#virtual-reality

1 messages Β· Page 39 of 1

junior prism
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So:
Grab / Idle / Point / Fist / Thumbs Up / Hand open (For touch pad or long grab) - Any more?

mortal current
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that console command doesn't seem to exist in the editor

real needle
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hmd mirror 1

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hmd mirror 2

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perhaps they changed it in 4.14? let me check

mortal current
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oh, just no autocomplete

real needle
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yeah

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plenty of those

junior prism
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You know what would be cool?

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For the PC / streaming side of things with VR, if they outputted 3D glasses signal

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so you could see depth instead of one eye of the HMD

mortal current
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hmd mirror 0 doesn't work in 4.14 it seems, the rest do

real needle
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hmd mirror 0 turns off the preivew

mortal current
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ooo

real needle
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but remember that they don't work in a packaged build

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only editor

golden snow
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There's a way to get a full-screen Vive desktop window, no annoying black bars.

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Can modify it at the Engine Level and Editor, so it works in both

real needle
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@golden snow Yeah I've done it, I can share the code if you want

golden snow
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No thanks, we have it.

real needle
clever sky
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I should probably bitch at Epic on answerhub to fix that Chaperone bound issue on packaged.

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But you can 'work around' the problem by letting the user set the size of the bounds manually.

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And bypass the check nodes.

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Upvotes for visibility plz!

dry fjord
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could do a room calibration from in-game

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get them to walk towards the edge and mark the room edge from just before when the controller suddenly dropped down the z axis

junior prism
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It was strange how I mentioned that in stream the other day without even knowing it was an issue

clever sky
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@dry fjord Not a bad idea! Stand in a corner and calibrate!

junior prism
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It'd be easier in game than the cailbration tool because we have access to the camera don't we?

clever sky
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Which camera?

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The in game camera or the Vive camera?

junior prism
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Oh yeah, forgot not everyone uses the Vive πŸ˜›

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Yeah, the vive

clever sky
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Well, if you need that, sure. But I was thinking that it'd be easy enough for anyone to do it just by standing near the chaperone floor bounds

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Which will still come through because that's a SteamVR thing

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Or they could just lift off the headset. Anyway they do it, it's pretty easy!

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show's a bit of that boundary alteration

dry fjord
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Get them to take off the headset and draw the bounds

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I prefer clicking in the corners

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It's all kinds of shit though, I wonder if we coughs just make a cpp plugin to fix the big

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Bug

clever sky
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Probably. But mainly it involves getting info from the SteamVR side properly.

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I got no idea how to do that.

dry fjord
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Copy the editor

clever sky
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The editor?

dry fjord
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The editor gets the bounds

clever sky
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Ah yeah

dry fjord
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It'll just be a context thing

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Although why we don't just tag @eternal nexus is beyond me

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Oops

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πŸ˜‰

clever sky
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Nice. Can he do something about it? πŸ˜›

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Can we spam all the epic staff or would that be rude?

dry fjord
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Nick, can you tell us please if the chaperone bounds will be available to blueprints in packaged games soon? It's bugged at the moment and only shows in editor

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Like is it on the epic radar?

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Yes it'd be rude to spam

clever sky
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Like a bat signal. Save us epic!

junior prism
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Wait, @dry fjord You're having issues getting the bounds in BP?

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I got it fine? 0-0

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You watched me do it lmao

clever sky
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@junior prism Did it work once you had the project packaged?

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Because that's the issue.

dry fjord
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yeah, works in editor, not in packaged

sturdy coral
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@clever sky there are other problems with Chaperone bounds: if you start the game with your headset and controllers outside of tracking, you will never get valid bounds even when you later enter tracking. Happens to me in dev all the time when I move from my desk to my playspace, so I made a fix for it. Maybe it will fix the packaged issue as well.

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It is also a required fix if you want to allow moving between multiple tracking universes (pairs of base stations) without exiting and receive updated bounds

dry fjord
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Oooooo

clever sky
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@sturdy coral Nice. Thanks for sharing that. Side question... so how do I use this fix? πŸ˜›

sturdy coral
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@clever sky you mean how to apply the diff, or how to use the fix in blueprints (it changed the get bounds interface a bit)?

clever sky
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the former... or both? Assume I have no idea what that file is (because I don't)

sturdy coral
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it is a unix diff file, basically a file that puts a + in front of any line added, and a - on any line removed

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it is the output from 'git diff'

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you can just manually apply it in this case since it is so small, or with a unix shell you can apply it using the patch command

clever sky
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Ah... so it modifies the source files for the steamVRcomponent?

sturdy coral
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and with github's windows shell there is probably a way to do it too

clever sky
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Ok. Cool. I'll look into it. Cheers for the pointer!

sturdy coral
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yeah, it lists each file it modifies with a --- and a +++

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--- is the old file, +++ is the new one

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you can put it on pastebin or something and it will probably syntax highlight it for you

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I'll put up a commit on github with it too, right now I have one but it is split across multiple commits

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I'll probably put it as a pull request pretty soon, because I heard they are refactoring chaperone to support Oculus' guardian as well

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and I want to make sure they have this bug fixed and it doesn't get enshrined into the interface

clever sky
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Ah yeah. That makes sense. Thanks for the hard work!

sturdy coral
clever sky
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Thanks. That helps!

sturdy coral
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the lines that look like '@ -376,6 +381,7 @@ private:' tell you the line number of the old file vs the new file

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and then the lines with --- and +++ tells you which file is being modified

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then on the blueprint side basically GetBounds now has an additional return value, IsValid

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so you can repeatedly call it in a loop until IsValid is true

clever sky
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Ah cool. I was looking at those numbers and thinking... is that his room size?

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Makes more sense this way!

sturdy coral
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with the old way it would try to get the bounds at start up, cache them even if they were invalid, then never update them again

clever sky
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Yeah, even if it doesn't fix the packaging issue, it helps - because I do notice that unreal likes to bug out with those bounds.

sturdy coral
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yeah, I'll have to test packaging, because that would be a big issue for my game

clever sky
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Forces a restart - not as bad for me as I imagine for you though, as my desk is right next to my play area

sturdy coral
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I can say I have done packaged builds and I have a loop that is checking that they are valid before things start

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and it has returned true

clever sky
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Ah ok.

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That's good to know.

sturdy coral
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but no idea if the packaged build bug would some how fake it into thinking it was valid or something

clever sky
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Yeah. I'm using a less than ideal 'manual input' option right now.

sturdy coral
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yeah, you don't want to force that on users πŸ˜ƒ

clever sky
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Trick them as part of the 'initial calibration process!' πŸ˜›

sturdy coral
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heh

real needle
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@sturdy coral Does that workflow help you when you want to update your source build to a newer version of the engine? I'm still getting used to working out of source and I haven't learned how to keep source in a way that allows me to pull updates without issues. I've been reverting to default, updated, and then added my changes back. It's quite tedious and I tend to stay away from source changes because of it.

sturdy coral
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@real needle I haven't made any extensive changes so I'm not really sure, in this case it was split across two commits because it either auto merged wrong or I didn't resolve a conflict correctly. When I moved to 4.13 I just manually used git cherry-pick to bring in the few changes I had made.

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I think generally moving from major engine versions you'll want to cherry pick or rebase all your changes and bring them over to the new version rather than just trying to merge the new version downwards, but I'm not much of a git expert

real needle
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Neither am I, but you gave me something to google, thanks!

mortal current
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has anyone noticed the vive floor being miscalibrated when running the vr preview? it seems that even after I correct it, the problem comes up again

dry fjord
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what's UDIM?

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oh like ptex?

mighty carbon
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Do you think Zenimax can crush Oculus/Facebook ?

dry fjord
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asking the important questions

mighty carbon
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I read something (although it was from Polygon πŸ˜‰ ) about Carmack's HDD containing evidence against Oculus

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and that Samsung was ordered to produce some evidence

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makes me wonder if there is a great possibility of Rift/Touch going to Bethesda (or some new division of Zenimax) and becoming Bethesda-only platform

dry fjord
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it's a simple civil dispute

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either things carmack worked on at work belong to his employer or they don't

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they just want to squeeze facebook for money and given how big VR can get it's worth the lawyers

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they won't be able to sue and "take" oculus

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but they will be able to demand substantial damages

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facebook might decide to sell oculus as well as the burden of responding to litigation

mighty carbon
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well, they do, depending on a buyer, things might change with how Oculus operates and who can get on Oculus Home, and so on

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right now anyone can, given that they have decent project

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worst case scenario - only AAA devs can (or publishers) + Oculus scientists leaving to greener pastures

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I would hate to invest money into Oculus hardware at this point, until legal battle clears up 😦

dry fjord
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someone was raging about how oculus is a "more curated experience without shovelware"

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I dare say everyone here is locked out of oculus home if that's the case

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it's more likely that the original statement was just stupid though

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there's plenty of shovelware on oculus home

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aren't you using a gearvr motorsep?

mighty carbon
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I love Oculus for that (walled garden)

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Yeah, I've been making something for Gear VR

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but now that Samsung has been summoned to court too, I feel uneasy about Oculus in general

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(and I am still pro-walled garden stores; just like Steam used to be not too long ago)

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Steam has more shovelware than Oculus Store has

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I also think that there gotta be a way to be not walled garden in general, but provide better visibility tools and features.

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and do something about dumb review system

dry fjord
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the "walled garden" added nothing of value. it's not like apple's walled garden where there's something to defend - your privacy

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in general walled gardens aren't good unless they have a reason to exist other than exclusivity

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oculus is poison in that regard

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then they sell shovelware regardless so it becomes a technology court

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which is about the most toxic thing I can imagine

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ballmer wanted to hold technology court

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to give an example

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one major difference between oculus and steam - at least on steam you can see reviews

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some things lauded on the oculus store got really shitty reviews on steam just for being bad games

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for that reason I'd rather be in an open free market where anything has a chance and the consumer is simply protected as a matter of rights, rather than severely limiting what the consumer even sees

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and when what they see is a duplicitous choice you basically have the north korea of VR

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oculus says it's the best, blind fanboys say YES ITS THE BEST and nobody is the wiser, except the 90% of VR users who are actually on steam

grim condor
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i do agree with you antidamage, but the market is still so small, only a few hundred thousand users, i think it is what happens in 2017 that will set up the marketplaces. Oculus still have time to do the right thing and as much as i love steam, it has its issues also

mighty carbon
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Steam was a walled garden once

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someone you keep ignoring that fact

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yet, it was possible for indies to get in

grim condor
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i remember exactly the same hate towards steam many years ago

mighty carbon
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and once you got in, you were golden

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once Steam opened floodgates, an average indie suddenly stopped making a living

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your game now had to be either sensational, or you had to invest a lot into PR and marketing

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which is still out of reach for many garage indies

dry fjord
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the market is at around 6-7 million if you include gear VR

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that's per device

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I'm not ignoring the fact that steam WAS walled

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clearly it was a bad idea

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don't put words in my mouth and look at what it is now

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live in the real world with the rest of us

mighty carbon
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no, clearly was a great idea

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less competition

dry fjord
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you also can't just say "steam did xxx now nobody makes money"

mighty carbon
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more money

dry fjord
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vendors who can't move with a market will get shut out of profits

mighty carbon
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do you have deep pockets? Good for you if you do. Average indie doesn't.

dry fjord
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there's no such thing as a passive income. you at least have to be ready to re-tool and re-deploy

mighty carbon
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that has nothing to do with visibility

dry fjord
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if you think it's all about deep pockets, are you a genius or a moron for not seeking VC?

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is everyone who seeks VC a genius and is everyone else a moron wasting their time?

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did you seek VC?

mighty carbon
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if only 5k of people know about your game, you aren't making any money. You can update every damn day and you still won't have much coverage

dry fjord
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is there a way to solve that?

mighty carbon
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walled garden

dry fjord
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or should it all be easy and weighted in favour of developers who do nothing for themselves?

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and when you can't get into the walled garden?

mighty carbon
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make a good appealing game, get on, and get your income

dry fjord
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speaking of walled gardens, how has "no shovelware" worked on ios?

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I think we don't understand what a walled garden is

mighty carbon
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if you can't get into walled garden, then maybe you should switch a field or go work at a day job

dry fjord
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I mean what happens when YOU don't get in?

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worse, what happens if your idea of fun and quality and someone else's don't match up?

mighty carbon
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that's what I will do - switch business model and/or continue with my day job and become a statistic

dry fjord
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so you're prepared to fail?

mighty carbon
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they never match up

dry fjord
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on an entirely avoidable clause?

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I have to say, a lot of the devs in this discord have fixed ideas and you can see where their efforts will end. at least you recognise yours will.

mighty carbon
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I already succeeded (and failed) - nothing new to me πŸ˜ƒ

dry fjord
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are you planning to fail the same way twice?

mighty carbon
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Second time will be definitely different

dry fjord
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I'm not going to say that VC is easy, it's a lot of work and putting yourself out there, but it's also your marketing budget.

mighty carbon
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I didn't fail because I didn't manage to get into walled garden

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I don't want to deal with VCs

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last time I was talking to a publisher, my cut was similar to what I make on my day job and that was before taxes and no insurance

dry fjord
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I think you'll find that you live or die based on whims when it comes to the oculus store. a lot of devs rely on long tail income and oculus won't allow you to have that. they'll want to keep it "fresh"

mighty carbon
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what kind of business model is that?!

dry fjord
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that is, if your assumption about them having more quality is true

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I still assert that their "quality" games were shovelware and just there to take advantage of VR being new

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don't bother with a publisher, do VC. find a reasonable split or find a new VC partner. in fact do angel investing, find someone who just loves the idea and is willing to risk the money for the sake of the idea.

mighty carbon
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I don't deny Oculus Storm has some weird ass shit that I have no idea how it got there (maybe a proof of "it's who you know" privileges?)

dry fjord
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that's the thing, it's a technology court

mighty carbon
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is angel investing still around?! o.O

dry fjord
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and it feels like oculus is being run by playing favourites

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yes it is

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especially when it comes to VR

mighty carbon
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hmm

dry fjord
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VR is one of those things where every investor feels like he should have his foot in the door

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and there's not enough good projects to fund

mighty carbon
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lol, is there a class "how and where to look for an angel investor" ? πŸ˜„

dry fjord
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I'd start by reading some FAQs and guides on YCombinator

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you have to know people to find people

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get involved in a VC community

mighty carbon
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that's why I'd rather have a partner who deals with all that junk.. With day job, family and not being in my 20's it's kinda impossible to juggle with development, art and getting into VC community

dry fjord
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so get a partner

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if you know the way forward, take it

mighty carbon
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lol

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that's why walled garden is better

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it's a much straighter path to success than anything else

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(and sometimes to financial freedom)

dry fjord
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development within your comfort zone will usually have the same outcome as the last time

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sometimes that's good, sometimes that's bad

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meh all of your success hinges on one thing though

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and oculus are cunts to deal with

mighty carbon
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and if Oculus deals with favoritism, then no, it's not the walled garden I imagined

dry fjord
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just like steam were back in the day

mighty carbon
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(and not the one I dealt with when Steam was walled garden)

dry fjord
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favourites is an eternal facet of dealing with humans

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it's always there

mighty carbon
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Valve didn't know me

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also, I'd not be bitching about Steam if they just got their store fixed

dry fjord
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when everything hinges on knowing someone, I'd sooner know a VC and pay my way in. way more chances at meeting the right someone. rather than appearing a gatekeeper to the only market.

mighty carbon
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for you - maybe

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not for me

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there is a good book about success.. I forgot the exact title

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but it outlines (with details and based on facts) why some people where they are, and some are nowhere, no matter the talent and their persistence

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don't get me wrong, miracles happen

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Minecraft is one of the good examples (although if you look deeper, there are roots to it that helped Minecraft to blow up big)

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thinking back, I could have been in a better position after I released my game, if I just did certain things right (and if some of the circumstances were different). But I didn't, and that set me back, far back.

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once thing for sure - diversification is critical

grim condor
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failure is just early steps of success

mighty carbon
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true, but the older you get, the less step you have left

clever sky
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Oh minecraft.

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The once in a century lightning strike of right thing at the right time.

dry fjord
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Disregard Minecraft

clever sky
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I thought it was originally meant to be a 3D Dwarf Fortress clone

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Poor poor Dwarf Fortress. The deepest game in computer gaming, and only computer scientists and other really esoteric types would want to play πŸ˜›

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Yeah, Dwarf Fortress is an example of how not to run an indy game.

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Kinda. I mean the brothers are happy doing what they do, and they have just enough to get by.

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But... the game could've moved along much faster and reached a broader audience if they'd have been willing to charge and hire people to work with them.

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But maybe... maybe Dwarf Fortress is actually a training simulator for operators outside the Matrix. You know how they watch the green code and see the matrix? That's kinda how Dwarf Fortress' ascii art is to people... after a while, they just get it.

dry fjord
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Maybe we're the machines

clever sky
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And the dwarfs are the people?

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Like we're all agent smiths?

grim condor
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thats some deep shit for a monday

mighty carbon
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still Sunday here... Westworld show is getting better and better with every episode πŸ˜ƒ

clever sky
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Oh shibs westworld

fresh laurel
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WEW LAD

pearl tangle
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screenshot from some software im working on. Look familiar? πŸ˜‰

clever sky
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Looks like you grew a petri-dish world.

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πŸ˜„

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What's it for? urban planning?

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Real-estate selector?

pearl tangle
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it was a square tabletop 1 before but then after watching westworld i decided to make it round. it's an actual landscape in unreal too

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its an urban planning thing

clever sky
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Fancy

pearl tangle
clever sky
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Which landscape in unreal is it?

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Or do you mean it's an asset you've brought into unreal?

pearl tangle
clever sky
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as opposed to a premade one from Epic, like landscape mountain

pearl tangle
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the actual stuff is from satellite scans and other data but the landscape in there is an unreal landscape that has been shrunk down so it's room size but then you can shrink yourself in vr to move around it at different scales

clever sky
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Nice.

pearl tangle
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so the starting scale in the room has you at a 2000:1 scale

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then you have a control panel in 1 controller so that you can change the background and detail layers and your scale

clever sky
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How do you scale change in unreal? I thought it was by using the world scale setting

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But you can't set that at run time... at least not with BP D:

pearl tangle
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yeah you can

clever sky
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Oh. What do you call?

pearl tangle
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you just adjust the "world to metres" setting

clever sky
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I wanted to do a thing where you could scale the world around in real time per tick

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like pinch to zoom

pearl tangle
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initially its 100. so can just scale it from that

clever sky
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but in VR πŸ˜„

pearl tangle
clever sky
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Yeah, I'm familiar with that setting. I just don't know how to set it in BP

pearl tangle
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call the node "set world to meters scale"

clever sky
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Ahhhh

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You have to uncheck the context

pearl tangle
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shouldn't have to if you just call it not off anything else

clever sky
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Or just not call it from a world settings reference.

fresh laurel
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Interesting

clever sky
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That's what was tripping me up

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I kept trying to drag it off the world settings reference πŸ˜›

pearl tangle
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hah yeah its just its own setting

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so a pinch to zoom is pretty easy actually. same way the vr editor works

clever sky
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Cool.

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Yeah, I had the code all set up ready to go, but couldn't find that node, so I scrubbed it D:

pearl tangle
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im demoing this to people that have never used a vive before though so made it super simple and just use the buttons on a control panel

fresh laurel
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Oh nice

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Is that unreal landscape or no?

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@pearl tangle - How did you set that up?

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I am lagggging

pearl tangle
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yeah its unreal landscape

fresh laurel
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Ok

pearl tangle
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just done with a heightmap imported from satellite data

fresh laurel
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Sorry Should have been more specific - How did you set up the road network

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Ok

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What modifications did you need to make the the satellite data?

pearl tangle
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nothing, you just import and image for the landscape. its just a basic heightmap

fresh laurel
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ok

pearl tangle
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only needed to make modifications to the other data to use the same projection methods so that everything matched up correctly

fresh laurel
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Care to go into detail on the last bit?

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I want to use satalite data for a project of mine.

pearl tangle
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well the world is round and different map data uses different ways to compensate for that for flat images. google uses different methods than other mapping companies because people use it differently. so needed to change projection methods around so that my road information and stuff matched with the same methods as the google satellite images

fresh laurel
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ok

clever sky
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What's the road? A decal layer?

pearl tangle
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I have 12 different layers of detail information. At the moment they are in there as decals projected onto the landscape but this is the proof of concept. full version will be pulling the data from a REST API and creating spline points for all that stuff

fresh laurel
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Interesting

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Like serious that is really cool

pearl tangle
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well longer term is pulling in real time information. so will be using it to track fleet's, display real time energy and water usage and other stuff. at the moment it's being done in VR but will be converting it to AR once the tech gets a bit more advanced

fresh laurel
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Awesome

dry fjord
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oh god it's fucking halloween

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got no decorations out, still fucktards are knocking loudly on my door

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I might rig up a flamethrower

fresh laurel
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How well does the world to meters work with the world compostion toolset in unreal?

dry fjord
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planks with nails in are pretty much autonomous though

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just lie them down

fresh laurel
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LOL

mighty carbon
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how much RAM do I need for UE4 to run smoothly? I have 8Gb and 4.11 worked smoothly, but 4.13 runs like shit. freezing constantly, especially after I select an actor, or if I drop in an actor into the level (and with that it can take up to 15 min for short frequent freezes to subside). In other words it's unusable on my PC :/

pearl tangle
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world to meters works fine. Just cant get it too small or camera clipping becomes a problem

fresh laurel
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ok

pearl tangle
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are you monitoring your ram usage @mighty carbon ?

mighty carbon
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not particularly.. I did when Epic asked me to, but RAM usage didn't change during those freezes. CPU usage spiked to 100% though.

dry fjord
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I just told my first group of them to fuck off. I am such a grumpy old man. I even took my shirt off to answer the door.

pearl tangle
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give it a monitor and see if you are actually hitting capacity with your ram. with the new windows update im constantly sitting on 100% cpu usage

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doesn't sound pedaphilic at all @dry fjord ...

mighty carbon
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no, I am not hitting max capacity

pearl tangle
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taking your shirt off to greet kids at the door

dry fjord
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more hostile old man thing I reckon

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it was the most redneck thing I had to hand

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when in doubt, man boobs out

fresh laurel
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AAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHH

dry fjord
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see it scared headclot

fresh laurel
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πŸ˜›

pearl tangle
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or turned him on..

clever sky
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His aneurysm exploded in wonderous delight at the sight of antidamage's man boobs

fresh laurel
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Tempted to pick up the Art of Combat on the market place

clever sky
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thus the "AAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHH"

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Do you mean 'Art of Fight'?

pearl tangle
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it looks interesting.

fresh laurel
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@clever sky - one sec

#

That

clever sky
#

Ah cool

dry fjord
#

20 is too old to be trick or treating

pearl tangle
#

thought you were talking about the VR game on steam

clever sky
#

@fresh laurel how well do you think Art Of Combat will work with VR games?

#

first person VR games

fresh laurel
#

@clever sky - Unsure

#

Wait I am in the VR Channel

#

:\

clever sky
#

What are you buying it for then? Some sort of third person fighting game? πŸ˜›

#

Haha πŸ˜› yeah.

fresh laurel
#

Yeah more than likely

clever sky
#

Fair call.

clever sky
#

But we've already been hit by the eternal september D:

fresh laurel
#

D:

clever sky
#

@sly chasm How's your Rift? Figured it out? Apparently you might want to check the HDMI connection to the Rift itself (not the end connecting it to the computer). The cable connects to the Rift headset sometime gets loose.

#

Just pop off the facial interface (foam insert) and then make sure the cable is properly pushed in.

mighty carbon
#

thinking about getting Intel Celeron Processor G3920 (Skylake architecture) for initial upgrade from my ancient AMD Phenom x3. Is it worth it?

#

(this isn't to run VR, but for working on VR project as my current PC is just not letting me work with UE4)

clever sky
#

Sounds painful and underpowered. Even for just working on VR.

#

But better than what you had before.

mighty carbon
#

it's about as bad as i3

#

and it's better than what I have now (quite a bit better)

#

plus Z170 would allow me eventually go for i7 and 32Gb of RAM

#

I can't work on anything right now with UE4 since it freezes for 10 sec all the time

dusky moon
#

Guys, Is there any 3D audio feature in UE that I'm missing ? my sounds in VR sound really flat 😐

junior prism
#

Are you using attenuation settings or play sound 2d?

#

If you're using play sound 2D, you need a slap πŸ˜›

dusky moon
#

no I'm using attenuation but still it doesn't feel like 3d

sturdy coral
#

@dusky moon did you try the Oculus audio plugin?

#

turn it on then set your attenuation/spatialization settings to HRTF

dusky moon
#

@sturdy coral well I'm using the Vive , so that might not be for me ?!

sturdy coral
#

it works with Vive

#

and has a better license than the general Oculus SDK

dusky moon
#

wow nice ! will try it

#

how do you like it in compared with Attenuations ?!

sturdy coral
#

It is significantly better, it isn't perfect though.

dusky moon
#

awesome ... thanks man

hard light
#

Oculus audio plugin, you say?

#

I shall have a look into this

#

UE4's default audio is not exactly great

mighty carbon
#

I thought Epic actually added a lot of spatialized audio goodies in 4.12 and added more in 4.13 for PC / consoles

dusky moon
#

but still it's not 3D audio

#

Google is making 3D audio SDK for daydream

sturdy coral
#

I hope Google will finally improve android audio latency

mighty carbon
#

spatialized audio is 3D audio πŸ˜‰

#

and it works for me in the Editor without any plugins

sturdy coral
#

@mighty carbon not necessarily; it is designed for speakers, etc.

mighty carbon
#

works in headphones just fine

sturdy coral
#

@mighty carbon HRTF audio is based on ear shape frequency attenuation, realistic occlusion from your chest and shoulders

#

I don't think the built in one does most of that

sturdy coral
#

3D spatialization is now possible for stereo assets on PC, Xbox One and PS4 platforms. Stereo spatialization essentially spatializes each input source channel (e.g. Left and Right channels) as if they were mono-sources. The positions of the left and right channels are determined by the sound's emitter position offset by a 3D Stereo Spread, a new parameter in Sound Attenuation Settings.

#

that isn't the same at all

#

just lets you adjust the virtual stereo spread, doesn't do HRTF

mighty carbon
#

hmm.. I was under impression Epic added HRTF

sturdy coral
#

Right, I mentioned that above, the Oculus SDK is built in, you just have to turn on the plugin and set HRTF on your attenuation settings

#

I'm not sure what PSVR devs are using

spring pond
#

we shipped our vive only thing with the oculus audio SDK for UE4 πŸ˜ƒ

mighty carbon
normal thorn
#

anyone have experience with landscape actors being super slow for GPU?

#

not sure why this is happening but I'm not at 22ms with nothing visible except the landscape actor

#

turn that off and back to sub 11ms

#

probably something I'll just have to hunt down... seems to have to do with lighting the landscape.

pallid echo
#

@normal thorn How big is the landscape?

normal thorn
#

not huge

pallid echo
#

Hm..

#

What's GPU Profiler tell you?

normal thorn
#

well I don't know when the issue started, b/c playback of everything is still smooth. But my stat unit says otherwise

#

so I'm going to try a restart

#

I'll check the profiler next tho

pallid echo
#

Everyone is different when it comes to noticing lag. For instance myself, I can instantly tell when I drop even a few frames. I have some friends though that can't tell the difference between 60 and 90FPS.

normal thorn
#

so off everything hidden, except landscale and lights and super slow, hide the lights still slower than I'd expect

#

yeah I've been testing it pretty steadily along the way tho

#

so its since whenever that last time I checked was

#

brb

sturdy coral
#

@normal thorn What does the shader complexity view look like? And what is taking up the biggest chunk of the GPU profiler view?

#

If you are on Vive things may seem smooth even though it is running bad because of the new async reprojection stuff, best way to tell is still to wave the controller in front of your face and see if it judders, or open the frame timing graph in steam VR

normal thorn
#

yeah judders on controllers, so yeah I know its bad

#

thing is I can hide all that except terrain and still get 22ms

#

gpu profiler says

#

which is odd that stat unit says 22ms

#

maybe b/c its 2x?

#

hide everything and I get this

#

except stationary diretional light, skylight, and landscape

#

lighting is baked

#

look straight up, 11ms, look at terrain 22ms

#

everything on except terrain, 11ms

#

hmm, Made a new project virtual reality template. Test, 11ms. Add terrain, sculpt quickly, play, fill view with terrain 21ms

#

you have to look around to find the bad fps but you can

#

same in 12.5 so hhmm

dry fjord
#

I'm enjoying the slow progress in mixed reality videos

#

need more depth-aware cameras

sturdy coral
#

@normal thorn what is the scene capture for? That can be really expensive. Going any amount over 11ms may kick in interleaved reprojection which may double the GPU number to 22ms. Turn off allow interleaved reprojection in steamvr performance settings, but leave on allow asynchronous reprojection, and see if the stat unit changes to something other than 22ms

#

@dry fjord yeah, I wish the new iphone allowed devs to get at the depth stream, or even to read from both cameras at once

#

could make for a decent device that lots would have

dry fjord
#

I know, me too. I was trying to work that out the other day

#

I even tried the kinect

normal thorn
#

turing off the scene capture

dry fjord
#

not a lot of good solutions

normal thorn
#

but stat unit says I'm at 22ms

dry fjord
#

I wasn't getting good depth results

#

I basically wanted a diffuse and depth map to use in POM

#

I need to spend more time on trying to extract depth from stereo photos with d4g

sturdy coral
#

@normal thorn that is interesting, before your scene was 8.98 ignoring the scene capture, now 11.31 =/

dry fjord
#

if this video ever loads I will lavish praise on your efforts, that first screen looks nice

sturdy coral
#

I don't think POM is the right tech for it, needs too many layers

normal thorn
#

no the 8.98 was hiding everything except terrain the scene capture was on the pawn so that still was in effect

sturdy coral
#

ah ok, so now if you hide everything does it run smooth enough?

normal thorn
#

well it runs smooth enough now, yes but why does stat unit say 22ms when I capture the frame it says 11ms

sturdy coral
#

I think it is just interleaved reprojection forces it to take up 22ms

#

in steam vr settings open performance and pull up the frame timing graph, and it should show that same 11.31ms

normal thorn
#

fixed

#

you're amazing

sturdy coral
#

you won't be able to control your users though, most will have interleaved on

normal thorn
#

well its smooth actually with it on

#

but I didn't know why it was jumping to 22

sturdy coral
#

what do you see when you expand post processing in the profiler and sort by highest duration?

dry fjord
#

nah POM is good for the thing I'm using it for

#

I switch to real geometry up close

#

so I suspect I should just model everything

#

fuck photos

#

then I can render out a perfect depth map

#

and export the same scene

normal thorn
#

@sturdy coral hightest post process is tempralAA @ 0.61

sturdy coral
#

ah I thought you meant in the context of a mixed reality vid

normal thorn
#

per eye I think

sturdy coral
#

you mean for capture?

#

@normal thorn ah ok, yeah that is pretty normal

#

and your shader complexity doesn't look bad, I don't know what is hitting you

dry fjord
#

@sturdy coral nice mixed reality! did you do anything special to get the kinect transform relative to the world, or just set a location for the sensor to transform with?

#

because I am literally figuring that out right noiw

normal thorn
#

@sturdy coral thanks for your help there's a few optimizations I can do for sure

dry fjord
#

I've set an actor with a relative position to my motioncontrollerpawn that I'm using to adjust the kinect results

sturdy coral
#

I get a rough location by just putting a controller near it and recording it's

dry fjord
#

that's what I was thinking of doing next

sturdy coral
#

then hand tweaking in simulate mode

dry fjord
#

I'm up to trying to re-orient bones based on that offset

sturdy coral
#

but I changed techniques now to do it all with tessellated stuff

dry fjord
#

oh?

#

how so?

sturdy coral
#

and you can just calibrate it now by grabbing it and moving and rotating it

#

until it is in place

dry fjord
#

true

sturdy coral
#

so you can have your body in game

dry fjord
#

you mean the actual diffuse capture

#

I'm just trying to use it to rig an avatar

#

with the vive controllers and HMD being the anchors

sturdy coral
#

yeah, I'm mostly just using depth

#

none of the skeletal stuff

dry fjord
#

gotcha

#

the skeletal stuff sucks

#

I'm solving it a bit at a time though

sturdy coral
#

you could possibly auto align it by using the skeleton vs the HMD and motion controller positions

dry fjord
#

yep, that's what I'm doing

#

forearm bones become IK targets rather than canon positions

sturdy coral
#

which plugin are you using?

dry fjord
#

orient the body based on the HMD facing, so it never flips the wrong way, etc

#

kinect4unreal

#

you?

sturdy coral
#

I started with kinect4unreal, then the community one, but ended up having to rewrite it for perf

dry fjord
#

fair enough

sturdy coral
#

but I don't have any of the skeletal stuff implemented or anything

dry fjord
#

my main problem is I'm needing to have a hidden poseablekinectmesh and that's how I get the bone component positions

#

with just the kinectinterface I can only get joint orientation

#

which is fine for posing the mesh but useless if I want a bone position

#

it's not a big deal I guess

#

what's the community plugin?

sturdy coral
dry fjord
#

ah neat

#

I will try it, thanks!

sturdy coral
#

I'm not sure it will work on 4.13, to get it compiling on 4.12 I had to rip out all of the skeletal stuff from it

#

because UE4 changed to some new multithreaded skeletal interface and I couldn't figure out how to cleanly merge

dry fjord
#

ah

#

yeah I'm not up for an uphill battle on this one. I get enough of that at work.

dry fjord
#

oo

#

I will try that too, nice find

pallid echo
#

Eh, not really a find when I'm the one that posted the bug report. hahaha

#

More of a, "Been waiting"

dry fjord
#

ah

#

that's you eh

#

stalks

#

I see your real name is bananaking932

pallid echo
#

Might as well be my first name.

#

Anywhere I go I introduce myself as Chris and everyone is like, "Oh cool yeah...blah blah"

#

I say BananaKing932 and everyone goes ape shit.

dry fjord
#

haha

pallid echo
#

Its probably not a good thing.

#

Like Allar just has to say his name and people want him

#

I gotta say my internet handle

#

wtf is that shit

#

lol

dry fjord
#

I wouldn't mind that level of celebrity

#

I have a bit of it, it already got me a couple of jobs

normal thorn
#

Anti da' Mage

#

everyone knows

#

πŸ˜‰

dry fjord
#

❀

midnight tree
#

are there any locomotion tutorials? trying to setup trackpad locomotion instead of the template provided teleport

granite jacinth
#

Steam (Valve) bunch of trolls

#

That wasn't there yesterday I am sure

granite jacinth
#

yeah they messing my desktop space up

dry fjord
#

sometimes there isn't even a task icon for steamvr for that to point to

#

@mighty carbon angel investors outnumber venture capitalists in VR

#

pretty much what I expected

#

there's a lot of interesting stuff in those infographics

#

almost everyone feels like they're underfunded and over half feel technically challenged

pearl tangle
#

well its a new technology so nobody is going to be an expert at it straight away

dry fjord
#

no it's not

#

not even close

#

it's just approaching affordability and commercial viability now

#

it's a bigger jump going from desktop to mobile 3d

#

what it says is that a lot of VR developers are fairly new overall

#

the platform is attracting both a lot of funding and a lot of talent but they're not always meeting up

#

as always there's a pretty good market for quality recruitment developing

#

we all know lots of VR devs now and how to gauge them, I'm half tempted to do it on the side.

clever sky
#

Call to action!

#

Need you guys to answer/upvote too so we can get this crap fixed!

fresh laurel
#

There was an error contacting the remote service

dry fjord
#

upvote it

clever sky
#

Sorry gave a better link

dry fjord
#

HAHHAHAA

#

we're back to logging in giving up that one guy's face

clever sky
#

Hahaha

fresh laurel
#

oh

#

πŸ˜›

clever sky
#

I thought you were having a stroke for a moment antidamage

#

'none of what he said made sense at all' sees screenshot 'oh. makes perfect sense'

dry fjord
#

it's a different person this time

#

I answered that guy's question Zap

#

they have everything they need to go on to fix this

clever sky
#

Cool. I was busy making a video to show them πŸ˜›

dry fjord
#

do that too! πŸ˜ƒ

#

the best demo is their VR template though

#

whoever is familiar with that template can reproduce your steps

clever sky
#

Pretty much.

#

Why's shadowplay such a buggy jerk when uploading things?

#

Entire gallery has disappeared

#

On another issue... have you guys tried out RIPMotion?

#

Running in place movement demo for VR locomotion... released a while ago?

dry fjord
#

don't upload with shadowplay

#

do it manually

clever sky
#

Oh

#

Noted

dry fjord
#

that sounds like the least likely form of locomotion I'll ever try

clever sky
#

Why's that?

dry fjord
#

I don't want to run on the spot πŸ˜‰

#

HMD will pull me neck out of place

clever sky
#

Ah... got a crook neck?

dry fjord
#

walking or running in place isn't a natural gait either

#

always

#

I have to take the HMD off to fix it every so often

#

really need a counter-weight probably

clever sky
#

So that's more an issue with the HMD design?

dry fjord
#

I might look into that

#

yeah

clever sky
#

With a more comfortable headset like the PSVR, would you try it?

dry fjord
#

I wear glasses and even they don't enjoy the results of jogging

#

nope

clever sky
#

Haha.

dry fjord
#

even if I wasn't wearing anything running in place sounds shitty

#

I could be convinced but probably won't be. I'd rather use a moving floor treadmill thing.

clever sky
#

Hmmm

dry fjord
#

that I'd run on.

clever sky
#

What about an Omni?

dry fjord
#

the slide thing?

clever sky
#

Which is not a moving floor treadmill thing

#

But yeah

#

sliding ODT.

dry fjord
#

I don't think you want to try anything more than a fast walk in that

clever sky
#

Why's that?

dry fjord
#

it doesn'

#

t seem designed for a longer stride

#

it's teeny

#

if it were bigger, ok

#

but even then, when you walk you tend to stay upright

#

when you run you need to lean, if you're not actually moving you WILL fall over

#

if you're not leaning it's not a natural gait again

#

I can't stress strongly enough that an unnatural gait + repetition = injury

#

RSI

clever sky
#

Ah

dry fjord
#

I think walking in place would be better than the omni for potential RSI

#

I'm just guessing though

clever sky
#

Your gait must be huge!

dry fjord
#

I find people have sore feet just from using the vive as it is after an hour, including people like my trainer who is fit as hell

#

I have a shit gait

clever sky
#

Yeah, you need appropriate footwear for using the Vive for prolonged periods.

#

Like... a pair of crocs. πŸ˜›

#

Also, gotta use the appropriate foot motion. Push off with the balls of your feet when walking/running in place. Don't land hard on them... just use them as the natural suspension system they're supposed to be!

dry fjord
#

I make everyone take their shoes off. I really need to get that cable on the ceiling.

#

even in crocs I stand on it constantly

clever sky
#

Yeah.

#

What sort of flooring do you have?

dry fjord
#

I think that it'll just feel like walking in place and therefore there's a small risk of expected motion not matching what you see

#

carpet

clever sky
#

Hmmm.

dry fjord
#

I'm going to rig something up eventually, the cord annoys the living shit out of me

clever sky
#

Yeah, that locomotion system I keep talking about - it's a walking/jogging/running in place system

#

But I've got something in there for you too buddy!

dry fjord
#

I know

#

I should try it really

#

where's the demo you mentioned?

clever sky
#

Still building it.

#

Finally capped out the locomotion features last night.

dry fjord
#

you said there was an example out earlier

#

nice

clever sky
#

Nope. Never put one out.

#

Oh no

dry fjord
#

ah RIPmotion

clever sky
#

RIPMotion is the example

#

but yeah, that's not my implementation.

#

It's... not as good.

#

Because the range of motion is more abrupt.

#

And also because controlling direction is harder.

dry fjord
#

the touchpad controllers to the hips thing.. technical requirement?

clever sky
#

Depends on the version.

#

The second version yes.

#

The first version no.

dry fjord
#

I imagine it gives you the proper forward vector

#

but it's also stupidly shit to disable the controllers

clever sky
#

Exactly.

#

But no, my implementation allows full motion controller usage

#

you can even fire a rifle while using it.

#

Mainly I'm just asking so I can get an idea of the sort of messaging I need to sell this thing with.

#

I know not everyone out there is a fan of the idea of walking/running in place.

#

And that's cool. But I think if I can sell people on trying it for about 15 minutes, they'll be converted.

#

I've already converted a couple guys that kept ragging on it before trying out my system πŸ˜›

dry fjord
#

needs a video

#

needs to ensure that there's no motion sickness

#

that's basically it

#

make sure you try it with a variety of people in a variety of states of health

#

have some recommendations for usage limits

clever sky
#

Yeah sounds good.

#

Will have a feature introduction and explanation video.

#

But just put my super motion sick mum through the experience.

#

And... it doesn't work for her D:

#

At least not the running on spot bit.

#

But the rest of it works well πŸ˜„

#

Also, got some useful usage feedback. Gotta provide an option for people that really can't wrap their heads around controllers at all.

limber rivet
#

Anyone know if Playstation VR retail unit could work with UE4??

clever sky
#

You'll need a PS4 Dev Kit

#

for it to interface through

#

But as far as I'm aware, you don't need a different VR headset

limber rivet
#

guessing headtracking doesnt work eh

clever sky
#

That... and it probably won't output to the headset at all.

limber rivet
#

theres a way to hookup the pc to it. ill figure somethin out

clever sky
#

Someone's working on some drivers for it

#

Not sure what state it's in.

#

Not sure if that'll emulate PSVR development functionality though.

dry fjord
#

@clever sky your mum got motion sick?

sly chasm
#

@clever sky It's weird

clever sky
#

Yeah she did.

dry fjord
#

I'd not invest too much in the idea then

#

that hits everyone eventually

sly chasm
#

I went to a friend's house and it worked completely

clever sky
#

walking/running in place is vestibular disruption. It's not a bullet proof solution for motion sickness reduction.

#

If you're a more experienced user, it's fantastic.

dry fjord
#

it's the wrong vestibular disruption though

#

I imagine I'd get sick using it too

clever sky
#

What do you mean?

dry fjord
#

send me something to try

clever sky
#

Ah

dry fjord
#

the motion is side to side, not forward. your middle ear is designed to detect that kind of anomalous movement

sly chasm
#

My friend's computer ran the rift perfectly

dry fjord
#

if anything I'd get sick quicker I imagine

sly chasm
#

no problems

clever sky
#

@sly chasm That sucks πŸ˜› well at least you know the Rift is ok

sly chasm
#

but on my computer, it still doesnt detect the hdmi

#

I even got a DVI adapter

clever sky
#

@dry fjord Quite often what one thinks will happen and what does happen are very different things! πŸ˜› I'll strip out a project and package up the walking in place function for you.

sly chasm
#

and then my computer BSOD'd

clever sky
#

You'd consider yourself to be an experienced VR user?

#

@sly chasm Ah.... well... fuck πŸ˜›

sly chasm
#

I eventually reinstalled windows

#

...

dry fjord
#

cheers, I'll try it for 10 mins and let you know how bad it is

sly chasm
#

and it still doesnt work

clever sky
#

Haha πŸ˜›

#

Not at you corstonado

dry fjord
#

extremely experienced. I know my limits.

clever sky
#

Cool beans.

dry fjord
#

I can handle about two-five minutes of phantom motion

#

and I have tried disrupting my middle ear with movement, doesn't help

#

let's see if specific movement helps

clever sky
#

Ok. Well, it certainly won't be right away.

#

Because I'll need to upload it, which will definetly take a while.

dry fjord
#

hahaha

#

nah I'm at work right now

#

I'll have to try it in a few hours

#

it's nearly hometime though

pearl tangle
#

@clever sky id be keen to give your locomotion a try

clever sky
#

Ok. I'll get you to sign an NDA too. It's a stripped out version though, meaning it's only the 'on the spot' component.

pallid echo
#

@clever sky Still need more guinea pigs?

clever sky
#

Just a limited release (i.e. people I actually know :P) at this time. Thanks for the interest though! Gonna drop it for a wide release hopefully at the end of the month.

pallid echo
#

Aw

#

Everyone knows me though!

clever sky
#

Just incorporating a climbing system in there right now πŸ˜›

pallid echo
#

kidding but cool beans

#

Can't wait for said release πŸ˜„

clever sky
#

Yeah, hopefully it'll make waves!

#

Argh. Climbing is so much fun!

#

Need to set limits.

#

Like stamina πŸ˜›

pearl tangle
#

wouldn't stamina mostly be peoples own stamina anyways?

#

ive been meaning to check out Climbey on steam. looks like an interesting locomotion setup

dry fjord
#

I am here

#

hmmmmmmmmmmm

#

I will be doing nudies later I imagine

junior prism
#

That's fucking awesome

pearl tangle
#

good they updated it for kinect v2. most scanning stuff hasn't updated from first kinect which was rubbish

clever sky
#

@pearl tangle Moving your arms around does take a little real stamina... but compared to real climbing, it's basically no stamina.

#

Want to emulate some 'realistic-ish' limitations to movement.

signal roost
#

Are there any guidelines for appropriate Triangle Counts for Meshes ON pc PLATFORM for VR?

pearl tangle
#

strap weights to the controllers maybe>?

#

triangles are not really the main constraints on PC, it's lighting and textures that start to cause problems.

signal roost
#

ok

#

I am developing a game that has massive units battling, i want to keep fps in vr. The units already have lods. Do you know any other optimization ways?

#

like this

#

there are 100 units in the scene , only skeletalm eshes playing idle for test

junior prism
#

They're not images

#

they're file downloads wat

dry fjord
#

strange, showed up as images for me

#

must be edge

#

not able to show images yet

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too hard

junior prism
#

Urgh edge

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CAN YOU GET ME TEH IMAGES SO I CAN PIN AND SEEEEEE?

dry fjord
#

okay

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And the power just went out

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I hadn't saved

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Scheduled outage too, I forgot

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Fffffffg

junior prism
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Arghhhh

dry fjord
#

Minor changes though I think

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Well, night everyone πŸ˜„

junior prism
#

Good night dude 😦

dry fjord
#

Don't let that haha before self aware

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Hand*

junior prism
#

πŸ˜‰

pearl tangle
#

@signal roost LOD's on your meshes and textures are the way to go. Get pretty agressive with the LOD's on them and only have the full resolution if they are <1m away and you should be getting ok

hard light
#

large amounts of skeletal meshes could sap performance pretty quickly

#

may want to do some benchmarking to see what you can actually achieve on target hardware

junior prism
#

Can always bake them into alembic shit

dusk vigil
#

So, I've started Unreal development, liking it, but VR work seems a bit funny, with the VR Preview window popping up and hiding everything else. I know I can Shift+F1 to get mouse control, and unhide my editor window, but that's a bit of a hassle to be doing that all the time. Any clues?

clever sky
#

If you figure it out, let me know. because I've just been dealing with it πŸ˜›

dusk vigil
#
#

But I am not keen to start doing stuff like that... Maybe I will just roll a quick non-VR character controller so I can do fast iteration without that hassle

sturdy coral
#

@signal roost look into vertex animation, there was a stream where they had a crowd of hundreds or thousands of guys running around generated from the particle system instead of actors

signal roost
#

i think its not suitable for my condition

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i have soldiers play rich animations

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need skeletal animation i think

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and have independent ais

hard light
#

Google Cardboard apps - which template did people start with and why?

sturdy coral
#

yeah, may not work; or you could possibly only use it for very distant soldiers

signal roost
#

yes distant soldiers maybe useful

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thanks

shy merlin
#

anyone know basic character controller in blueprint?

#

trying to figure something relatively simple out

mighty carbon
#

why not to use FPS Template ?

shy merlin
#

I like having the character body, and doing IK to the head is really simple

#

here is my question

#
mighty carbon
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then use TPS template and turn it into FPS Template

shy merlin
#

Yeah i have that functionality in, made the boom shorter and all that, but what icannot get is adjusting the controllers facing with the hmd

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it was really simple in fps

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I have it so left-right strafes, but i want the direction you are looking while moving forward to actually turn you

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as it stands you can run foward, and look to the left and still be heading in the direction you where going

#

cannot find the proper node to input the HMD orientation to the 3rd person character

mighty carbon
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well, just compare the two and see what you need to change in TPS template to make it FPS

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there should be no boom for once (in FPS)

shy merlin
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without the boom in TPS everything got weird, i just shorted it to 0

mighty carbon
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camera is parented to an anchor in FPS

shy merlin
#

and it still deforms the skeletal mesh correctly

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err not deforms

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thats head ik

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What is driving rotation of the character in TPS is a controller input, add controller input yaw, add controller input pitch

#

right, i did try doing a scene root in the viewport and anchoring the camera to it

fresh laurel
clever sky
#

And the secret to their low power requirements and low cost?

#

Hololens style FOV.

fresh laurel
clever sky
#

Oh Tech people. You really don't have to talk shit about things you're not working on you know?

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"We're not doing that, because we're awesome, and that's shit, obviously."
a year later
"We're doing it, because we're awesome, and it's amazing, obviously."

shy merlin
#

hahaha

mighty carbon
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so $300, potentially low FOV, no motion controllers, and probably low res image

#

sounds like a solid plan

clever sky
fresh laurel
#

Β―_(ツ)_/Β―

clever sky
#

prerendered Positional tracking VR videos?

fresh laurel
#

oh nice

clever sky
#

Sounds like they're doing prerendered lightspheres.

#

Kinda like Lytro's immerse camera. Except virtual.

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But I thought the amount of data in a lightsphere was huuuuuuugggeeee

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Anyway, Starbreeze (the guys behind the StarVR headset partnering up with IMAX have bought that company over.

#

So... maybe we get to see bad ass 3D movies in the cinemas in future. Imax is probably a great use case for that headset. Because I sure as hell don't want it on my head while I'm moving all over the room.

rare violet
#

Hey guys! Anyone have experience with VR Networking using motion controllers? I can get 2 players in the same world, update their position, or hmd position, or controllers positions, or any two of those, but whenever I try to do all three at the same time, it glitches out. Any ideas on getting all the data to replicate easily? It's all lan...even tried packaging all the data into a struct and passing one call at a time, but same issues

clever sky
#

That sounds like a bitch. But... are you sending data at full rate?

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Or intermittently and lerping between positions?

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Because I'd suggest trying that if you haven't already!

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I can't say this with authority though, as I haven't done any VR networking stuff.

rare violet
#

how do i know if im sending at full rate?

clever sky
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is it sending per tick?

rare violet
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im doing an RPC on tick (eek i know, dont know another way to do it w/ motion controllers)

clever sky
#

Figure out some way of altering the rate of transmission

rare violet
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i currently have a delay of 0.022 on each tick

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bringing it down to about 45 calls per seccond ish

clever sky
#

that sounds like 90 ticks with a delay of 0.022.

rare violet
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may ahve done the math wrong

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its so weird because any 2 of the things being sent work perfectly

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when I add the 3rd it just breaks down

clever sky
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All of it?

rare violet
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yea

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i think the first player/listen server may work slightly still

clever sky
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Any combination of the two?

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works?

rare violet
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yes

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flawlessly

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same with 1 at a time

clever sky
#

hmmm.

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Maybe send one per tick

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so you get 3 staggered across 3 ticks

rare violet
#

ahh!

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like keep some index that counts up and decides which to send

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i like that idea

clever sky
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Yeah.

rare violet
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i also think i updated some lan settings for network speed

clever sky
#

Cool. Alright! Good luck!

rare violet
#

thanks for the time!

#

may check back in with results

clever sky
#

and if it blows everything yup, I wasn't here!

rare violet
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haha

#

there are logs man

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nsa got u!

clever sky
#

D:

rare violet
#

looking promising! building to test on multiple machines on lan! ty πŸ˜ƒ

#

dude!! @clever sky thank u so much!! πŸ˜ƒ

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it worked!

clever sky
#

Niceeee

#

Glad to help.

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Also glad to know if the issue ever hits me, I'll know how to solve it!

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haha πŸ˜›

rare violet
#

πŸ˜ƒ

vocal cobalt
#

Hey, has anybody put human rigged models into GearVR games? I have a model I bought off turbosquid and another I made with MakeHuman, but both just totally trash the framerate when I put them in my game.

rare violet
#

@vocal cobalt - I am not positive on this, but I know my 3D team puts models thru some sort of optimization web utility that removes all sorts of uneeded data and drops the vertex count

vocal cobalt
#

Yeah, Blender has Decimate and UE4 has Simplygon. I've used Decimate to significantly reduce the # of vertices. Do you know what the name of the utility is?

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Is 31 bones too many for a rig in a mobile VR game?

wicked oak
#

ther is also InstaLOD

junior prism
#

UE4 has a built in one

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and it's mad good

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Also @dry fjord

#

Re-reading that infographic

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"1.2% of people don't use 3D engines to develop for VR"

#

the fuck?

wicked oak
#

not even strange i think

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Unity + Unreal

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htcVive steam games are almost all Unity

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and PSVR games are almost all UE4

junior prism
#

@wicked oak Are you talking about the infographic? (It's pinned)

wicked oak
#

yeah

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most devs are unity or unreal

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im even surprised 6% say they do stuff with cryengine

#

i come from Madrid Gaming Experience game convention

#

absolute shit tons of e-sports, and a huge part of it was covered with Vive demo stations

#

easily 20-30 of them

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i was on the indie corner

shy merlin
#

im getting some weird functionality issues on my home computer, that doesnt happen with oculus on my work computer

vocal cobalt
#

@junior prism Are you talking about Simplygon?

junior prism
#

No

#

The LOD generator in the engine

shy merlin
#

one is, in simulation mode (not VR preview) the HMD stays active and messes with the camera

#

normally at work the HMD is sleeping when that sensor doesnt sense someone wearing it

wicked oak
#

how good is that 4.14 optimizer?

#

i havent tried it

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does it do HLOD well?

junior prism
#

Good

#

700k to 2k with barely visible visual difference

#

Like absolutely mental shit

wicked oak
#

have you compared it to instaLOD and sympligon?

junior prism
#

Nope

#

and

#

nope

vocal cobalt
#

Does it just work?

dry fjord
#

I saw that too

vocal cobalt
#

Or is it like a plugin that has to be activated?

dry fjord
#

It's in the static mesh editor window with build settings etc

#

The 2% with no 3d engine are probably doing viewmaster

wicked oak
#

or a 360 movie

vocal cobalt
#

Going to LOD Import and saying Import LOD level 1 doesnt do anything 😦

#

maybe I don't get how LOD works, but I don't care how far away the camera is, I just need to get my model down to a lot lower polygons so it an actually render like it needs to

#

without dropping the framerate to like 30fps lol

#

It says auto mesh reduction is unavailable 😦

hard light
#

the infographic percentages also add up to 140%, so go figure, heh

#

(obviously it's because people could tick multiple boxes)

granite jacinth
#

Oops

#

meant to post in here

#

But, you should all give Climbey a try on Steam

vocal cobalt
#

So it's not actually the poly count... looks like the rig is the problem 😦

#

even the classic ue4 mannequin animations cause juddering...

mighty carbon
#

like I said, there is a limit on bones and influence on mobile

#

there is mobile mannequin on Marketplace

#

get that one, try it

mighty carbon
#

decent line-up

#

I wonder if controller would work with non-Daydream phone

neon egret
#

Yo, does someone know how to actively change the PC Preview Window?
Aka, having different UI etc on it?

#

So that I have the 3D UI in my Vive, like normal, but the PC Preview window has custom UI

dry fjord
#

which part of the UI?

neon egret
#

Well any UI