a problem!
to small or large ones, you can add weapons, tech modules like radar etc.
blah blah
Did you use any system as a starting point for your own?
no, I built the whole thing on top of UE4
I mean design/feature wise
I've been developing this for years, and designing it for 6-7 years, waiting for the perfect moment
Oh nice.
I've got notebooks filled with pages on interesting ideas on it
So from whole cloth.
yeah it's pretty much a space game as I always wanted it
This dude is called Sean Murray, he's a game developer who works at Hello Games, they're currently making a game called No Man's Sky, and it looks amazing. Anyway, I thought this Gif might come in handy for something...
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)
hence my zero-g movement video
What kinda timeframe you thinking of releasing?
how is the player going to turn upside down in real life where there's gravity?
oh snap
not very soon, but probably closed alpha in mid-early 2017
I've already developed a non-vr half-implemented version
Ah yeah. Nice. So just working on the VR stuff enough to merge them?
then I got access to a VDK1
mostly just looking through all old code and using what makes sense
architecting code significantly better this time
because I know what I want
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
no inside of modules though
no sense of scale
so now I'm building it for VR first, then I'll adapt VR controls to PC w/o VR
So you got crew members right? Because it's a big ship game?
so, porting to KB + Mouse
yes I will have AI that can join your ship
very simple idiots that will do things you want
or your friends in a MP server
Ah yeah. So they look like 'robots'? Does that mean you get human avatars for human players?
no I mean they're AI controlled characters
ok ๐
@dry fjord https://www.youtube.com/watch?v=Rul5eB5yP6g ignore shitty test art in this level, and unpolished features that I'm working on, you'll get an idea of how the movement works
but yeah so giant robots:
Fuck yeah.
Launch out of your space ship drop bay.
Then they have time delay on your hand movement so they feel heavy
and powerful!
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
the air would be sucked out where they entered, but then they'd just rip through blast doors and employ carnage
so I'll have a massive module that fires a player in a huge robot as a boarding vessel
and you can grab-drag yourself around inside another person's ship and wreck everything
@sly chasm Cool. Did you preorder the touch?
maybe have robot guns attached
Not picking up the HDMI? Plugged right into the HDMI port on the back of the computer?
Or through extension?
i think so
Plug and unplug a few times. Also what GPU you running?
what GPU are you running
gtx 1060
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
update NVidia drivers?
btw, im typing on the on-screen keyboard
thanks! you'll be one of the first then
just gotta fix 3e99999 bugs
I'm also starting a dev blog, I'll link it when I get the server up, etc.
probably add more videos too, s'watch out
oh shit
calling Super::Tick() on an AActor invokes the blueprint tick
blueprint tick is apparently NOT a delegate for Tick()
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
avoidable latency is never good
indeed
also it looks like UpdateAnimation is called as a direct result of
componentTick on the skeletal mesh
which happens BEFORE the actor ticks
so I've solved 1 of two frames of lag, and I think if this works I'll have solved both
yep, my rift still isnt detecting stuff :/
@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.
That's crushing ๐ฆ get awesome new toy home... and it doesn't work.
It just works for me, so I haven't had to do this troubleshooting.
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).
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.
hah yep vive is very picky. some machines it likes displayport, some only hdmi
What's annoying is the Rift is HDMI only as well.
It's like these jerks think HDMI ports grow on trees.
While requiring 9XX cards that only have 1 HDMI port. 1! Who thought that was a good idea?
Cheap bastards, pay for more timing chips! Or at least use both of them on the one card!
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.
Maybe it's my monitor as well.
And I can't seem to get a solid signal over a decent distance (2.5m +)
Had problems running DP on my 3440x1440 monitor. Had problems running DP on my Vive.
Have exchanged vid-card as well... yeah, just haven't had good experiences with it.
So it's working?
no
You've done all the troubleshooting you can think of?
but the thing is I bought this off of ebay for $100 less, but it was brand new
Blown into the cable? ๐
so I dont think I can do the support ticket
Was it a legit seller?
...
I don't see why you can't get support/warranty on things bought off Ebay.
it's not second hand.
As long as you have all the receipts/email trail
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
so I dont know if he has the numbers
Sounds dodge.
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.
how is it a scam though?
If it is.
Maybe it's not? It's not working though.
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.
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
Yeah.
but I think you need the order number to get the cables
Ill try
Good luck! Hope you can join the rest of us in VR!
@winged shale Dunno if you've thought about it... but time dilation would be an amazing travel mechanic.
i.e. externally you travel slow. But internally it's fast!
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.
Would give rise to a host of interesting strategic opportunities in space faring game and make it realistic.
'realistic'
is MSAA really much worse with foliage than TAA?
surely it's the other way around?
@hard light why?
MSAA is basically supersampling along triangle edges, whereas TAA uses multiple samples at different frames, potentially causing jittery artifacts when rendering certain things
(it plays hell with the depth buffer in some cases)
I'd imagine with TAA you'd be getting a blurrier image with a lot of foliage
epic have said TAA suits foliage more due to its "fuzzy" nature
well I read this: https://forums.unrealengine.com/showthread.php?126489-Test-the-Forward-Renderer-in-your-PC-VR-projects-with-the-4-14-Preview&p=613114&viewfull=1#post613114
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.
https://forums.unrealengine.com/showthread.php?125777-Unreal-Engine-4-14-Preview
Anyone know why AO is disabled in the VR demo scene and how to enable it ?
@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
and epic basically thinks that most VR projects will use the forward renderer
I just got around to trying 4.14
this MSAA implementation is an utter joke
what the fuck
it actually looks worse than "none"
ENHANCE
that's with MSAA samples set to 4
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
@dry fjord you are probably testing it wrong
@dry fjord are you sure you have enabled the forward renderer and then restarted the project?
yup
I have myself tested MSAA and it looks awesome
clearly not in every case
look at the pinned messages, there you see my comparison
can you explain what your point is?
my point was that I tested it and that it looks great ๐
so you are doing something wrong
Need a 3rd party
so you're telling me that there's no way pre-release software is broken?
why do I hang out here
Otherwise it's going to be "Uh huh!" "NUH UH!"
@gilded oyster voters in the USA also say that
Ayyyyyyyyy
๐
@dry fjord the forward renderer in 4.14 preview is basically final, there are no changes planned towards 4.14 release
even if there's bugs?
well small bugs would be fixed
you're talking with an authority you don't have
but you are not talking about something small I think
epic never really adds more features after a preview is out
they only fix bugs
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."
so I just say what they said ๐
and that "small window" is probably over already
tbh, from that screenshot it does not look like MSAA is enabled at all
it's probably not
still a bug they can fix
I'm not in a rush for it so it doesn't bother me too much
Goddamn surface studio announcement ad is...
bloody amazing. Like old school while steve jobs still alive ads.
I'm like, I don't even want an underpowered PC monitor thing, but that stupid ad makes me want one.
got a screenshot?
Nope, not here, but it definitely leaves plenty of visible artifacts
So it's definitely not you ๐
it's never me ๐
I tried changing the msaa sample count, I think setting it to zero reverts to temporal
So basically I'm waiting to see if it gets better
something's probably disabling it
I wouldn't listen to people who think preview numbers increase without any fixes
@clever sky that's a cool idea, the time dilation thing, I'll definitely write that down!
Noice
@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
Which is hopefully a bug
970
I've found that the MSAA implementation isn't too different from FXAA...
dunno really
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 ?
that's why settings exist
I couldn't care less about VR or GPU perf, so I really hope I can get a decent MSAA later
But TXAA is awesome on normal screens ๐
MSAA is meant to look good. it's a bug.
ok D:
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
I hope it's not going to end up like this http://cdn.overclock.net/3/36/36809188_TXAA.png
Looking at this https://de45xmedrsdbp.cloudfront.net/Resources/files/TemporalAA_small-59732822.pdf I'm really doubting it's a bug, it looks like MSAA is really bad
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
forward rendering is not for all projects
I'm not using it
Looked at reasons why and there aren't any for my project
I'm working with the constraints of the original renderer
straight lines look better with MSAA
check out my examples above, there's a case where it doesn't work at all
hmm
yeah not sure whats going on there
doesn't look like I'd expect
at steam dev days the said forward rendering is definitly not a 1 button solution, otherwise they'd make it standard
but yeah not sure whats going on in your image
I'm not even making a game, I just want to see it work
do you have an image where you swap samping types?
nah
I can make one later
oh wait
I have it open now
it's not in forward rendering mode though
that's TXAA in deferred
I need to use MSAA and deferred for another project later so it'd be nice if it worked a bit
you mean and forward?
well your stuffs been looking great so, I'm sure you'll figure it out when you really need it
its hard to mess with it when you don't actually need it yet and its not working for you as expected
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
hah
I don't really need MSAA either, to be fair
I'd settle for a "Don't apply AA to this mesh / material" button
Or a "Don't apply AA under depth x" button
Or a "Apply MSAA to this mesh and TAA elsewhere"
Or just no ghosting, but that comes with the AA method ๐
yeah, deferred shading is working well for my game so far, I don't really have much text and it takes place in space
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
those bugs look like shadows are still done in screenspace
so even with forward render, some things are still done in deferred way
really poor implementation if it is
I really hope it's just disabled
those black artifacts on the ground are the worst, they crawl in VR
black? I thought you were complaining about the white outline between mesh and background shadow
both
it's picking up artifacts from somewhere else
see the edge of the ground plane?
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
to be honest I think it's worse than just not having AA.
I don't think it's disabled, you can see that it's trying to AA
but it's blending all wrong or something
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
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
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.
hmm, this all looks like a light pass, I had the same bugs with MSAA and my renderer
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?
Remember you'll have to tweak settings to get forward to work correctly anyway @dry fjord
Still investigating what those settings are
I didn't know that. When you find out tell me too please
I want to get @fair anchor on the case too
Because he's better at this shit than me
So I just fixed my render-breaking TAA issue
... By using masked instead of transparent
I am the world's most stupid person
I'd dispute that.
But I'm not sure how.
realizes his self deprecating joke could also be taken an insult
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
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
Well, masked won't ghost when moving
That's really the important part for that kind of stuff
nice, but you can't put partial translucency with masked, right?
Nope
Ah
So it's a tradeoff
forward rendering is still young in the UE4
Ah well. I'll keep my partial transparency
I, for one, welcome my new masked transparency overlord
I haven't found it to make my text particularly unreadable.
I'm sure with enough bitching and whining we can get Epic to properly implement forward translucency
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.
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
I did 40min of modeling showoff once, only to realize it also came with 40min of Nightwish
omg hahaha
Gotta make a channel and stuff
Alright.
So that's starting.
And with my aussie net connection, I'll have it uploaded in...
20 mins?
hehe
I dislike how shadowplay doesn't give you any indication of how long it's going to take
Pretty smooth experience though
Lol.
I've called my demo 'Unreal Engine Demo | Shot with Geforce GTX
thanks shadowplay.
Didn't save the name I typed in earlier.
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.
yeah positional climbing is ez pz
Niceee
What's the rotational part?
I'm leveraging that grip button to the hilt.
It's a mode shift to me.
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
Ah
you rotate yourself as you would on the ISS
No vection?
none for me, and I puked when I first tried my DK1
Hehe. I've never puked from VR ๐
it's extra good when you have direct control, it feels more like moving the world than you moving through it
my wife says the same thing, that now that I've got it implemented properly, it is like moving the world
Makes sense for a space game... but not great for VR
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
Probably set that functionality into pro-mode
yeah
Gotta dial make simulation to accommodate for usability sometimes ๐
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
Hmm. Could work for sure.
and when you start moving with your hands, everything will be fine again
Ah
in the top right corner
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!
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.
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
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.
especially the procedural elements of the non-vr version of my game, I could get lost for hours "bug-checking"
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.
Nah, not that.
The smooth lerping of Z position when you get up on a ledge
Back to the eye height.
oh yeah that's important
I was just going to port.
that's what I was talking about with going up stairs yesterday
do expo-out up to head position and floor position matching
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.
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 ๐
It seems to ignore the collision that's attached to the mesh and instead creates its own sphere collider.
Actually that's not right, I guess my question is what is this green thing around the BP Mesh? It seems to freak out when I put it into a tight space.
@vale matrix That's the center of mass for the object
You change Center of Mass under the physics options in that BP.
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
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
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?
Like/Retweet please: https://twitter.com/victorburgosG3/status/792132036098138112
Like #zombies #indiegame ? #gamedev #indiedev Made in #ue4 #videogames #vr #HTCvive #SteamNewRelease #justdoit https://t.co/3heoX7OWbE
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 ๐
@limber rose thanks for the insight, i'll leave at 90 ๐
yeah, ๐
I guess the intention is to replicate the "natural" FOV of vision, so switching the default value does strange things hehe
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"
what are you trying to do?
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
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
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?
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 ๐
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
lol
ok, I will give it a shot again with a fresh mind after a redbull โค
thanks for your input, will definitely attempt it in a moment
hehe
good work!
even though it's completely the wrong way to do it ๐
whatever works I guess
lol
it works ๐
but yes, I agree with you that rotating the character should work
but it didn't ๐
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
Video is private
Lol
Yay
Ok, try again? It's a vid of my menu that @winged shale requested a look at. https://www.youtube.com/watch?v=J2LD9KPCPik
hard to use
Ah, the hand flashy shit
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
I'm just sticking with the basics of menu design. tried and tested.
when you do menus in VR, think "what would apple do?" and then do it simpler again
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.
over-render?
so that it's rendering at say 130% and scaling down?
console command
go on
any idea what it's called?
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 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
hmm, not really an alien fan yet
@clever sky menu looks nice, button sliders look small?
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.
hah, yea
So comparatively my slider buttons are huge!
Just... now in retrospect, they're actually normal sized. hahaha
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
Yeah. It's fairly usable that menu - I just have to shrink the laser... but I'm just using the default VRwidgetinteraction debug pointer.
ahh
Which I can't customize except for color.
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
@dry fjord u have hhh game?
They've spent time and effort making that usable.
true
And people are using it now with no complaints ๐
if a baby cues.. u got a winner
is that a pun?
if a baby can use it
good call
But she's too small to grab the controller properly.
lol
๐
my daughter is 11, perfect tester
I tried man. I tried. Because she always wants to look.
just need to figure out kid testing, try this VR experience and get free ticket to disney
after survey
hah good one
never heard of it..
Well you have now ๐
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 ๐
@clever sky nice menu, can you even read all that text though?
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.
nice interaction flow
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...
cute
slightly more micro and on-rails than what I'd want out of my game, but it looks excellent
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 ๐
by the way, I've filed a bug report for the 1-frame latency on animBP, check it out here and if this is bugging you too, please vote it up so it can get resolved for all of us: https://answers.unrealengine.com/questions/515893/animation-blueprint-with-ik-has-latency-of-1-frame.html
Upvoting because I know it'll annoy me at some point
even if it doesn't effect me now ๐
๐ thanks
Ok, so now I know completely that my rift is genuine
and is brand new
I have the order number
and it's still doing this:
everything's plugged in
I have the number though
I am just saying. Not trying to pass judgement
Allthough this was a year ago
maybe more
DK2 days
:/ 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
Oculus should have a rep in here ๐
really?
hehe
have you tried Reddit?
a lot of traffic on there, might be a thread with some steps to try
lol, I'm a Conchords fan
eyy
I allready sent in a ticket though and they automatically responded with "we'll get to you shortly"
I dont know
is it powered properly etc?
on the Vive there is a little light, lets you know if anything is wrong (red LED)
ah
maybe look that up
and whenever my face gets close it turns off
not sure what that might mean? perhaps "standby"?
@sly chasm Able to try your rift on another computer?
Im going to a friend's house tomorow
Yeah. Important to figure out what thing is at fault. For some reasons HMDs are kinda fickle
Works on one machine but not another
D:
ugh stupid SteamVR Beta crashing all the time, anyone else suffering this?
Me
even when not running steamvr beta
actually its steam crashing
and making steamVR unusable
for me it's ever since this latest update
okay
so after replugging everything again
it now looks like this:
and tweaking power settings
but replugging the hdmi does litterally nothing
;LAJSDFLK;JASDFL;KJ
EXUSE ME!!!!
MY OCULUS RIFT IS PLAYING MY COMPUTER'S SOUND
ALK;SDJFEWR
??
It kinda works but it doesn't?
Anyway, if you have another HDMI port, try plugging it in that.
I dont
my monitor is running through dvi right now
my main usually uses display port
Ah
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?
๐ฆ
hm interesting
super lame I know, and I am sure you've seen it, but just incase: https://product-guides.oculus.com/en-us/documentation/rift/latest/concepts/rgsg-3-ts-setup-troubleshooting/
did you make sure your GPU drivers are up to date?
yeah
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"
ah, yep. thanks
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
they realy need to change that, they have a ton of plugin enabled by default
@dry fjord I'm having the same issue. I posted it as a bug on AnswerHub.
cool
I'm not the only one that has to restart steam and steamvr if I put my comp to sleep am I?
it works fine after sleep here
but it randomly hangs when working normally
so I guess that's expected behavior
๐
Hmmm I'm seeing it on two computers
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 ๐
oh dude got something
I never noticed but they've added filtering to the developer console
turn off warnings
@pallid echo
Oh sweet ๐
Getting debug info in VR is already hard enough. Don't need to make it harder damn it
lol
actually fuck that did nothing
I guess just use the filter text to find what you want ๐
Aw
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
don't allow regression to become acceptable
write some goddamn unit tests
because there are none
suddenly every release will be near perfect
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
Really? ๐ฆ
But that's god awful!
yes it is
I made an extra chaperone system called safetyspikes
right up there with swamping the log with shit and not suppressing duplicate messages
For our melee game
Ffs... we're about to ship this demo
there's a number of things that don't work in shipping. always test in shipping ๐
"Always play, always package" is our motto
But the safetyspikes was the last thing I did
Doesn't even work in devbuild
anyone have experience importing the HTC vive controller model?
I just imported it from the OpenVR resources, but the model is very tiny
C:\Program Files (x86)\Steam\steamapps\common\OpenVR\resources\rendermodels
I'm using the model in the vr_controller_vive_1_5 folder
@versed patrol You need to scale it 100 on import
I'd just measure the controller then get the model up to the same number of units
ah, there you go
Or enable engine content in the content browser and you can find the mesh that unreal uses for the VR Editor
ok
@real needle wrong samgreeeeeen?
thanks, that seems right
now I just have to figure out why they're shaky in my game and orient them correctly
it's named previve or smth
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)
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 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
how do I see that stat in VR? ๐
the mirrored display the editor opens is black
What kind of hand gestures are like good for VR
like what poses are good to have?
Grab / Idle / .etc
Point obviously
Touch pad
Any more?
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
@mortal current Are you using a vive or the rift?
vive
no
hmd mirror 0-4 will set different previews