#virtual-reality
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So you can have people look on the screen and see a proper UI and maybe even a different camera
Allar told me i might need to get into the steam hmd classes
ah I see
yeah I know what you mean
I guess if you place your UI in-world it'll show on both
any of you got 2016 gearvr yet?
@dry fjord Yep, that's no what I want though
Both should be strictly using their own UI
PC one the onscreen UI
and VR the VR UI
So are there devices other than pixel that have been announced that support daydream?
Nothing yet sadly ๐ฆ
I'm hoping my Galaxy S7 Edge will be compatible. I don't even care if its within the recommended standards, I just want to be able to use DayDream and its little remote ๐
I'd go buy a new phone right now, but confused by the verizon only thing for pixel. Google has always been about choosing your carrier.
the axon7 claimed it supported daydream since may, not they removed that claim from advertising
now
Yo
I want to confirm that VR Preview does NOT enable the OnlineSubsystem even though it is technically a new window, correct?
bitch and moan time. 99/100 I can't use my vive in UE anymore
occasionally it works
it just goes grey and stops tracking immediately
sick of restarting everything to try to fix it
valve needs to stop working on overwatch and fix vive
The alternate camera question is good, works in unity
I haven't heard the devs using vive in our space complaining, perhaps you have something busted, like a cable or such? or works perfectly on other stuff
https://i.imgur.com/Wanfgur.png
what is this shit. everything was green a minute ago.
maybe
I've only had it three or four weeks
it does work better in other things though
I know this may be a known hit list but
) check hdmi is in gpu card
) check usb is in blue slot not red or black
) unplug power from linkbox
) restart steamvr
if none of that aids you, then dig deeper
gonna take a nap and leave it unpowered for an hour, see if that helps
unplugging and replugging linkbox / restart steamvr helps a lot for our buggy situations
same for the base stations, they can have a nap too
yeah I know
that's what was working for me until the last couple of days
of course ๐ love me some async reprojection
it's most likely because it's beta
back soon
lol
I had to restart my pc today because of that reason @dry fjord
I think it's a bug from their latest update
whatever it was
no bueno
@distant nest Pixel phone is offered not only on Verizon but on Google Fi, which uses T Mobile, Sprint and US Cellular networks simultaneously for the best connection. I just got my Pixel XL yesterday with Fi and it's absolutely amazing.
And through the Google store they sell global unlocked pixels
I need a GSM version
I'm pretty sure the Google store ones that work with Fi work internationally because Fi gives free international roaming
The phones are built with all radios inside
It seems confusing to say Verizon only if they have a GSM version
Yeah it's weird
Great, it uses any wifi network you connect to as cell network, so you can call and Sms and MMS
And it connects to open wifi networks with Google VPN for security to supplement coverage
But the times I've used the mobile radios it's been perfectly fine
Most people don't get service at my house but I do with Fi
Oh yeah they also give you free data only Sim cards with no additional fee. And there's no data overage charges
I just wish that they would send me my code for the free Daydream view headset already, I'm super excited about learning to develop for it.
gr8
Im stuck
I got here by accident, but my headset isnt working
and I cant restart the setup
๐
even if I unplug it, it just says:
but doesnt let me go back
@sly chasm damn you've really been getting the dick on this Oculus thing these past days
๐
prepare to get... UN-relieved
๐ซ
Have you tried swapping it out for another?
Maybe an older one you have laying around
Im planning on doing that
oh
not another video card, no
except for his
I had a gtx 770 laying around, but it got stollen
WTF in your house?
Damn
nope, I got MSI
Buy MSI GeForce GTX 1060 DirectX 12 GTX 1060 ARMOR 6G OC 6GB 192-Bit GDDR5 PCI Express 3.0 x16 HDCP Ready ATX Video Card with fast shipping and top-rated customer service. Once you know, you Newegg!
uh oh
black november
I bet this isnt going to sit well with companies' pockets
I think I might end up having to get a new motherboard...
which one do you guis recomend?
you went with a 1060 for VR work?
well, I originally wasnt planning on doing it specifically
I just needed an upgrade from my 770
I've got the Gigabyte Gaming 7 Z170 motherboard and I love it. People seem to also favor the ASUS ROG Z170 mobos
raaaar
it's doing what it was doing last night
this is weird
my setup is a rigged avatar looking at a mirror
the headset is off, but tracking
Yo. This looks awesome. How would you guys do it?
the UE camera isn't moving but the things that are attached to the camera move to the right place as per the tracking
SO STRANGE
ASUS handles very high Skylake OCs well, up to 5GHz o. A 6700K easily. I've had no issues getting my 6700K to 4.60 from 4.0
1060 is a bit underpowered for doing vr dev work though isn't it? its a bit below a 970 right?
so I have a steady camera looking at a mirror, which is showing the helmet moving around as I move the HMD, and a black screen in the HMD
1060 > 970
1060 is more like a 980ti
@dry fjord you on a vive or rift?
vive
so why I have a steady camera looking at a rendertarget of itself moving is blowing my mind
nah 980ti is much better still
1060 is at 980ti levels?
I was like... I didn't think the 10 series was that much of a jump.
this must be a UE problem
1070 is at 980 Ti level for sure
980ti should be between 1070 and 1080
I guess it's changed since I read the benchmarks early on
just get a 980ti then
cheaper
yeah the 1070 is closer to the 980.
980ti is still more expensive than a 1060 in most places
Ah wow. 1070 just edges out the 980ti.
Nice.
I'm still waiting on the 1080ti
Actually might just wait for next gen. 980 still servicable.
But benchmarks like that are not a good indicator when you're comparing across different system architectures
yeah im probably going to wait at home for the hybrid evga 1080ti. running a custom water cooled 980 at the moment and it's not enough of a jump to spend that kinda money
running a bunch of different 1080's at work, definitely good to be developing on
Yeah. Worth the extra money for the 1080 FTW, OCs like a tank, probably up to what the 1080 Ti reference card will do, can't wait to see what EVGA will spit out for Ti Pascal
all of the 1080's are capped at around the same sort of limit annoyingly so even with the water cooling you cant push it much further. seems like the EVGA hybrid manages the best though although i like the design of the gigabyte hybrid since its pretty much a solid block
Gigabyte's everything has been pretty damn solid for a few years. My p35x 980M model has had some very good longevity and performance
yeah it doesn't overclock as well as the evga does though
And yeah that magic 2100 MHz
or the seahawk actually
Seahawk OP
@clever sky you done any testing with print stringing the chaperone bounds rather than the mesh in the build? Is it just the mesh that isn't showing or the bounds aren't actually getting captured properly
im running a 1080 seahawk in my little mini itx event machine with the 3000 RPM noctua fans on a push pull ๐
100% usage for 8 hours straight and its barely pushing 40 degrees hah
It's a lovely little custom
@pearl tangle I called the get bounds manually as an array. It returns nothing! Nothinggggg!
looking through benchmarks the evga can get an extra 50hz over it so a few more frames
but it gets the bounds properly in the editor?
And I've tried different materials and what not. And have designed a work around that lets me force the bounds and manually set them.
in lieu of the get bounds functionality.
So it's definetly the get bounds that's broken.
it sounds more like a steam vr issue if its on build actually. Is that in developer mode or just shipping?
Yeah even on air I have had supreme luck with my FTW. It just doesn't get much better without liquid
Don't know! Haven't packaged it multiple ways. Just whatever happens when you click on package - Win 64
And yeah, it gets the bounds fine in editor.
Most of the time
sometimes bugs out.
try it in developer mode and include debug and on tick start spitting out the values and see if it gets anything
k
im running 1 of the MSI GamingX 1080's in this machine and it sits steady around 2000mhz with the overclocker and temps never really go above 60 even. wish the voltage stuff wasn't such a bitch so we could push them even further
Voltage to be unlocked for the Ti ๐
the seahawk only has the 1 8 pin connector too so it wont go any higher either
Ugh the voltage such a PITA
yeah i would say they will push the Ti's a fair bit in 6 months time
probably 6 months
That seems like a much larger delay than between 980 and 980ti launch
ok, thanks, keep my 980ti for a bit longer
some sources are saying as early as january but 1080 was a big jump already and different fabrication process and now they have dropped down to 14nm on the 1050 so they will probably do the same on the 1080ti which would mean a bit longer wait
as someone who worked at NV, I'd say that they're probably going to release it in spring
just a hunch ๐
used to work at nvidia?
yes, resource management team for on-chip micro-OS
sounds like an interesting gig!
2 cameras can handle 360 but not room scale apparently
Damn. Spychiatrist got that tech cred behind him.
thats why they say you need to spend another $80 to buy a third camera for room scale then run a bunch of usb cables all over your house
@pearl tangle The diagram is from a dev out in the field that's tested it. Mostly ok, some areas a bit wobbly.
So... good enough for me!
yeah should definitely work. it's more the FOV on the actual cameras is a lot lower than the lighthouses so you cant walk too close to them
and since it's likely these cameras are at lower heights, like sitting on a table due to the design of them that you can occlude them easier
Well, still large enough. 100 hor 70 vert
all about how you manage to place them i suppose
Only trouble you get into is if you mount into the corners of the play space
and walk under them
As opposed to having a room with buffer elements (like furniture) and you can mount the cameras into that buffer space.
well in front of them is the bigger issue i think. same with the lighthouses, if you have them where people can block 1 it becomes a problem still
Yeah true that.
id be interested to see if the cameras can mount onto the wall or something like the lighthouses can
My personal set up is fine though - both lighthouse and oculus cameras are mounted around 2.2m
i still haven't gotten my damn Rift because their customer service sucks. pre ordered in February...
Seriously?
Wow...
I thought they cleared out their shortage issues ages ago.
I think they just forgot about you man ๐
they cancelled my order without any reason and support was just like oh yeah order a new 1
although i should have had free shipping and the priority list on the touch
Ah man.
also gone through dozens of emails trying to find out stuff with their support and legal teams about releasing apps on gear vr and couldn't get a proper response from them. so now I have 4 applications ready to go to market, all of which won't be bothering with gear vr and will be going straight to vive and daydream
Man... that's just piss poor D:
was trying to sell a client (an alcohol brand) on doing it and releasing on Gear VR. Oculus' response to whether they would let us release an alcohol related experience was "just build it and submit and see what happens".... im sure my client would be very happy to give us several hundred thousand dollars to then "see what happens"
Setting aside however you might feel about Luckey or Facebook, that's just house on fire and everyone is running around like mad men screaming level of service right there.
yeah HTC support wasn't much better either. im based in Singapore at the moment and neither of them ship here so was a massive fuck around even getting the vives. I think I own half of the 1s in the country
I am still probably the only person in the country with the Hololens' as well since they were like $4500 USD each to get here
Dayum. What kinda business you run? VR marketing?
i work in a creative agency but built out a dedicated VR team over in Singapore. so not really doing game development stuff. doing more 1 off event based VR things
Ah that's right. I remember someone was doing event stuff. So that's you ๐
yep most likely
Did you guys happen to work on some sort of doritos driving game? ๐
we have done a cardboard/daydream app as well and going to publish some vive stuff but its not our main focus, more just as extra content to the big custom event things. so we do a custom setup with props and stuff, then do a cut back version and a 360 video and stuff
nah that 1 wasn't us
Fair enough ๐
https://www.youtube.com/watch?v=j9TnIPZbudk here is a 360 capture from 1 we did a couple months back. Gotta do the editing and audio again on this
Cool beans.
so we built the physical space to the exact same dimensions and 3D scanned the chair so that you could actually walk around and lean on the windows and stuff
real video outside the windows, CGI inside
So you guys do more on site sorta stuff?
then on 1 wall of the outside of the hut did projection mapping of the 4m wall for mixed reality view
well we did this as well but still needs some updates. doing a vulkan build update this week
Experience the flavour worlds of Johnnie Walker Blue Labelโข in VR
and the 360 video just doing final touches on today
Nice. Fancy stuff.
only downside of using unreal for doing the animations is that liquids and glass still suck compared to using vray or arnold
or even blender
we captured that in 8k 60fps for the outdoor scene. 933gb of images hah
cycles*
Ah
ended up at 1.5Tb for a 3.5minute video
That's what happens when you go 8k still images! ๐
hah yep. dropped back down to 4k 30fps on the other scenes since there wasn't as much movement and because we were running out of storage. especially since we needed to transfer them over to the video editors machine then you need enough scratch disk space etc etc
still a shitload better than trying to render that using a traditional renderer
my mates did a 3 minute 360 video with Arnold render. cost them $5000 on the render farm
In other news: http://uploadvr.com/inside-out-google-solve-tracking/
Solved, cept the heat. Release a PC headset you jerks!
yeah the tango does inside out tracking fairly well. hololens still manages to do a fair bit better job though so im interested how microsofts stuff will go
Or license that to display style headsets!
it should be part of the daydream spec. idno why it isn't
Probably cost and because late to finish.
i have done some VR stuff with the tango tablet already, works decently
Nice.
Yeah, but I mean getting it to a state they were satisfied with.
Under 20ms motion to photon and all that
From what I recall, the tango latency is fairly high no?
The old tango latency.
shouldn't really be too much of an issue. it's not as good as the headset but it wasn't really attempting to be so should be able to bump it up a bit
Ah you mean running it as a standalone device
Ummm... the tango bit stand alone from the rest of the device (rendering and display)
Too bad that doesn't mean we'd be able to jury rig up a Rift/Vive with tango and have them be wireless.
nah i mean they hadn't designed the tech in it for VR stuff
but if they make some adjustments they could boost its capability to suit it pretty easily
Do you guys know the motherboards that have USBs supported by Oculus and HTC?
Uh... try to find ones with intel USB chipsets
@pearl tangle have you heard of 'Nozon'?
they just got bought out by the star guys
Yeah.
saw a blog thing about it the other day
Seems like something you could use for your stuff?
Arent all boards that support intel, have intel-chipsets?
yeah i was interested in it for film making stuff actually been playing around a little bit with it already
Because (limited) positionally tracked prerendred VR sounds amazing.
Ah cool. How's it work? Is it doing a virtual lightfield capture?
that's the stuff that gives you real motion sickness
@sly chasm depends on how you implement it. But this one allows you to move your head within a limited space and have it accurately tracked.
nah the idea is that it's like a 360 video that you can move around in, so removes the motion sickness
oh
Yeah, but how's it let you move around inside?
nm then
essentially rather than a fixed camera position it's like a camera with a 1m range on it
doesnt it stich together its footage using depth sensing?
its more like capturing the video with a stereo camera from a couple of angles rather than a single lens camera
well its for CGI stuff. just lets you do all pre rendered things with arnold or vray so can get way better quality but then still have realtime stuff in there as well
What you describe sounds more like the stuff that has been shown off with Obama's National Park vr thing.
i.e. stereo 360. But not repositional.
Which sounds a lot more like the lightfield stuff that the ball Lytro cam does.
Lytro Immerge
well stereo 360 is just capturing it in 3D but doesn't provide positional tracking
lytro is doing lightfield to capture variable DOF so that it can allow a small amount of positional tracking but not as much as what you can do with the CGI based 1s
The Immerge allows for repositional within the sphere space.
So basically any light that hits its surface it'll be able to use to reconstruct the scene from within the volume of the sphere.
Which sounds like the Nozon stuff.
Only thing that makes me think it's not the same type of thing is... Lytro has mentioned that full repositional lightfield requires massive massive amounts of data.
So not suitable for end user distribution.
... I guess if you're running a custom setup like IMAX, that doesn't matter as much though.
yeah the nozon stuff is only for pre rendered CGI, not filming
the lightfield stuff is never meant to actually distribute since essentially you are taking about 100-1000 images of the exact same things just with your camera focus at different depths
normally you capture it then go into post and pick your focus point and then save that out as the actual image for people
Yeah.
I just can't wrap my head around how Nozon can allow for repositioning in a similar way to the lytro without (seemingly) taking nearly as much data space.
Is it... because it's rendering out a different sort of information (light ray vectors?)
in the same way that unreal doesn't take up shitloads of space
it doesn't adjust the lighting based on your head movement, it's a single render for the lighting, it just captures things from different angles within a specific range for the modelling
you render the lighting once when you bake things in unreal, thats essentially what it does
give it a download on steam and try it out
I was under the impression that it was fully prerendered like Octane
There it is.
Cheers for that info.
yeah they have the beaver/robot scene there for 12gb
Well that'll take a while.
It can run right off a m.2 drive
so you could watch entire movies with it
it interfaces with current rendering systems so you can render on render farms
it's pretty cool stuff
the paralax presenZ stuff
I don't know exactly what it is
but I would watch a good movie in it
yeah thats nozon
Bloody hell.
They really did an amazing job with obduction
It's like that first time I played Zork The Inquisitor.
OMG full motion graphics!
It's missing that vital fun element though. I may have to try it again
its just using a gamepad right?
I downgraded to the non-beta of steam VR and I'm seeing exactly the same problem
VR just won't work
anyone had this?
VR doesn't work meaning?
two current situations
- right now the HMD isn't tracking and displays black or grey
- sometimes it DOES track but it doesn't display anything. also bizarrely the camera doesn't track to it, so stays still, but items INSIDE the camera float around with the HMD in the right location
yeah vive. HDMI
my physical setup hasn't altered in any way
everythings in the same plugs
so was just when you updated steam vr? what gpu and drivers?
I'm assuming you already did the whole list of stuff like remove/reinstall SteamVR drivers, etc?
and maybe a genie will come out
I've done reinstalls
I might verify UE next
other games play OK in the vive
so it must be UE
Fair call ๐
have you started steam vr before the engine or letting the engine fire it up?
I know when I lose tracking, I rub the headset and it normally comes back ๐
Have you by chance tried the suggestion that fixed the 108 error issue in UE4?
That fixed a few of my problems not even related to the UE4 issue.
Yeah... so Obduction... amazingly pretty. Game is basically as dumb as an early 90s adventure game. No surprise given it was made by people famous for 90s adventure games.
Turned up all the settings to epic and 170 screen res
yeah I always start steamvr first or it doesn't work
Game looks like straight up CG for everything further out than 1 meter
I did that bananking, that's when my serious problems started
Maybe a couple meters.
Beta
hrm it's just showing grey out of the engine now
The newest one that just came out today as well actually.
ok
ok, lobby is back
UE all verified
fuck's sakes
I'm not sure what to try next. this is stopping me in my tracks.
I might try removing all the vive crap and reinstalling that
wahey it's fixed
and I don't know how
all I did was go back to the latest beta
I also did the fabled beta-drop to fix another issue
oh, that's a thing?
all it does is force a reinstall
I guess a setting is getting messed up somewhere
which means it wasn't UE
nah I just made the name up, not sure if it's a thing but it definitely fixed my issue
mean
yeah the vive software is still way too bloody dodgy.
i always get the annoying thing where steam gets stuck on "exiting" and wont open a new program so you have to close steam vr and re-open it
and unreal game if its launched with launch steam vr, but it doesn't work the first time, then have to close unreal and open it again
I get the thing where steam crashes without notice and I'll only know when I mouse over its bloody icon in the tray and it disappears.
Or I put on the headset and the steam icon is missing. Which wouldn't be that bad, except I can't launch anything through Vive!
oh yeah thats annoying too. if something else launches steam vr then you can't access the steam stuff in there so have to just close it again and open steam first
That too!
this is actually quite impressive. this is what the unreal VR editor needs to be like
Fuck shit. I'm getting black screen in UE now
Nvm. It's because Unreal prefers the Oculus HMD if its plugged in
bloody oculus
Anyone interested in a mirror's edge style parkour game for VR?
Full body motion based system! ๐
yeah weren't you gonna share over a locomotion prototype to test out?
yeah sure
you aren't going to be revealing that much in the prototype though surely?
You should all play Climbey if you're interested in parkour style locomotion. It's one of the best MP games I've played on the vive, and it's still barebones
Yeah, played it loved it. I've put the climbing system into my thing too
It's the vive game with most laughs for me atm
Whether it's people smacking their controllers into things or just missing a friendly hand trying to catch someone falling
The climbing is the best part. The walking around bit is a bit eh (arm swinger)
Fortunately it's a climbing game :b
Luckily the game is about climbing!
But mine isn't. It just happens that you can 'climb'
I was able to beat the "superlong" user made maps
Z-block is tricky with all the spikes
That one is all about trying to move straight
Even motions with your hands
yeah i have downloaded it but not tried out yet
i have been enjoying rec room quite a bit lately as well
pretty funny playing it in a shared space with a couple of other people in vives
was doing some tests to see how we would go with collision avoidance and how the tracking would handle multiple people in a shared space
oh yeah but we weren't doing a shared space game. playing paintball and frisby golf in rec room where you can teleport becomes interesting
yeah I tried the same with Raw Data, you just gotta talk to eachother constantly
haha yep but then we did headphones :p
so then you couldn't actually tell the direction of the persons voice
vivemare
but definitely for the other 1s we are doing once you have no teleport features it becomes easy
we are potentially going to be working on a 4 player co-op 1 similar to the star trek 1 they have been showing off
sweet!
but for another alcohol brand hah. im trying to get over to do the steam tracker training in december and see if we can use those for custom tracking rather than going with a $40k optiTrack setup
swing by our office while you're here
you are in seattle?
yeah!
nice. did you go do the course already?
nope, we don't have the manpower or the technical skills to do anything better than the other licencees
It's 3k for 1 ticket
I need another computer.
I'm just waiting for the pucks to be released
yeah its not cheap. but at least once 1 person in the company does it then nobody else needs to. so I will do it then can distrubute stuff to our other offices if anybody wants to get into it. plus il be the only person in Singapore with them for a while. they will probably open it up after SXSW
Been wondering what the weird bug is when I'm turning in Obduction (on the Rift)
Seems like snap turning and ASW aren't good bedfellows!
Dammit Oculus! This is what happens when you champion front facing!
Am I the only one who sees "warping" when I'm using the rift?
The world bends in my lower view
Nope. Looks good to me outside of the snap turns
is it the lens position not matching the position of your eye?
Because obviously it's trying to match up two different images and failing
@silk lodge Yeah it is, I'm on the lower IPD side
But it never used to happen with the DK2
different optics though
It's quite obvious to the point where I can't forget about it
are your eyes centered?
headset two high or low might make a difference
Yeah but when I get it at the right spot with no warping, I'm no longer in the center of the sweet spot
So blur or warping. I'd pick warping.
Did anyone try this out yet btw? https://www.unrealengine.com/marketplace/gesture-tracker-vr
A gesture tracking and recognition component designed to be used with VR motion controllers. Drop in your VR pawn blueprint and start casting spells with the wave of your hand!
looks cool
yeah i got it the other day
I'm planning on building something like that which is a little more specific to my case ๐
was looking to put together my own 1 for a japanese learning game i was screwing around with. figured $20 saves me potentially a hell of a lot of screwing around hah
I think the unity plugin that does similar stuff seems much better since it uses neural networks to train the gestures over repeated attempts so it gets a much better idea. this 1 is just a once off train
@pearl tangle I agree, they stated they were working on one for unreal!
But I haven't followed up on that
yeah that tends to happen quite a bit with unity vs unreal stuff
you can also make a gesture just a series of trigger boxes
yeah depends what sort of accuracy you want
also depends how many gestures you are trying to have too
if you randomly distribute those boxes, you can have plenty
since im doing japanese stuff just hiragana and katana alphabets are 92 characters. and a lot of them are fairly similar
so being able to differentiate between them properly is the tricky part
and then if i put in Kanji there is like 15000 of those bastards
well I started doing it before similar to a pokemon sort of game. so each character was a different monster
but need to get more into the actual understandings of linguistics and the language to figure out better mnemonic methods for it. some good language learning 1s around do a good job with that but i still learn stuff better from games
@real needle have you guys started porting nest onto touch yet?
@pearl tangle Current version on steam can already be played with it
As of a couple of months ago
well most 1s setup properly with steam vr right can easily enough right?
You're right, but some of the input is different
Touch's capacitive events are different from the vive
do anything interesting with that?
saw you decided to release your other 1 as well. the zombie 1?
It's just a halloween demo
But it's free, and fun
I wrote all of that code at the end of last year. Way before physical animations
When we actually go back to work on it I will refactor everything. I've learned to much since then
The demo is using forward rendering though if you want to check it out
I just got an artist to work with me on The Nest MP though, so development is about to ramp up ๐ Most of the mechanics have had their prototype phase, but we need to experiment a lot with the designs of the levels
nice keen to give it a crack again
im trying to move my daydream/cardboard app over to 4.14 to do a vulkan build at the moment but it wont open the map annoyingly
We're updating The Nest tomorrow with leaderboards and some bugfixes
Since I'm the only dev I couldn't keep updating single player when I refactored the entire game for MP...
Or was, the only dev
you released the multiplayer 1 already?
Nonono
It's a private beta branch on steam atm, there's a ton of stuff to do on useability
Server Lists/Friends etc
I also have to redo the single player portion with all the new classes, but that's pretty straight forward. I think people will love to play the same damn old level again but with the ability to actually move to other Nests ๐
Here's some footage from Immerse where we demoed with the IliumVR rifles: https://www.youtube.com/watch?v=DNcZVFKIAMk
Anyway, night folks
oh nice!
would love to give that a try with 4 guys in 1 space
getting me some of those controllers now for sure. hadn't heard of them till now!
So how hard is it to do a 'real optical scope'?
Can't you just shift the render capture camera around relative to head position and rifle scope?
i know thats what he had going with it before when i was testing it before release
but the problem with that is that it would then go through objects if you are just shifting its physical position
Hmmm yeah
@real needle Only dev huh? I see how it is!
It'd need to have a range in which it can move before blacking out
(i.e. because you're now seeing the light from inside the scope... i.e. no light)
Some way of masking render capture that isn't apparent to the user.
yeah could just do a basic line trace and check the distance from the camera is < length of the trace
Can't picture that in my head
just on tick you trace forward the "zoom distance". if the trace returns a hit where the length is less than the length of the distance between the player and the camera then it means the camera is on the other side of something
so then you should pull the camera back a bit and then it will be more like the camera is zooming on it and hitting it
or you can do that in reverse and just trace the distance and place the camera at the hit point - 50u or something and if it doesn't hit anything then its just the max length of the trace which would be your zoom level
ive done it with a render target and a camera with a very very low FOV on the visor
but it looked completely flat, i wasnt happy with it
I wonder if somebody might assis me understanding something: I am using the 4.13 VR Default project.
I am adding some basic inputs so I can work without VR : So, I am adding to the MotionControllerPawn blueprint, and AddcontrollerYaw and Pitch work just fine ( Target is Pawn ). But, then I try to AddMovementInput ( Target is Pawn ), and I have checked the flow by watching and debugging, numbers look good, but it will not move anywhere.
If I do AddActorWorldOffset ( Target is Actor ) I can get things to move, so I am not stuck as such but I don't understand why the ControllerInput works but the MovementInput does not?
Because VRPawn overrides a bunch of basic shit that you take for granted.
And breaks them into tiny little pieces.
If you want to move, you gotta teleport son!
That, or just grab Mordentral's VRExpansionPlugin for a good starting point where you can do all that stuff you take for granted.
It also has collision moving with you, so you can't walk through walls either in room space or with addmovementinput
Thanks for tips. Sure I am using teleport when in VR mode, but for quick iteration I prefer to have some basic non vr mode stuff so I dont have to be taking the hmd on and off all the time
I guess my next question would be, how can I tell that something is being overridden? I can't seem to do 'find definition' on the AddMovementInput function
Probably gotta dig
I'm guessing to be honest. Otherwise the pawn is inheriting from a parent that doesn't use that function
dig into its parents and see what they have
I will dig. I think I may be having some clues from the tips yes "Base Pawn class won't automatically apply movement" etcetera
all righty I carry on
good luck
Anyone done much with cardboard? I'm deploying an app to my phone for testing at the moment, but the game itself is just rendering black
it's obviously running as I still have audio / input
apparently this is a common Android problem, but most of the threads on answerhub seem to be complete dead ends
Not with UE4. I don't recall UE4 supporting cardboard
Daydream should have automatic fallback for non-Daydream phones, but you need Android 7 for Daydream and 4.14p2
installed the cardboard sdk onto the phone?
@mighty carbon - there's a GoogleVR plugin that comes with the engine, for Cardboard and Daydream
@wintry escarp - I have the Cardboard app, and the demos render just fine
right, but that's for Daydream (Cardboard is a fallback)
and Daydream requires Android 7
cardboard works on my phone, just doesn't work well
movement is a bit jerky
suntemple scene might be too heavy for vr testing
and UE 4.14p2 is the only UE4 build that can deploy for Daydream (also should come with all respective dependencies)
Which build should we be using for daydream? 4.13.1 or the googlevr branch: https://github.com/googlevr-unreal/UnrealEngine/tree/4.13-googlevr
The googlevr branch contains a few extra settings that 4.13.1 doesn't but at the same time does not include the critical hotfixes of 4.13.1 :(
Settings not in 4.13.1:
-
Deploy for daydream manifest setup:
112302 -
Daydream app title settings:
yeah, daydream will only run on pixel at the moment, or nexus 6p
I'm pretty sure the documentation says the GoogleVR plugin should work for Cardboard :/
yeah, I've disabled everything except GearVR and GoogleVR
gearvr blocks it
interesting, let me try disabling that
what phone do you have, @hard light ?
I have a whole pile of phones
which one are you trying to use currently ?
Gear VR software doesn't block GoogleVR stuff
S7
if you simply put your S7 into Cardboard (assuming you have Cardboard app installed), it should work
I have S6, works fine (with stock Cardboard apps)
I had to disable all other vr for googlevr to work
like I said, works for the demo apps, but not for my own (renders black)
however, if you plug your S7 into Gear VR and want to use Gear VR as Cardboard, then yes, it's not going to happen
I'm just doing Cardboard for now
aha!
now I am seeing something
it's a bit broken, but I definitely saw meshes and stuff, and the eye viewports are in the right place
cheers @wintry escarp
what about HDR? I recall it caused issues with Gear VR back in the days. Maybe same thing with Google VR.
also, if disabling Gear VR plugin allows you to use Google VR, it's a bug and I'd report it to Epic
The only thing that should matter is the option where to deploy your project
we have mobile HDR disabled, so I don't think that's an issue - it may well be a rendering setting conflict though
I don't get SSR disabled... I don't need it, it wastes GPU time, I just can't find a way to disable it
I see fove have started taking pre orders for their hmd
$549, less than I expected
@wintry escarp who?
fove, a vr headset with eye tracking
been in dev for a while
will need gpu support to get a proper speed boost but carmack said its the obvious way to reduce the gpu load
I think it all comes down to support, platform and longevity of the product. I don't think there is any other company besides Valve and Oculus that can offer those
I'm not too sure Oculus is long for this world either
they've basically been harpooned by Samsung and Microsoft recently, and Facebook doesn't seem to be doing anything to promote it either
so half a billion $ investment for their ecosystem doesn't count?
and all the super high quality free games coming with Touch
Dead and Buried and Robo Recall, for start
plus it runs all the steamVr games
Oculus hater talk, @hard light ? ๐
I have no problem with Oculus
they have Touch coming (about time), and some decent games, but they don't seem to be doing anything to actually sell the product
they don't even advertise on Facebook, their own platform?
I can buy Vives on the high street now, but Oculus is nowhere to be seen
Facebook have also just launched their PC game content delivery system / app front
...but Oculus isn't mentioned in it at all
I kind of feel like Facebook bought Oculus, and then just left it in the corner to do it's own thing, heh
(there are now also physical arcades popping up - guess which VR system they use)
pretty much yes, ambershee
Facebook bought them and left them to do their thing
i guess they want to let the oculus sell itself
and the arcades use Vive becouse thats the easily availible one
well, Oculus already made it clear that they are distributor
just like Steam platform
Steam doesn't do any ads
HTC advertises Vive
And since Oculus makes their own hardware, I guess they need to do it all by themselves, but they don't do it ?! Who knows why
however, Best Buy has Oculus station
and last weekend I saw quite a few people lined up to try it
If Oculus survives Zenimax's lawsuit, I think they will lead the field in a long run
if MS get a good open hmd out for ยฃ299 oculus will be in trouble
except it won't be that good
even PSVR costs more than that, yet offers lower quality and poorer tracking
also, MS VR has no motion controllers
so, if the FOV is lower, resolution is lower, no motion controls and no support (MS stated it won't support VR on XB-next until VR is more than a bunch of demos and experiments), why would one go for that kind of VR, even if it's cheaper ?!
I thought they all settled on vive/rift res or higher
except ps4 which is gpu limited
well, unless MS sells HMDs at loss, I don't see how they can match Rift/Vive + do inside-out tracking for $300
maybe they think they have to get onto at least one bandwagon after f*cking up mobile
they might have a lot of tech developed as part of hololense
oculus have done almost everything wrong
Yeah, that's why I plan on getting a vive
Plus the motion controls open up a wider varity of games to play/make
at least they've avoided the final coffin nail so far, linking it to a facebook account
@real needle Rift has better motion controllers (which are coming next month)
But I do not wish to support their business practices.
lol, okay
when i was demoing my game at the last convention, i found something(might be very obvious)
people absolutely loved it
and really wanted to buy it, most of them asked me how to buy one
Rift?
when i tell them that its 900 euros and a beefy as hell computer, they all get letdown
then i tell them that the PSVR is more accesible at half the price
but not as good
i think i sold a bunch of PSVRs this days
well, obviously VR is niche, and PC VR is expensive niche in particular
however, if there was a worthy experience (a metaverse, not MineCraft), people with cash would buy into it
psvr is misleading
im preparing a GDD for Sony right now, as a product proposal
my game will launch on Oculus first, then steam, and then PSVR version
it costs more than they say, and within a few months of new ps4 games will target that
unless sony pays me a little, not even much
is there a difference between VR multiplayer and regular multiplayer ? (framework I mean, not experience)
its interesting that im making a fairly detailed GDD for them, while i havent been able to test PSVR
I wonder what preview2 added
whatever wasn't working/missing in preview1 ๐
Does anyone know if a 980 is good enough to run the editor in vr comfortably?
I've tried it with a friends Vive, and it worked decently enough
I have a EVGA GTX 980 SC
Wish i got to play around more, i really like the idea of VR
thx, looking forward to playing around with it ๐
I'm looking at a vive for development reasons, but i can't justify the price until more games come out/i get better at development
980 should be fine
the price isn't bad if you want to just use development as justification
and the games are coming ๐
wait for oculus touch release
and decide then
its very probable that if you get a vive right now, you will not be happy when oculus releases all those sweet oculus touch games
that cant even be hacked or emulated to work on vive wands
we need to stop dissuading people from getting into VR because of the fanboy drive
just get whatever man, anything with roomscale and motion controllers will be like a new reality for you
what vblanco said was mostly just.. not right
Does anyone have recommendations for affordable tripods for the Vive lighthouse sensors?
Wall-mounting is a somewhat risky option for me.
what country are you in?
US.
yeah easy just got on amazon and search for vive stands
make sure you get the ball mount too
congrats on your new vive by the way
if you do get the choice, get the stands that jam into the ceiling and floor
the smaller footprint is really good
then you get a ball joint clamp to mount on that
Ah interesting. Thanks! โค
Looking at a few choices on Amazon now, and they're way more affordable than I thought.
Found a compatible pair for $33. I was expecting to pay upwards of $100 for a good pair.
I had to pay $120 for stands in NZ
they';re really nice stands then I never ended up using them
I just 3m taped the lighthouses to the wall
you can get them back off with a paint scraper and some patience
there's this 13kg tape that I now use for EVERYTHING
you find out pretty quickly that the ideal vive space is a marked off area with lots of room beyond it to put the sensors in
you can get occlusion problems right beneath a sensor
but it doesn't happen often
Ah, interesting. You need mounts and stands?
Or do the mounts just make things easier/more adjustable?
I see some decent ball bracket mounts for $8.
if you just smack the lighthouses on the stands they won't be able to see anything near the floor
so yeah, ball mounts are essential
the ball mounts are cheap as, I got them from amazon and remailed them, couldn't get them here
people say stands are good but vibration or movement can really slow down your day
that's the other reason I ended up going for the wall option
I don't need the cat rubbing itself on a stand and giving me motion sickness
and it sucks to recalibrate every time you use it
with the 13 KG tape I just used the existing wall bracket and stuck it to that. even though it just connects to the ridges it holds it VERY well
and I just check them every week
if you don't get a paint scraper you'll take a piece of wall off if you decide to move them though
that's how tight it holds
oh those cats...
http://uploadvr.com/microsofts-new-windows-10-video-teases-another-vr-heaset-motion-controller/ << title sounds like a click-bait title
uploadvr spammed to me join their "group" for vr news
I was underwhelmed and unsubscribed
so yeah they're a big part clickbait
that controller looks uncomfy
when packaging a build for distribution on Steamworks, do I need to add anything/check off any boxes/set up anything special beyond what I normally would do to produce a Windows desktop build for testing?
nope
just make sure you dont have the .pak compression on
steamworks doesnt like that, becouse it increases your patch download size, a lot
Thanks a lot for all the info @dry fjord!
โค
I'm brand new to VR development, so it's all new to me still.
ok cool, i did use pak file, will change that, thanks
you're going to have a blast man
this is the vive equivalent of a flames shirt
I need it
i'm curious as to what you guys sent in for the vive grants
so i know how long to spend on my game until sending in a preview
because.. sooner i get it the better
$1800 from CL
the advice i had yesterday was to keep force-feeding epic community staff with your progress so they recognise you then have something that's immediately awesome. that gets grants.
that's more than my 1440p / 165hz IPS cost me ๐ฆ
$1600 straight from HTC
including shipping and duty
you will need to register as an importer to get it through customs though
so do that when you purchase
would you be constantly emailing them or updating on the forums somewhere?
so it's chance i want not alex?
alex is fine too I imagine
I'm just passing on stuff I heard
they're both nice guys and will tolerate such bullshit
yeah i've had interactions with alex in the past
I got mine through the grant program.
Btw, I can confirm Chance and Alex (and Jess) are amazing people.
Worked and partied with them at GDC this year. They're so much fun, and so nice.
can i see what you showed them @balmy creek ?
Honestly, I just told them I wanted to dive into VR after being inspired by the devs I met at Steam Dev Days.
And that I wanted to stay competitive in the local consulting market. VR is huge in Portland.
hrmm
so pretty much if i show them what i already have and that i'm making a game focusing on VR it should suffice
i'll make a video introducing it etc
with some screenshots/txt
HeyNick
and vaei
Nick, are you familiar with Vive?
I assume you are, reading your earlier comments
I'm trying to build a simple room explorer map, but running the build, it's not recognizing the vive
yeah
ok
also add a console command in the level blueprint to run Stereo On
under beginplay
then make sure UE is all quit
and if it stilld oesn't work, reboot your machine
also inserted a console command 'Stereo On' in gamemode
ah, it needs to be in the level blueprint, not the gamemode?
not sure
would probably help
it's honestly an iffy thing
you have to try a lot of stuff
Couldn't hurt putting it in both I guess
yeah
Event BeginPlay > Console command, right?
just manually open the console and write stereo on and see if it works
yeah
I know that steamvr needs a restart here after pc resumes from sleep
I never let mine sleep
I just turn it off
ok
Now I just need a way to make sure it starts in VR, cause it'll be on a little expo, and the guy showing it isn't too tech savvy
Hey Guys, anyone playing with vehicles in VR and entering/exiting them? Think it would be a little odd to let the player know to have a chair in your play area and sit down each time, but also maybe werid to have you standing while in a car driving around.
very good question, I'm working on addressing this myself. I don't know what the right answer is yet, but here are a few ideas I had to work around it:
- make snap bounds: when the person is "sitting" in the 'chair' you do distance calculations each frame from acceptable head position and actual head position. have two distance thresholds: first is the place where it starts moving the VR Origin eeeevvver so slightly every frame (unnoticeable to player) towards a position where the HMD is within that distance, and then the distance where it just 'snaps' their VR Origin back to a position where the HMD center is at the acceptable head position
that way the user can move freely to look around the cockpit/vehicle seat, but when "buckled in" they can't go much farther than that. This way people can realign themselves down into their chair with no problem, wherever it is
refining it as I was typing it, I like it a lot more now that it's fleshed out
I've thought about that a lot
I wanted a way to identify and outline real world objects
either with known object positions or with kinect data or something
you at least need calibration though
taiku does something similar as his game is seated
I was just going to tell the player to take off the headset momentarily and locate a chair and sit in it.
Having played a few hours of obduction last night
where they've got their rail cart vehicle.
how is it still?
I didn't get very far in it, I am pretty high maintenance when it comes to VR
I need to try it again
It's actually kinda ok to just stand in the chair.
stand up while using a virtual chair.
Do you have a Rift?
Oh ok.
Well, it could be ok. I have ASW and all the graphics turned on. Looks bloody amazing.
As a game it's... a slow 90s puzzle game
from the guys behind Myst.
So... that's what it plays like.
But the game looks like CG. Mesmerizingly beautiful.
yeah
I know all about it, I played it ๐
I just didn't play it for long before getting bored
not being able to re-watch projections killed it for me too
I missed bits
Yeah fair call.
I just used a guide to help me past awkward bits.
Because my attitude is; if I get stuck, I'm done - and if I'm done, then might as well see the rest of the pretties by cheating my way through!
hahaha
I don't cheat much
I like to solve things
that's the fun of it for me
but I preferred antichamber for example
Yeah. So I balance it by using guides to get me past the bits that I can't figure out in a reasonable time.
Because it gets boring following guides exactly. But also boring getting stuck.
fair enough
But really. The game should never be getting me stuck because I missed some stupid switch that changes the vehicles locomotion system
yeah I'm not sure obduction warrants a lot of time spent solving things
Cyan just are not the greatest game developers
... I got stuck because there's a switch that goes from aiming the laser on the cart to moving the cart back and forth.
they just happened to make the right game at the right time
Yeah... I think there's a place for that sort of thing (90s style adventure game). There's an obfuscatory charm to it.
But we're not absent of 20 years of game development, so they'll never recapture that context again.
90s game design is just seen as jank today by most people.
I mean... there's random shit scattered around that you can inspect. That does nothing!
that's not so good
But it does remind me of nostalgia.
Oh look at this thing that floats up to your face when you inspect it and lets you turn it around like it's Kings Quest 7 or something.
Anyone know how much the Vive base stations weigh?
11 oz
plus cord tugs
Just weighted it, would say 13-15oz with the cord hanging/tug
Does OSVR plan on integrating lighthouse tracking?
Or are we just going to have a growing galaxy of competing standards?
@winged shale I think these guys are doing something similar to your locomotion system: http://www.roadtovr.com/hands-on-lone-echo-multiplayer-is-a-totally-surprising-triumph-for-competitive-zero-g-locomotion/
Looks pretty damn cool.
Having tried the whole grabby thing in climbey and my own stuff, proprioceptive vection works amazingly well. Even after you've let go; your brain can buy into the fiction that its throwing that thing around.
that reminds me of Ender's Game
I think casual nerds would totally lap up VR Quidditch.
As long as someone can figure out a good loco system for flying around like that.
they'd fall over and puke and shit themselves
FPS broomstick flight is the antithesis of good VR motion
Maybe FOV restriction while in motion
True that.
Maybe
Maybe ok hear me out.
FOV restriction. But instead of just straight up black.
you get the chaperone bounds where it's blacking out
and you also get 'radar' elements of other players in the field.
So you're still aware of where everything is, you just don't get a rush of visual motion in your periphery.
... I could actually prototype something like that.
Yeah.
Actually, I think VRTemplate changes settings that make alpha textures impossible.
Any idea how you'd do a FOV constriction (fades in from the sides) without an alpha texture?
Or just say screw it to the VRTemplate...
I don't need yo fancy optimizations!
Damn. /r/Oculus went full carebear ๐
They removed the downvote button.
Yeah, I tried that. Vignette doesn't work in the VR template either.
@vital comet Gimme a couple million and I could deliver.
k
๐
that can't be
a custom vignette is just a gradient that you define in the post-process material
then you use that as a mask for whatever else you want to show, outlines, etc
it should be fairly fast
@clever sky - Yep on OSVR and lighthouse
Intital work is on going
Ah cool
Is that official support?
You will get an answer from the devs
@clever sky - Kinda
You will get a answer from the devs tho
The CEO of Sentics talks there allot
Fair enough ๐
to be honest the future IS inside-out tracking
way easier to stick identifying stickers on the walls
@dry fjord - Depends on how well it does
Problem with inside out tracking is...
it's just that USB3 is kind of shit for video
how do you track controllers?
well now, I haven't thought of that yet
maybe controllers get webcams too
@fresh laurel I honestly don't think they have. They're using hand based tracking.
Oh?
for the hololens.
I guess a lot of the work has to be on the device
And I assume the same for their VR stuff.
eh fuckit lighthouses all the way
Ideally you'd get all the tracking
there is a rumoured controller for the hololens isn't there?
Inside out, outside in - inside out for walkabouts and outside in for most functionality.
yeah called "Clicker"
Sounds like a non-tracked controller that's tracked when it comes into your FOV.
That's probably adequate for most use cases.
But terrible for mine!
Freedom of movement relies on sound ergonomics. Sound ergonomics doesn't involve holding your hands in front of the visible cone of tracking ๐
What is your use case?
yeah controllers need to work out of view too
it's mandatory
this is why we should be using gloves
with electro-muscle stimulus
@fresh laurel example is climbing - your hands are way out of view a lot of the time.
Like behind your head, or way under you.
under your face.
Alright
I don't think anything can really replace physical controllers for utility. It'll always feel better to hold controllers when say... holding a gun or a sword.
Its all about that Mixed Reality in the end. AR and VR will just end up joining together anyways.
But with sufficiently advanced exoskeleton style gloves, you might get some interesting tactile possibilities in VR.
@pallid echo yeah pretty much.
Like... at what point does VR go to AR? Is it AR when I start to pull my coffee cup or keyboard into VR?
What if I use the black and white printed paper markers to mark their positions instead of using a captured image?
did I tell you guys I dreamed about physically interactive VR?
something will come. selective electronic nerve and muscle interference, some kind of field, something.
and not just because I dreamed it
but because we all dreamed it
Elon musk was talking about that and saying people were working on it