#virtual-reality

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neon egret
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Just that VR and the Mirror Preview have different UI

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So you can have people look on the screen and see a proper UI and maybe even a different camera

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Allar told me i might need to get into the steam hmd classes

dry fjord
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ah I see

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yeah I know what you mean

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I guess if you place your UI in-world it'll show on both

wintry escarp
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any of you got 2016 gearvr yet?

neon egret
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@dry fjord Yep, that's no what I want though

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Both should be strictly using their own UI

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PC one the onscreen UI

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and VR the VR UI

dry fjord
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hmm

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tough call

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it's almost a question for epic

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it'd be nice to know for sure

distant nest
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So are there devices other than pixel that have been announced that support daydream?

pallid echo
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Nothing yet sadly ๐Ÿ˜ฆ

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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 ๐Ÿ˜„

distant nest
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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.

wintry escarp
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the axon7 claimed it supported daydream since may, not they removed that claim from advertising

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now

granite jacinth
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Yo

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I want to confirm that VR Preview does NOT enable the OnlineSubsystem even though it is technically a new window, correct?

dry fjord
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bitch and moan time. 99/100 I can't use my vive in UE anymore

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occasionally it works

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it just goes grey and stops tracking immediately

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sick of restarting everything to try to fix it

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valve needs to stop working on overwatch and fix vive

dusk vigil
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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

dry fjord
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maybe

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I've only had it three or four weeks

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it does work better in other things though

dusk vigil
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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

dry fjord
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gonna take a nap and leave it unpowered for an hour, see if that helps

dusk vigil
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unplugging and replugging linkbox / restart steamvr helps a lot for our buggy situations

dry fjord
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same for the base stations, they can have a nap too

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yeah I know

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that's what was working for me until the last couple of days

dusk vigil
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also you are on beta : )

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so maybe thats just it

dry fjord
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of course ๐Ÿ˜‰ love me some async reprojection

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it's most likely because it's beta

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back soon

granite jacinth
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lol

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I had to restart my pc today because of that reason @dry fjord

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I think it's a bug from their latest update

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whatever it was

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no bueno

winged shale
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@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.

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And through the Google store they sell global unlocked pixels

distant nest
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I need a GSM version

winged shale
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I'm pretty sure the Google store ones that work with Fi work internationally because Fi gives free international roaming

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The phones are built with all radios inside

distant nest
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It seems confusing to say Verizon only if they have a GSM version

winged shale
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Yeah it's weird

distant nest
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How is your Fi coverage?

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Are you mostly on wifi or cell?

winged shale
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Great, it uses any wifi network you connect to as cell network, so you can call and Sms and MMS

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And it connects to open wifi networks with Google VPN for security to supplement coverage

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But the times I've used the mobile radios it's been perfectly fine

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Most people don't get service at my house but I do with Fi

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Oh yeah they also give you free data only Sim cards with no additional fee. And there's no data overage charges

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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.

sly chasm
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gr8

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Im stuck

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and I cant restart the setup

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๐Ÿ˜–

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but doesnt let me go back

winged shale
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@sly chasm damn you've really been getting the dick on this Oculus thing these past days

sly chasm
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i kno

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at least theyre sending a replacement cable

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but I dont fully think it's that

winged shale
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๐Ÿ˜Œ

sly chasm
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prepare to get... UN-relieved

winged shale
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๐Ÿ˜ซ

sly chasm
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I went to a friend's house, and tried it out on his pc

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... and it worked!

winged shale
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Whoabaobobahuoh

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What brand of gtx 1060 do you have

sly chasm
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I think it's gigabyte

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but Ill check

winged shale
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Have you tried swapping it out for another?

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Maybe an older one you have laying around

sly chasm
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Im planning on doing that

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oh

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not another video card, no

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except for his

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I had a gtx 770 laying around, but it got stollen

winged shale
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WTF in your house?

sly chasm
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no

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at my school

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but that's a different story

winged shale
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Damn

sly chasm
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nope, I got MSI

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uh oh

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black november

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I bet this isnt going to sit well with companies' pockets

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I think I might end up having to get a new motherboard...

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which one do you guis recomend?

pearl tangle
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you went with a 1060 for VR work?

sly chasm
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well, I originally wasnt planning on doing it specifically

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I just needed an upgrade from my 770

winged shale
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I've got the Gigabyte Gaming 7 Z170 motherboard and I love it. People seem to also favor the ASUS ROG Z170 mobos

dry fjord
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raaaar

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it's doing what it was doing last night

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this is weird

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my setup is a rigged avatar looking at a mirror

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the headset is off, but tracking

clever sky
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Yo. This looks awesome. How would you guys do it?

dry fjord
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the UE camera isn't moving but the things that are attached to the camera move to the right place as per the tracking

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SO STRANGE

winged shale
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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

pearl tangle
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1060 is a bit underpowered for doing vr dev work though isn't it? its a bit below a 970 right?

dry fjord
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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

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1060 > 970

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1060 is more like a 980ti

pearl tangle
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@dry fjord you on a vive or rift?

dry fjord
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vive

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so why I have a steady camera looking at a rendertarget of itself moving is blowing my mind

pearl tangle
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nah 980ti is much better still

clever sky
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1060 is at 980ti levels?

pearl tangle
clever sky
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I was like... I didn't think the 10 series was that much of a jump.

dry fjord
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this must be a UE problem

winged shale
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1070 is at 980 Ti level for sure

clever sky
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980ti should be between 1070 and 1080

dry fjord
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I guess it's changed since I read the benchmarks early on

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just get a 980ti then

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cheaper

pearl tangle
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yeah the 1070 is closer to the 980.

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980ti is still more expensive than a 1060 in most places

clever sky
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Ah wow. 1070 just edges out the 980ti.

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Nice.

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I'm still waiting on the 1080ti

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Actually might just wait for next gen. 980 still servicable.

winged shale
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But benchmarks like that are not a good indicator when you're comparing across different system architectures

pearl tangle
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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

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running a bunch of different 1080's at work, definitely good to be developing on

clever sky
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Vote it up! get it fixed!

winged shale
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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

pearl tangle
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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

winged shale
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Gigabyte's everything has been pretty damn solid for a few years. My p35x 980M model has had some very good longevity and performance

pearl tangle
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yeah it doesn't overclock as well as the evga does though

winged shale
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And yeah that magic 2100 MHz

pearl tangle
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or the seahawk actually

winged shale
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Seahawk OP

pearl tangle
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@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

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im running a 1080 seahawk in my little mini itx event machine with the 3000 RPM noctua fans on a push pull ๐Ÿ˜‰

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100% usage for 8 hours straight and its barely pushing 40 degrees hah

winged shale
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It's a lovely little custom

clever sky
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@pearl tangle I called the get bounds manually as an array. It returns nothing! Nothinggggg!

pearl tangle
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looking through benchmarks the evga can get an extra 50hz over it so a few more frames

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but it gets the bounds properly in the editor?

clever sky
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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.

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in lieu of the get bounds functionality.

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So it's definetly the get bounds that's broken.

pearl tangle
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it sounds more like a steam vr issue if its on build actually. Is that in developer mode or just shipping?

winged shale
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Yeah even on air I have had supreme luck with my FTW. It just doesn't get much better without liquid

clever sky
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Don't know! Haven't packaged it multiple ways. Just whatever happens when you click on package - Win 64

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And yeah, it gets the bounds fine in editor.

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Most of the time

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sometimes bugs out.

pearl tangle
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try it in developer mode and include debug and on tick start spitting out the values and see if it gets anything

clever sky
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k

pearl tangle
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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

clever sky
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Voltage to be unlocked for the Ti ๐Ÿ˜›

pearl tangle
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the seahawk only has the 1 8 pin connector too so it wont go any higher either

winged shale
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Ugh the voltage such a PITA

pearl tangle
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yeah i would say they will push the Ti's a fair bit in 6 months time

grim condor
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when is the 1080ti released

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?

pearl tangle
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probably 6 months

clever sky
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That seems like a much larger delay than between 980 and 980ti launch

grim condor
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ok, thanks, keep my 980ti for a bit longer

pearl tangle
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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

winged shale
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as someone who worked at NV, I'd say that they're probably going to release it in spring

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just a hunch ๐Ÿ˜ƒ

pearl tangle
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used to work at nvidia?

clever sky
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If anyone was wondering if 2 tracking cams would be sufficient on Oculus Touch..

winged shale
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yes, resource management team for on-chip micro-OS

pearl tangle
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sounds like an interesting gig!

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2 cameras can handle 360 but not room scale apparently

clever sky
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Damn. Spychiatrist got that tech cred behind him.

pearl tangle
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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

clever sky
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@pearl tangle The diagram is from a dev out in the field that's tested it. Mostly ok, some areas a bit wobbly.

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So... good enough for me!

pearl tangle
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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

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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

clever sky
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Well, still large enough. 100 hor 70 vert

pearl tangle
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all about how you manage to place them i suppose

clever sky
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Only trouble you get into is if you mount into the corners of the play space

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and walk under them

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As opposed to having a room with buffer elements (like furniture) and you can mount the cameras into that buffer space.

pearl tangle
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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

clever sky
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Yeah true that.

pearl tangle
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id be interested to see if the cameras can mount onto the wall or something like the lighthouses can

clever sky
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My personal set up is fine though - both lighthouse and oculus cameras are mounted around 2.2m

pearl tangle
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i still haven't gotten my damn Rift because their customer service sucks. pre ordered in February...

clever sky
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Seriously?

pearl tangle
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yep

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so now i have 5 Vives instead

clever sky
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Wow...

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I thought they cleared out their shortage issues ages ago.

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I think they just forgot about you man ๐Ÿ˜›

pearl tangle
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they cancelled my order without any reason and support was just like oh yeah order a new 1

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although i should have had free shipping and the priority list on the touch

clever sky
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Ah man.

pearl tangle
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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

clever sky
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Man... that's just piss poor D:

pearl tangle
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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"

clever sky
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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.

pearl tangle
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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

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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

clever sky
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Dayum. What kinda business you run? VR marketing?

pearl tangle
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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

clever sky
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Ah that's right. I remember someone was doing event stuff. So that's you ๐Ÿ˜ƒ

pearl tangle
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yep most likely

clever sky
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Did you guys happen to work on some sort of doritos driving game? ๐Ÿ˜›

pearl tangle
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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

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nah that 1 wasn't us

clever sky
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Fair enough ๐Ÿ˜ƒ

pearl tangle
clever sky
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Cool beans.

pearl tangle
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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

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real video outside the windows, CGI inside

clever sky
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So you guys do more on site sorta stuff?

pearl tangle
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then on 1 wall of the outside of the hut did projection mapping of the 4m wall for mixed reality view

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well we did this as well but still needs some updates. doing a vulkan build update this week

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and the 360 video just doing final touches on today

clever sky
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Nice. Fancy stuff.

pearl tangle
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only downside of using unreal for doing the animations is that liquids and glass still suck compared to using vray or arnold

sly chasm
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or even blender

pearl tangle
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we captured that in 8k 60fps for the outdoor scene. 933gb of images hah

sly chasm
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cycles*

clever sky
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Ah

pearl tangle
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ended up at 1.5Tb for a 3.5minute video

clever sky
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That's what happens when you go 8k still images! ๐Ÿ˜›

pearl tangle
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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

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still a shitload better than trying to render that using a traditional renderer

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my mates did a 3 minute 360 video with Arnold render. cost them $5000 on the render farm

clever sky
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Solved, cept the heat. Release a PC headset you jerks!

pearl tangle
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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

clever sky
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Or license that to display style headsets!

pearl tangle
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it should be part of the daydream spec. idno why it isn't

clever sky
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Probably cost and because late to finish.

pearl tangle
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i have done some VR stuff with the tango tablet already, works decently

clever sky
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Nice.

pearl tangle
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nah ive had a tango for 2 years

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tech has been there for ages

clever sky
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Yeah, but I mean getting it to a state they were satisfied with.

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Under 20ms motion to photon and all that

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From what I recall, the tango latency is fairly high no?

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The old tango latency.

pearl tangle
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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

clever sky
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Ah you mean running it as a standalone device

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Ummm... the tango bit stand alone from the rest of the device (rendering and display)

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Too bad that doesn't mean we'd be able to jury rig up a Rift/Vive with tango and have them be wireless.

pearl tangle
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nah i mean they hadn't designed the tech in it for VR stuff

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but if they make some adjustments they could boost its capability to suit it pretty easily

sly chasm
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Do you guys know the motherboards that have USBs supported by Oculus and HTC?

clever sky
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Uh... try to find ones with intel USB chipsets

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@pearl tangle have you heard of 'Nozon'?

pearl tangle
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they just got bought out by the star guys

clever sky
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Yeah.

pearl tangle
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saw a blog thing about it the other day

clever sky
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Seems like something you could use for your stuff?

sly chasm
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Arent all boards that support intel, have intel-chipsets?

pearl tangle
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yeah i was interested in it for film making stuff actually been playing around a little bit with it already

clever sky
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Because (limited) positionally tracked prerendred VR sounds amazing.

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Ah cool. How's it work? Is it doing a virtual lightfield capture?

sly chasm
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that's the stuff that gives you real motion sickness

clever sky
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@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.

pearl tangle
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nah the idea is that it's like a 360 video that you can move around in, so removes the motion sickness

sly chasm
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oh

clever sky
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Yeah, but how's it let you move around inside?

sly chasm
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nm then

pearl tangle
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essentially rather than a fixed camera position it's like a camera with a 1m range on it

sly chasm
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doesnt it stich together its footage using depth sensing?

pearl tangle
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its more like capturing the video with a stereo camera from a couple of angles rather than a single lens camera

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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

clever sky
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What you describe sounds more like the stuff that has been shown off with Obama's National Park vr thing.

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i.e. stereo 360. But not repositional.

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Which sounds a lot more like the lightfield stuff that the ball Lytro cam does.

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Lytro Immerge

pearl tangle
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well stereo 360 is just capturing it in 3D but doesn't provide positional tracking

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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

clever sky
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The Immerge allows for repositional within the sphere space.

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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.

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Which sounds like the Nozon stuff.

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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.

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So not suitable for end user distribution.

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... I guess if you're running a custom setup like IMAX, that doesn't matter as much though.

pearl tangle
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yeah the nozon stuff is only for pre rendered CGI, not filming

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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

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normally you capture it then go into post and pick your focus point and then save that out as the actual image for people

clever sky
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Yeah.

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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.

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Is it... because it's rendering out a different sort of information (light ray vectors?)

pearl tangle
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in the same way that unreal doesn't take up shitloads of space

clever sky
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Well, that's real time

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Unless it's a hybrid real time/rendered engine?

pearl tangle
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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

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you render the lighting once when you bake things in unreal, thats essentially what it does

clever sky
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Ah

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ok.

pearl tangle
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give it a download on steam and try it out

clever sky
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I was under the impression that it was fully prerendered like Octane

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There it is.

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Cheers for that info.

pearl tangle
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yeah they have the beaver/robot scene there for 12gb

clever sky
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Well that'll take a while.

silk lodge
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It can run right off a m.2 drive

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so you could watch entire movies with it

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it interfaces with current rendering systems so you can render on render farms

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it's pretty cool stuff

clever sky
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What's it?

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Nozon?

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or Lytro lightfields?

silk lodge
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the paralax presenZ stuff

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I don't know exactly what it is

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but I would watch a good movie in it

pearl tangle
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yeah thats nozon

dry fjord
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What's this about octane?

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Ah light fields

clever sky
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Bloody hell.

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They really did an amazing job with obduction

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It's like that first time I played Zork The Inquisitor.

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OMG full motion graphics!

dry fjord
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It's missing that vital fun element though. I may have to try it again

pearl tangle
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its just using a gamepad right?

dry fjord
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I downgraded to the non-beta of steam VR and I'm seeing exactly the same problem

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VR just won't work

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anyone had this?

pallid echo
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VR doesn't work meaning?

dry fjord
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two current situations

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  1. right now the HMD isn't tracking and displays black or grey
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  1. 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
pearl tangle
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thats the vive right?

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hdmi or dp?

dry fjord
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yeah vive. HDMI

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my physical setup hasn't altered in any way

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everythings in the same plugs

pearl tangle
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so was just when you updated steam vr? what gpu and drivers?

pallid echo
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I'm assuming you already did the whole list of stuff like remove/reinstall SteamVR drivers, etc?

clever sky
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@dry fjord hmmm... rub your headset with a cloth?

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long shot, but might work!

dry fjord
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hahaha

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I've done rebooting

pearl tangle
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and maybe a genie will come out

dry fjord
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I've done reinstalls

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I might verify UE next

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other games play OK in the vive

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so it must be UE

clever sky
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Fair call ๐Ÿ˜ƒ

pearl tangle
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have you started steam vr before the engine or letting the engine fire it up?

clever sky
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I know when I lose tracking, I rub the headset and it normally comes back ๐Ÿ˜›

pallid echo
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Have you by chance tried the suggestion that fixed the 108 error issue in UE4?

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That fixed a few of my problems not even related to the UE4 issue.

clever sky
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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.

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Turned up all the settings to epic and 170 screen res

dry fjord
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yeah I always start steamvr first or it doesn't work

clever sky
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Game looks like straight up CG for everything further out than 1 meter

dry fjord
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I did that bananking, that's when my serious problems started

clever sky
#

Maybe a couple meters.

dry fjord
#

what did you see when it refreshed the firmware?

#

I saw nothing

pallid echo
#

I saw nothing as well

#

Just fixed stuff lol

dry fjord
#

I might try that again

#

are you on beta or regular?

pallid echo
#

Beta

dry fjord
#

hrm it's just showing grey out of the engine now

pallid echo
#

The newest one that just came out today as well actually.

dry fjord
#

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

winged shale
#

I also did the fabled beta-drop to fix another issue

dry fjord
#

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

winged shale
#

nah I just made the name up, not sure if it's a thing but it definitely fixed my issue

dry fjord
#

mean

pearl tangle
#

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

clever sky
#

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!

pearl tangle
#

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

clever sky
#

That too!

pearl tangle
#

this is actually quite impressive. this is what the unreal VR editor needs to be like

clever sky
#

Fuck shit. I'm getting black screen in UE now

#

Nvm. It's because Unreal prefers the Oculus HMD if its plugged in

pearl tangle
#

bloody oculus

clever sky
#

Anyone interested in a mirror's edge style parkour game for VR?

#

Full body motion based system! ๐Ÿ˜›

pearl tangle
#

yeah weren't you gonna share over a locomotion prototype to test out?

clever sky
#

Yeah. I'll package it up and upload this evening.

#

Happy to sign an NDA?

pearl tangle
#

yeah sure

#

you aren't going to be revealing that much in the prototype though surely?

clever sky
#

Ok. Well I'll need to organize that ๐Ÿ˜›

#

Just the most important part D:

real needle
#

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

clever sky
#

Yeah, played it loved it. I've put the climbing system into my thing too

real needle
#

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

clever sky
#

The climbing is the best part. The walking around bit is a bit eh (arm swinger)

real needle
#

Fortunately it's a climbing game :b

clever sky
#

Luckily the game is about climbing!

#

But mine isn't. It just happens that you can 'climb'

real needle
#

I was able to beat the "superlong" user made maps

clever sky
#

Nice.

#

I can't get past the ice ramp

real needle
#

Z-block is tricky with all the spikes

#

That one is all about trying to move straight

#

Even motions with your hands

pearl tangle
#

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

real needle
#

Copresence ๐Ÿ˜ƒ

#

It's undoubtly a feature I have been working on for The Nest ๐Ÿ˜ƒ

pearl tangle
#

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

real needle
#

yeah I tried the same with Raw Data, you just gotta talk to eachother constantly

pearl tangle
#

haha yep but then we did headphones :p

#

so then you couldn't actually tell the direction of the persons voice

real needle
#

vivemare

pearl tangle
#

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

real needle
#

sweet!

pearl tangle
#

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

real needle
#

swing by our office while you're here

pearl tangle
#

you are in seattle?

real needle
#

yeah!

pearl tangle
#

nice. did you go do the course already?

real needle
#

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

pearl tangle
#

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

clever sky
#

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!

real needle
#

Am I the only one who sees "warping" when I'm using the rift?

#

The world bends in my lower view

clever sky
#

Nope. Looks good to me outside of the snap turns

silk lodge
#

is it the lens position not matching the position of your eye?

clever sky
#

Because obviously it's trying to match up two different images and failing

real needle
#

@silk lodge Yeah it is, I'm on the lower IPD side

#

But it never used to happen with the DK2

silk lodge
#

different optics though

real needle
#

It's quite obvious to the point where I can't forget about it

silk lodge
#

are your eyes centered?

real needle
#

Sure, but one would think they'd be better

#

Yes

silk lodge
#

headset two high or low might make a difference

real needle
#

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.

silk lodge
#

looks cool

pearl tangle
#

yeah i got it the other day

silk lodge
#

I'm planning on building something like that which is a little more specific to my case ๐Ÿ˜ƒ

pearl tangle
#

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

real needle
#

@pearl tangle I agree, they stated they were working on one for unreal!

#

But I haven't followed up on that

pearl tangle
#

yeah that tends to happen quite a bit with unity vs unreal stuff

silk lodge
#

you can also make a gesture just a series of trigger boxes

pearl tangle
#

yeah depends what sort of accuracy you want

#

also depends how many gestures you are trying to have too

silk lodge
#

if you randomly distribute those boxes, you can have plenty

pearl tangle
#

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

silk lodge
#

yeah

#

hopefully it's a spell casting in japanese game

pearl tangle
#

and then if i put in Kanji there is like 15000 of those bastards

silk lodge
#

cast tempature

#

cast bullet train

#

cast cooking

pearl tangle
#

well I started doing it before similar to a pokemon sort of game. so each character was a different monster

silk lodge
#

oo that's cool

#

Grandmother, I choose you!

pearl tangle
#

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?

real needle
#

@pearl tangle Current version on steam can already be played with it

#

As of a couple of months ago

pearl tangle
#

well most 1s setup properly with steam vr right can easily enough right?

real needle
#

You're right, but some of the input is different

#

Touch's capacitive events are different from the vive

pearl tangle
#

do anything interesting with that?

#

saw you decided to release your other 1 as well. the zombie 1?

real needle
#

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 ๐Ÿ˜ƒ Most of the mechanics have had their prototype phase, but we need to experiment a lot with the designs of the levels

pearl tangle
#

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

real needle
#

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

pearl tangle
#

you released the multiplayer 1 already?

real needle
#

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 ๐Ÿ˜ƒ

#

Anyway, night folks

pearl tangle
#

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!

clever sky
#

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?

pearl tangle
#

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

clever sky
#

Hmmm yeah

granite jacinth
#

@real needle Only dev huh? I see how it is!

clever sky
#

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.

pearl tangle
#

yeah could just do a basic line trace and check the distance from the camera is < length of the trace

clever sky
#

Can't picture that in my head

pearl tangle
#

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

clever sky
#

ah

#

i see!

wicked oak
#

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

dusk vigil
#

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?

clever sky
#

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

dusk vigil
#

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

clever sky
#

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

dusk vigil
#

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

clever sky
#

good luck

hard light
#

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

mighty carbon
#

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

wintry escarp
#

installed the cardboard sdk onto the phone?

hard light
#

@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

mighty carbon
#

right, but that's for Daydream (Cardboard is a fallback)

#

and Daydream requires Android 7

wintry escarp
#

cardboard works on my phone, just doesn't work well

#

movement is a bit jerky

#

suntemple scene might be too heavy for vr testing

mighty carbon
#

and UE 4.14p2 is the only UE4 build that can deploy for Daydream (also should come with all respective dependencies)

#
wintry escarp
#

yeah, daydream will only run on pixel at the moment, or nexus 6p

hard light
#

I'm pretty sure the documentation says the GoogleVR plugin should work for Cardboard :/

wintry escarp
#

it does

#

make sure to disable all the other vr plugins

hard light
#

yeah, I've disabled everything except GearVR and GoogleVR

wintry escarp
#

gearvr blocks it

hard light
#

interesting, let me try disabling that

mighty carbon
#

what phone do you have, @hard light ?

hard light
#

I have a whole pile of phones

mighty carbon
#

which one are you trying to use currently ?

#

Gear VR software doesn't block GoogleVR stuff

hard light
#

S7

mighty carbon
#

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)

wintry escarp
#

I had to disable all other vr for googlevr to work

hard light
#

like I said, works for the demo apps, but not for my own (renders black)

mighty carbon
#

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

hard light
#

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

mighty carbon
#

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

hard light
#

we have mobile HDR disabled, so I don't think that's an issue - it may well be a rendering setting conflict though

full junco
#

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

wintry escarp
#

I see fove have started taking pre orders for their hmd

#

$549, less than I expected

mighty carbon
#

@wintry escarp who?

wintry escarp
#

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

mighty carbon
#

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

hard light
#

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

lucid pecan
#

so half a billion $ investment for their ecosystem doesn't count?

wicked oak
#

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

mighty carbon
#

Oculus hater talk, @hard light ? ๐Ÿ˜‰

hard light
#

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?

wicked oak
#

ive seen WAY more HTC Vive adverts than oculus

#

a lot of them

#

around internet

hard light
#

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)

wicked oak
#

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

mighty carbon
#

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

wintry escarp
#

if MS get a good open hmd out for ยฃ299 oculus will be in trouble

mighty carbon
#

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 ?!

wintry escarp
#

I thought they all settled on vive/rift res or higher

#

except ps4 which is gpu limited

mighty carbon
#

well, unless MS sells HMDs at loss, I don't see how they can match Rift/Vive + do inside-out tracking for $300

wintry escarp
#

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

mighty carbon
#

we'll see when they reveal it

#

Rift was suppose to be $350 too ๐Ÿ˜‰

wintry escarp
#

oculus have done almost everything wrong

real needle
#

Yeah, that's why I plan on getting a vive

#

Plus the motion controls open up a wider varity of games to play/make

wintry escarp
#

at least they've avoided the final coffin nail so far, linking it to a facebook account

mighty carbon
#

@real needle Rift has better motion controllers (which are coming next month)

real needle
#

But I do not wish to support their business practices.

mighty carbon
#

lol, okay

wicked oak
#

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

mighty carbon
#

Rift?

wicked oak
#

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

mighty carbon
#

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

wintry escarp
#

psvr is misleading

wicked oak
#

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

wintry escarp
#

it costs more than they say, and within a few months of new ps4 games will target that

wicked oak
#

unless sony pays me a little, not even much

mighty carbon
#

is there a difference between VR multiplayer and regular multiplayer ? (framework I mean, not experience)

wicked oak
#

its interesting that im making a fairly detailed GDD for them, while i havent been able to test PSVR

wintry escarp
#

I wonder what preview2 added

mighty carbon
#

whatever wasn't working/missing in preview1 ๐Ÿ˜›

runic wave
#

Does anyone know if a 980 is good enough to run the editor in vr comfortably?

real needle
#

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

runic wave
#

thx, looking forward to playing around with it ๐Ÿ˜ƒ

real needle
#

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

wintry escarp
#

980 should be fine

dry fjord
#

the price isn't bad if you want to just use development as justification

#

and the games are coming ๐Ÿ˜„

wicked oak
#

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

dry fjord
#

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

balmy creek
#

Does anyone have recommendations for affordable tripods for the Vive lighthouse sensors?

dry fjord
#

amazon has some nice ones

#

of a variety of styles

balmy creek
#

Wall-mounting is a somewhat risky option for me.

dry fjord
#

what country are you in?

balmy creek
#

US.

dry fjord
#

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

balmy creek
#

Ah interesting. Thanks! โค

#

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.

dry fjord
#

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

balmy creek
#

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.

dry fjord
#

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

mighty carbon
#

oh those cats...

dry fjord
#

uploadvr spammed to me join their "group" for vr news

#

I was underwhelmed and unsubscribed

#

so yeah they're a big part clickbait

sullen stirrup
#

that controller looks uncomfy

gilded sand
#

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?

wicked oak
#

nope

#

just make sure you dont have the .pak compression on

#

steamworks doesnt like that, becouse it increases your patch download size, a lot

balmy creek
#

Thanks a lot for all the info @dry fjord!

#

โค

#

I'm brand new to VR development, so it's all new to me still.

gilded sand
#

ok cool, i did use pak file, will change that, thanks

dry fjord
#

you're going to have a blast man

#

this is the vive equivalent of a flames shirt

#

I need it

jagged vale
#

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

dry fjord
#

nothing

#

I bought one

#

the grant system seems to have stalled

jagged vale
#

$1800 from CL

dry fjord
#

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.

jagged vale
#

that's more than my 1440p / 165hz IPS cost me ๐Ÿ˜ฆ

dry fjord
#

$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

jagged vale
#

would you be constantly emailing them or updating on the forums somewhere?

dry fjord
#

twitter

jagged vale
#

ahh

#

i guess i have to finally twitter

dry fjord
#

@chance HEY LOOK AT MY THING TODAY CHANCEY BABY

#

yeah

#

twitter isn't bad

jagged vale
#

so it's chance i want not alex?

dry fjord
#

alex is fine too I imagine

#

I'm just passing on stuff I heard

#

they're both nice guys and will tolerate such bullshit

jagged vale
#

yeah i've had interactions with alex in the past

balmy creek
#

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.

jagged vale
#

can i see what you showed them @balmy creek ?

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.

jagged vale
#

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

balmy creek
#

Yeah, I think so. ๐Ÿ™‚

#

I assume you have a non-VR game you want to make for VR?

jagged vale
#

yeah

#

it's original concept is VR focused also

#

very early in development though

last trail
#

HeyNick

#

and vaei

#

Nick, are you familiar with Vive?

#

I assume you are, reading your earlier comments

dry fjord
#

he's just bought one

#

what are you trying to do?

last trail
#

I'm trying to build a simple room explorer map, but running the build, it's not recognizing the vive

dry fjord
#

did you check "Start in VR"?

#

in project settings?

last trail
#

yeah

dry fjord
#

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

last trail
#

also inserted a console command 'Stereo On' in gamemode

#

ah, it needs to be in the level blueprint, not the gamemode?

dry fjord
#

not sure

#

would probably help

#

it's honestly an iffy thing

#

you have to try a lot of stuff

last trail
#

Couldn't hurt putting it in both I guess

dry fjord
#

yeah

last trail
#

Event BeginPlay > Console command, right?

full junco
#

just manually open the console and write stereo on and see if it works

dry fjord
#

yeah

#

you can do that too

#

if it doesn't work it may even be a steamvr problem

full junco
#

yeah

dry fjord
#

hence the reboot suggestion

#

it's worked for me in the past

full junco
#

I know that steamvr needs a restart here after pc resumes from sleep

last trail
#

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

zenith charm
#

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.

winged shale
#

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:

  1. 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

dry fjord
#

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

clever sky
#

I was just going to tell the player to take off the headset momentarily and locate a chair and sit in it.

clever sky
#

Having played a few hours of obduction last night

#

where they've got their rail cart vehicle.

dry fjord
#

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

clever sky
#

It's actually kinda ok to just stand in the chair.

#

stand up while using a virtual chair.

#

Do you have a Rift?

dry fjord
#

vive

#

as you well know ๐Ÿ˜‰

clever sky
#

Ah well... I don't think the Vive is supported yet.

#

Well you could have both?

dry fjord
#

in obduction?

#

it definitely is

clever sky
#

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.

dry fjord
#

yeah

#

I know all about it, I played it ๐Ÿ˜‰

#

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

clever sky
#

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!

dry fjord
#

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

clever sky
#

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.

dry fjord
#

fair enough

clever sky
#

But really. The game should never be getting me stuck because I missed some stupid switch that changes the vehicles locomotion system

dry fjord
#

yeah I'm not sure obduction warrants a lot of time spent solving things

#

Cyan just are not the greatest game developers

clever sky
#

... I got stuck because there's a switch that goes from aiming the laser on the cart to moving the cart back and forth.

dry fjord
#

they just happened to make the right game at the right time

clever sky
#

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!

dry fjord
#

that's not so good

clever sky
#

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.

balmy creek
#

Anyone know how much the Vive base stations weigh?

zenith charm
#

11 oz

dry fjord
#

plus cord tugs

zenith charm
#

Just weighted it, would say 13-15oz with the cord hanging/tug

clever sky
#

Does OSVR plan on integrating lighthouse tracking?

#

Or are we just going to have a growing galaxy of competing standards?

#

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.

dry fjord
#

that reminds me of Ender's Game

clever sky
#

It's a total ender's game crib.

#

Oh man.

dry fjord
#

that is exactly ender's game without guns

#

too roboty for my liking too

clever sky
#

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.

dry fjord
#

they'd fall over and puke and shit themselves

#

FPS broomstick flight is the antithesis of good VR motion

clever sky
#

Maybe FOV restriction while in motion

dry fjord
#

mind you I do still want to see it happen

#

that'd kill the nature of quidditch

clever sky
#

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.

dry fjord
#

hmm

#

should try it!

#

do it as a post-process effect

#

with a velocity input

clever sky
#

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 ๐Ÿ˜›

#

They removed the downvote button.

dry fjord
#

just do a post-process material.....

#

use a custom vignette

clever sky
#

Yeah, I tried that. Vignette doesn't work in the VR template either.

vital comet
#

I want to see a mirror edge style game on ue4

#

VR

#

It would be cool

clever sky
#

@vital comet Gimme a couple million and I could deliver.

vital comet
#

k

clever sky
#

๐Ÿ˜„

dry fjord
#

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

fresh laurel
#

@clever sky - Yep on OSVR and lighthouse

#

Intital work is on going

clever sky
#

Ah cool

fresh laurel
#

Ask there about Lighthouse and OSVR

clever sky
#

Is that official support?

fresh laurel
#

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

clever sky
#

Fair enough ๐Ÿ˜›

dry fjord
#

to be honest the future IS inside-out tracking

#

way easier to stick identifying stickers on the walls

fresh laurel
#

@dry fjord - Depends on how well it does

clever sky
#

Problem with inside out tracking is...

dry fjord
#

it's just that USB3 is kind of shit for video

clever sky
#

how do you track controllers?

dry fjord
#

well now, I haven't thought of that yet

fresh laurel
#

@clever sky - I do not know But microsoft has found a way

#

For hololens that is

dry fjord
#

maybe controllers get webcams too

clever sky
#

@fresh laurel I honestly don't think they have. They're using hand based tracking.

fresh laurel
#

Oh?

clever sky
#

for the hololens.

dry fjord
#

I guess a lot of the work has to be on the device

clever sky
#

And I assume the same for their VR stuff.

fresh laurel
#

I heard that there was a controller for the hololens

#

one sec

dry fjord
#

eh fuckit lighthouses all the way

clever sky
#

Ideally you'd get all the tracking

dry fjord
#

there is a rumoured controller for the hololens isn't there?

clever sky
#

Inside out, outside in - inside out for walkabouts and outside in for most functionality.

fresh laurel
#

yeah called "Clicker"

clever sky
#

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 ๐Ÿ˜›

fresh laurel
#

What is your use case?

dry fjord
#

yeah controllers need to work out of view too

#

it's mandatory

#

this is why we should be using gloves

#

with electro-muscle stimulus

clever sky
#

@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.

fresh laurel
#

Alright

clever sky
#

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.

pallid echo
#

Its all about that Mixed Reality in the end. AR and VR will just end up joining together anyways.

clever sky
#

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?

dry fjord
#

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

fresh laurel
#

Elon musk was talking about that and saying people were working on it