#virtual-reality
1 messages · Page 42 of 1
I'm considering a bunch of stuff. This concept would be a recreation of Rainbow Six tactical movement.
So dash teleportation is an interesting beast. You'd think it'd make you violently motion sick.
But apparently it takes a bit of time to cue up the vestibular system
A sudden jolt isn't perceived as actual motion, but more like a 'glitch'?
They say under 100ms is the 'safe zone'.
So you'd plot movement for multiple actors in stages. In VR I'd strip away the player agency afforded in the old R6 games and they'd stop at each of their planning phase points, transitioning back to room scale.
Yep, I'll have to find out in a couple weeks :-P
Good luck with it! But keep an eye out for my demo. Gonna package landscape mountain with it. Feels awesome running and climbing around that place.
Got a release ETA?
Trying for end of the month.
I'll keep an eye out. For my stuff I can do most of it without ever considering VR.
Thankfully.
The more you utilize the afforded world interaction the more you need to test in VR. If you are doing something less interactive, (or more traditionally interactive) the easier it is to swap pawns.
I completely missed Epic deciding to repackage Bullet Train as an Oculus exclusive.
Really surprised it wasn't mentioned on the Engine blog.
Robo Recall
I think they call it now.
My hope is that they'll release it as a learning package as well.
In which case, you're going to see that shit repackaged for the Vive in a day.
Yep. I'm happy about it...should mean some actual production worthy updates to the engine.
For VR anyway.
Which is why I was surprised it wasn't mentioned at all on the Engine side. At least not that I've seen.
I am pretty sure it's timed exclusive
Could be?
Anyone know what kinda fat stacks Oculus are waving around?
I'd be tempted to join the dark side too given the right numbers... 😄 😛
Aren't they packaging it with Touch?
business is business
Epic needs money too, Oculus needs good titles, UE4 needs bleeding edge VR features. Win/Win
Basically Robo Recall is Epic working on their VR stuff on Oculus' dime.
Unreal doesn't care really about the software. Or bridging platform exclusives.
Yep. Oculus funded Epic to improve their own product.
and you have something against that @empty sundial ?
Nope.
😃
They shouldn't care. I consume their engine and they put the engine first...usually.
Unless it's release crunch time (looking at you Paragon)
Oh... Island 359 is done by the original Brookhaven dudes...
But then they walk back and we get huge engine releases, so I'm happy either way.
Bullet Train was/is really fun, but it's ultimately just a super polished rail shooter on an abandoned fork of the engine. So long as they improve the engine and bring those improvements into the main fork I'm a happy goose.
I think... the difference between the reception of Island 359 and Brookhaven demo is an object lesson in how a tight focused experience can win out significantly over a larger more fully featured experience.
btw, how do you make sure person's real height matches character height so that VR environments made to real-life size feel naturally scaled in VR ?
Generally? I wouldn't.
People who are 5' are used to the world at 5'. Making them 'normalized' is gonna feel really weird.
Also the rest of your environments should be accurately scaled to real world proportions. So go look up building codes and furniture sizes.
@empty sundial if it's for the gear VR, the only option is to either target the average, or let the user calibrate it themselves.
If it's the Vive, you just use the Z height of the headset and get the user to hit a button
to confirm that they're standing up with the headset on.
I've got a number of height based functions in my system.
Like where to spawn the menu.
why not to let people enter their height from the menu, then set camera location, then load level ?
I was thinking about interior design stuff and I figured I'd have to do real-life measurements for doors and all that. This way if client tries it in VR, it would look in place and proper size.
Like remove UI altogether. Shoot this sign to do x, move here to do y, etc.
with the Vive, I don't even make any assumptions about the user's height
I try to design in such a way that it's just not that relevant
GUIs are tricky business because text rendering is kind of funky in VR
something about the aliasing due to pixel density, I think
I'd much rather build a couple signpost meshes or displays or something and customize them for a menu level than mess around in slate/widgets.
my current project uses whatever size is set for FPS template (short, really). I simply made level to feel "right", since it's fantasy / sci-fi type of deal.
Hate UI
Text is ok in VR. Just make it big enough, bold enough, contrasty enough and don't use TXAA.
Like Job Simulation had a great menu/UI
there are no floating UIs where I am in real life :p
the trouble with using in game screens is they have to be big to be readable
That is true.
or at least fill a lot of screen space
Yeah, UI is fine IMO. Don't over use it, because you're in VR and you don't have to! But sometimes, if you want to set a setting, there's not much more convenient than UI.
you can't for example, put a 70" TV on the opposite wall unless it's not showing much at all - because text won't be very readable
I haven't gotten to UIs yet, so I might change my opinion of them 😉
it's a PITA
icons don't always work
Also really like tilt brush UI. That thing is stunning.
they can get away with it because what they're trying to convey is very visual already
I do like how it works though!
Cosmic Trip UI... now that's cool UI 😛
I haven't played that yet
keep meaning to pick it up when I have some time to set up and play at home, haha
It's unfortunately rather shallow. Don't know if they've updated since a month ago though.
It looks like it has the beginnings of an interesting awesome game... but there's just no content in it yet! Like... a handful of basic units.
well, I can't get it for free, so I wonder if I should spend extra on Pro or should I save cash and get Home
website should tell you whats missing, whats the price difference?
hmm pro has features i don't use
the encryption needs a motherboard encryption chip
otherwise theres free stuff that does the same
windows is stupidly expensive
£100 or £190, madness
I guess that settles it - I'll get Win 10 Home
it's sold on USB stick already
I just hope all modern mobos can boot from USB sticks
(unless it's a standard thing from eons ago - I never used USB to boot from, not even for Linux 😛 )
I haven't encountered a mobo that couldn't boot from stick in 8 years or so.
You should be okay. :)
aye, sweet
btw, why isn't it possible to run VR on PC with specs lower than required ?
(I was thinking I could run it in lowest resolution for now, for development purposes, until I get better CPU/GPU)
Just had my first ever VR experience, completely blew me away
😃
everything in near field looks absolutely convincing
for far objects we need higher res panels though
beyond a certain point everything just feels like a plane more or less
sure that's a usb stick version? mine was d/l
had to put it on my own stick
you should be able to run vr on any pc, it just might look crappy
I thought software blocks it from running
I'd be fine having black room, just so I could get "gameplay" mechanics working, controllers working, etc.
I assume those don't require any massive processing power
this way I'll have framework ready to go, and when I finalize my upgrade, I can just focus on assets and art optimization
on Friday internet is dead :/
i think they flash a warning saying your gpu sucks
it would be a dick move to stop it working
JR what vr did you try?
Vive
the contribution of convergence ends at about 10m in real life
the rest of the perceived depth gradient comes from hints from movement and shape recognition
but resolution would still definitely help with that
@dry fjord what happens if I connect Rift/Vive to underpowered PC ?
it runs slower
like you'd expect
hey you don't want to do VR dev on a slow machien
just reading back properly
taking the HMD on and off lots gets you towards that nausea threshold. having a shitty framerate contributes too. the two together isn't great
unless you do really simple graphics
right, I'd just have black room and work on framework until I get better CPU/GPU
(locomotion, controllers, interaction, etc. - no environmental assets and actual characters/etc.)
oh you can still do a fair bit
just get the best VR settings in there
if you turn all the scalability down you should be fine
and that's what the games with the widest distribution target now
but you'll feel the burn when you try to do things that you want to look more real
or more detailed
@pallid echo my output log flooding seems to have gone away too randomly
reinstalling steamvr must have done it
I did it by downgrading then upgrading again
which I didn't do the first time, I had to wipe steamvr out and I installed the beta fresh
so toggle the beta opt-in and let that run
maybe going from release -> beta in the same install is a good idea
got it, thanks
I finally worked my kinect problem out
was having trouble mapping coordinates from kinect space to world space properly, even knowing where the kinect is relative to the lighthouses
I fix the body using the heading offset
then I lock the neck to the HMD as normal
then I just get the elbow locations in relation to the neck
ffs, so simple
and that's what I was doing BEFORE too
why Kinect? For full body tracking ?
yeah
hrm still hitting problems
in materials you just take a coordinate and you can convert it from any space into another
not so in blueprints
I can't get a point and convert it from relative space for a specific object into world space, I have to attach an actor and set it to that relative space then get the world coordinates
am I missing a helpful node or something?
hmm, you can transform a point from bone space to world
that;s handy
why not to buy extra controllers for Vive and attach those to your legs?
(probably more expensive than Kinect; but precise and probably work in the same coordinates)
because that's not what I'm doing
also waaaay more expensive
also the most unlikely hardware configuration for a consumer to have
I just found the convert transform to relative node. fml. this was here the whole time
Anyone in here into meditation and VR? I'm building some concepts around meditation and VR and would love to connect with others interested in using VR for consciousness expansion
I didn't buy a vive to sit still in it and be calm
shouldn't you just be taking drugs?
I'd rig up a horse feeder bag as a puke catcher
meditation is nonsense so it can be whatever you want it to be
if they want to make VR fruity and pointless then that's their dollar
Shaolin Monks would strongly disagree with you @dry fjord 😃
how's their massive world-spanning empire doing?
oh right, now they only exist in some forms of entertainment 😉
I saw some lst night in dr strange
now that would make a sick VR environment
I take it back - if your meditation involves casting beams of solid orange light, VR is the place for you
does meditating with eyes open mean it is less effective?
sitting still and thinking about expanding your consciousness can't be any less effective than it already is
how do you know it isn't effective?
because like all magical insane things if it worked it'd be mainstream and our entire culture would be built around it
why does it have to be magical and insane?
like in dr strange when the first guy says "I didn't want that power!" that's just crackpot crazy. EVERYONE would be PLEASE TEACH ME TO SHOOT HAND LASERS
or rather, what makes you think it leads to magical or insane outcomes?
dumb questions. that's stupid dude. you're not going to win an argument by changing the angle of your stupid argument into a tricky word puzzle.
i'm not trying to win an argument, just trying to understand your perspective
really? you don't understand the concept that your fruity magical meditation ideas are incredulous to everyone?
where have you been?
maybe i'm wrong you know
it's not about making you feel wrong
what makes it fruity or magical? tell me
nope, not playing stupid engagement games
go knock on some doors, you have a better chance of finding an idiot to listen to you than in here
isn't that how most semi-religious cults do it?
lolz ok
what makes meditation religious?
its literally sitting and contemplating certain schemas and models of attention
it's an ideal beyond physical proof that is most likely invented. it's exactly like religion. it's just not organised. hopefully.
yeah but if we look at what your "certain schemas and models of attention" are we find shit like chakras
and then one day some batshit crazy fruitloop takes it too far and now you have reiki and faith healing and colour healing and homeopathy
and people start dying unnecessarily
and some dicks make a LOT of money out of snake oil
do you see where I'm going?
i do
you are one of the pillars of a colossal lie
I feel pretty burned by organized religion as well
I'm not talking about organised religion
I'm talking about you adding strength to a demonstrably poisonous idea
what are some examples of people dying unnecessarily?
my grandfather
lung cancer? no problem we'll get you on chemo. Oh, this other loopy bitch says colour therapy will save you?
dead
don't mind antidamage, he is on crack as usual
and this happens time and time again
😛
I am naked right now if that's the kind of crack you mean 😉
meditation works for relaxing my mind
every time a crystal fairy gets told "your ideas are beautiful, don't give in!" they and everyone they impress their ideas on takes one step closer to rejecting reality and embracing illusion
but I can't focus if I have my eyes open
that's not the kind of meditation he's talking about though
actually it is
if you listen to those meditation tracks, first thing they tell you - "close your eyes, imagine ..."
so why do you need VR to sit still and be quiet?
some people have a hard time sitting stilling and being quiet
they need drugs, not a visual stimulus
and an immersive environment and guided experience can help with that
or visualizing breathing for instance
so, what's the point in having VR app if I have to close my eyes, unless it's a Matrix-style white (or black) room with some single element to focus on?!
it could be a mix of open and closed eyes
if you hooked someone up to a heart rate monitor I think you'd find VR raises your pulse even in a still environment
having bright screens in front of your eyes does that
starts with eyes open and guides you to a certain point then you can take it off or just close your eyes
thats interesting, someone should test that
I think just having the HMD on your head is the opposite to relaxation. your neck is supporting extra load.
sort of makes sense
make it weird, like Inception movie - environment folds onto itself and into a point
Gear VR is super light
or the environment breathes with you
so you want to make an exciting trippy experience
not meditation
and there are meditation games for the gear vr motorsep
but on desktop they're all shovelware
in my mind trippy experiences help expand consciousness
and meditation is a trippy experience
why don't you just watch some ads
also can make 2 difficulty setting - normal and insane. On insane as soon as person relaxes scare shit out if him/her 😄
haha yeah
you are talking about a fabricated experience with no ability to mirror the detail of real life
so you want people to learn not to be engaged by vr
I don't like any of your ideas guys
i think it offers the opportunity to train people how to not get too engaged with life
which is the cause of a lot of pain and anxiety / stress
why would you not want to be engaged by life?!
most of the people in here are probably far too secluded as it is
if you want to get off the ride it's much cheaper to get a bag and some helium
you could still monetize that you know
lol
brilliant
suicide is automatically a better idea than vr meditation
infinite meditation made easy
lolol
i gotta jet
you should try meditating sometime anti
yeah it's breakfast time. I'll try not to taste anything because monks.
I meditate constantly on the world around me
bon apetit
I work at pretty large company, so I deal with a lot of folks every day
but instead of meditating in traditional sense, I'd rather escape into VR world of wonders and calm
that would be better than meditation 😃
exactly
pssst anybody wanna play some Launch Squad in 2 hours?
wassat?
Multiplayer game where you slingshot goo at each other
and if you teleport, your teleport shot bounces around ala budget cuts and people can spot where you're headed and shoot at you the instant you land
the name writes itself "Telefrag"
@dry fjord "I just found the convert transform to relative node. fml. this was here the whole time" Daaaaaaaammmmmnnnn this is helpful!
any VR level desingers in the house? plz pm .. the other channels havent worked out
looking for VR level design
VR level design seems pretty specific.
Almost like a new field where anyone can come along and claim some degree of expertise in it.
Like... I've got background as an interior designer. So... I guess that qualifies me for some VR level design too? 😄
Also @dry fjord Dayum, that's a crazy hard railing against meditation.
No doubt that there's a lot of cruft surrounding a lot of it... but the flipside is, it has real observable effect.
So, best bet is to take the good, leave the bad.
Meditation has been shown scientifically to have positive effects on wellbeing, happiness and stress levels.
Admittedly, VR meditation is more in the cruft zone then the efficacy zone... but for the right type that needs a basic sensory isolation from their normal environments, it might be effective?
Might do better with blindfold and earplugs.
meditation for relaxing where you sit still and meditate definitely has a real effect
meditation for "consciousness expansion" is indefinable woo-woo. do not get them confused just because they use the same word.
I know you didn't mean that you can leave your body and astral walk
but that's what that guy meant
the problem with that kind of "meditation" is it's whatever the snake oil vendor/narcissist can get away with claiming at the time
so I just played some vanishing realms
my brain was convinced enough that I started to feel real anxiety
like the physiological reaction
had to stop playing
damnit
and vanishing realms is just cartoony nonsense
Oh. Astral walking meditation.
Lol jeez.
I mean ok. It's not actually as loopy as it sounds. It's just as you'd expect that the people using those terms aren't the most scientifically minded folks.
But they describe something with a real effect.
Namely that meditation can help to essentially numb the portion of the brain that controls for the body boundary barrier.
I'd love to get into meditation
But, I've never found the time
I "meditate" the most while sleeping though
😉
I tried taking noon-naps too...
And I can take short naps
can't*
So with that part of the brain numbed, you get this weird feeling that you're connected with all things.
But supposedly it's really good for you
I don't do kegels, so no idea
I barely take walks
I need to do a lot more but time...
It's an exercise for your crotch muscles
😛
Point is, meditation is a relaxation exercise for the mind.
I say this stuff like I'm big into meditation, but I'm not.
D: I'm just big into brain stuff.
I exercise my other muscles for the sole purpose of exercising my crotch muscles
You wear the peacock muscles.
it's like asking your girl to look pretty
Haha. Fair call.
gotta do a little something for her back
yeah bitches love massage
don't piss on her, that's not the right way to do it
I think they just appreciate the attention dedicated to them
a rare thing in my household
@dry fjord if only someoen had told rkelly
hahahah
disswasser!
u always b disswasser!
it's the only thing I remember from that movie about him
@clever sky made a lot of changes that you suggested, edited version of blog and post are up: http://www.acebananz.com
Any idea how to give the userS, plural, a good interface that is attached to each object and that even if the translation and scaling and rotation of the object changes the menu is still reachable and usable? The system is simply a series of meshes made into an animation.
a widget?
did the guy with the 2016gearvr ever answer my question?
about being able to deploy to phone without removing it from the gearvr, using the usb port that's built in
you can't do it afaik
@clever sky cool, so did the chaperone fix also fix the packaged build issue for you?
@sullen stirrup widget interaction component
kay
I got my replacement cable today...
and it didn't work.
but whatever
At least now I know that it's my computer
yeah, I did and it worked
but I already have a new motherboard coming in the mail, so it should be okay
@sturdy coral haven't gotten around to trying yet.
@winged shale Cool stuff. Looking forward to seeing more.
😄
@granite jacinth The problem is that scaling it often leads to the menu being way off into the distance. That problem persists with widgets so that is a no go. And it does not do anything that my solution does not already do.
?
You lerp it
If you want to keep the same relative scaling throughout
Just base it off the player distance
And adject the scaling of the widget as necessary
Or
Make it simple and attach it to the player's hand somehow
Problem is that the models have different menus.
And I have three conflicting issues. !. The menu must be constantly scaled. And something that everyone can use. 2. The users should be able to control it without moving about. 3. The model and the menu cant overlap.
I might just go with canging the control scheme of the controller itself instead. That would make it always within reach, would effect the model that I am currently overlapping with and will always be the same size, i.e. your controller size.
I just have to do some more modeling, which I suck at. 😦
is nougat expected to give gearvr a boost?
@lapis glen Is the menu summoned or constantly on? And when you say everything one can use, do you mean users of all shapes and sizes or do you mean in multiplayer?
@clever sky Constantly on. In multiplayer. I have an animation that all users can start, pause, skip a frame forward and backwards. I aim to use it as a way for the players to interact and explain to eachother what different things mean. "As you can see here the flow is currently almost zero, but if we skip only a few milisec forwards..." Skips a few frames forward "... you can see that the flow already peaks. This is because...."
Design the UI like a product.
I want the model to be a shared interactabl emodel.
Sounds like a tough challenge TBH
welcome to the new frontier!
New possibilities! New solutions! You're the one providing them!
That is why I asked. Maybe I could get some nice ideas. Anyways, thanks.
Well, sometimes we can help 😃
I mean... if it was up to me, I'd almost have the UI seperate from the object
And have the UI like fitted to a pedestal stand
that's located close by
then use BP to parent the functionality together.
Problem is that the models are fully scalable, movable and can be rotated. As such a pedestal idea does not work that well. What I am considering atm is to change the controller button layout to an animation controller while overlapping the models.
The oinly problem is that I suck at modeling.
But it is great for the user I hope.
How about laser pointer to click on the model - and when you do, it spawns a copy of the controller in your face.
or near your face.
And the functionality is networked so people can see what others are doing with it (play/pause/etc)
Maybe. I will have to test it and see.
uhm, so my enemies work fine on SP and against the Listen Server player
but not when they target other players, in vr
i was using the camera actor to make them shoot/attack there
time to rewrite my AI for coop vr mode, i guess
Ah, the fun of development.
works awesome... right up until you realize that a fundamental oversight early during development means you need to completely rethink and rewrite in order to restore and extend the function a little bit!
its the 3rd time
first time i made this AI for Deathwave, the "monitor" version
then, once i started making the VR version of it, i "tricked" it into attacking at the camera location
you know, so i could reuse everything
and it works
but so it happens that the camera isnt shared in multiplayer
even if you are at the server
so the AI cant attack other players
the woes of vr
the player pawn is not the good target
becouse its the actual ground location
so they will attack your center of tracking
wich is at your feet
but then you move a step to the side
Ah yeah. Gotta offset for camera height
oh, now they aren attacking you
exactly
camera height and location
thats why i made them attack the camera
Ah
Well, in that case parent something to the camera for the actor
and get them to attack that instead
or have something in the actor that updates to the camera location on tick
then im doing hacks upon hacks
Yeah 😄
its time to rewrite the ai anyway
lots of failed tests and its a goddamn mess
for example they have a full combo system for melee but its useless becouse they only do 1 attack
or having a full weapon system same as the player
while its nothing but increasing complexity for no reason
Fair enough. I guess you design as you program?
it made some sense when it was a monitor game
becouse enemies were the same as the player
Hmm yeah
but now they arent
so im having all this extra functionality unused that does nothing but to make it more complicated for MP
I'm sure I'll be hitting the wall with those sort of issues down the track D:
i plan for this kind of thing
its the price of ultrafast prototype development
that you have to clean the mess after it
Fair call.
the older AI was using behavior trees
they were also getting into the way of some stuff
now that all the functionality is clear, im writing it all in C++ with a very simple state machine
i mean, its a damn skeleton that all it does is run to the player and hit him
states are: idle, running to player, attacking
Serious sam AI
no need to have all the behavior tree behind it
Yeah. Just make the game more difficult by tweaking other variables
the thing is that i want to make the enemies able to dodge mid-travel
or try to shield themselves
adding more stuff to the "running" state
the behavior tree gets in the way on that
Cheat.
Make a sphere trace check when the player pulls the trigger
and if it collides, roll dice to doge
dodge
thats exactly what im going to do
Hehe. Nice 😃
im going to make the enemies harder
and slower
becouse right now they die in a couple hits, but are very fast
its annoying when they are behind you
Yeah
Gotta make their noises super obvious
when they come up from behind
do a dot product check or something
Yeah, should be more fun that way.
Also that sword is OP.
I mean, I guess it's to balance out the range. But in the alpha you sent, they just go limp as soon as you touch them. It's amusing - like it's a magic wand rather than a sword 😃
ill deal with that soon(tm)
im going to make the sword physical, and damage depending on how heavy the blow is
but i need to do a flash of light that shows you are doing damage and that kind of thing
right now is op as hell
Yeah. Gotta give good feedback too
Tricky stuff when there's no physical feedback. Sure you'll figure out something though!
Aight. good luck. Headed to bed here.
Had anyone else every gotten complaints or had issues with 'eyesight alignment' ? We had a user today report that it's near impossible for him to focus on text, that he gets nauseaus almost immediately and a slight headache after a few minutes in the game
@pearl grove I run into those issues occassionally
I am very susceptiable to motion/sim sickness and do get headaches after a long time
But, it is very rare to nowadays, only if the devs are complete newbs to VR
and haven't bother studying anything about VR
Hmm, right but there aren't any settings in Unreal that would have anything to do with this right?
I mean we have temporal AA set very low, the blur from that might be mistaken for something like this but I can' timagine anything else.
Right, our scaling is 200% on the highest settings
TBH, seeing how I've been playing some unity VR games lately
This is probably just an issue with how they are rendering it in ue4
vs unity
And since I haven'
t tried 4.14 yet
It's always a shock hopping into a unity game and realizing just how good VR can feel and how bad Unreal is compared to Unity when it comes to the clarity and nausea
I don't know if it resolves it, but @full junco seems to say it does a bit
at least in 4.13
There are plenty of things that Unreal does better, but man the nausea and performance are embarassingly worse
Will look forward to 4.14
I haven't played many UE4 VR games sadly
The amount of Uniy vs UE4 VR games is appalling
But, the few releases that I have played, they aren't too bad
was mentioned...
?
I was mentioned by you
Read convo above re: 4.14
Aye, you played with 4.14 a bit right?
and yes, the forward renderer makes ue4 feel same like unity in vr I think
You thought forward renderer was good?
when used with msaa
Ok, so now it's on par with Unity
Oh, it's the forward renderer that is what makes it better?
it's msaa vs temporal aa
Yeah, I need to test that out sooner rather than later, but life
ugh, that means we're months and months away then.. I was hoping it was something else in 4.14
Forward rendering is great, but not a 1/2 working one.. I'm not optimistic that 4.14 will delivery a forward renderer that's ready for prime time
maybe 4.15 or 4.16 but we'll see
It is a combination of the renderer + msaa
4.15 is a bug-fix release
stability
it is good enough, epic uses it in their game robo whatever
is the feature
so you can ship a game with it
Not good enough for us unfortunately.. not remotely close
we use a lot of dynamic shadows to start
also there's a bunch of other issues I've been reading about.. that and I'd be nervous to put the first generation of it in a shipped product
Been using Unreal for enough years to know the danger in that 😃
@pearl grove the issue is probably vergence/accommodation mismatch. Text that is really close is uncomfortable and hard to focus on in VR because the focus is fixed much farther in the distance
it was really hard to read the text in the consoles in Alien Isolation because they were right up in your face, but if you closed one eye you could read them fine
When you look at something close, your eyes converge towards one another, and there is a reflex that causes your eye to focus at whatever depth that convergence is happening at
but VR displays right now are always focused as if far away, so your eyes end up focusing wrong
guys I want to test my Vive project on Oculus , my friend has a DK2 ... Is it enough to test and make it Oculus ready ? or should have CV1 ?!
why wouldn't it work
well I mean is there any significant difference between these two ?! like SDKs ?
don't think there's that much of difference, otherwise having DKs is quite useless if you keep breaking your API
dunnooo
tracking though
thanks @sturdy coral
although,
I myself have a DK1 and I just can't use it because I can't set it up as I don't have a base station
so if anyone knows a workaround for that 😛
so I think I recall hearing about someone fixing the 4:3 stupid left eye things for the VR window, does anyone remember how to do that so I can render something else there?
I'd ideally like to make an in-game camera to display on the screen at low-res, or at least to show the full window with something
I'm doing a leap motion survey
apparently mounting them on the ceiling is a thing
iiiinteresting
it looks like they're making an operating system or a shell named Leap VR
@dry fjord whats the point of mounting them on the ceiling? the range on them is only 30cm
where'd you read that? it's much longer than that
but the conditions deteriorate as it gets further away sadly
I mean, you mount it on your HMD and do stuff at arm's length. that's way longer than 30cm
one of the questions they had was "would you like more than one leapmotion at once on one pc?"
I think they're leaning towards what they can do for roomscale VR
although I suspect they missed the boat on this gen
capacitive controllers will be it for a while until a depth camera gets good enough to flawlessly do finger tracking from across the room
i dont remember where i read it but that was always their spec. i have a couple of them and thats the range I have found on them to be effective. its between 30-50cm
had been trying to get multi sensor support from them since day 1
you really need 2 of them to get proper hand tracking but they never did it because the way their system is setup means each sensor interferes with the other. same problem the first kinect had. thats why to get 2+ kinects tracking a person you would put the others on vibrating platforms so that it distorts the wavelength of the light slightly so they wouldn't cross over
patch as in a custom modification to the engine
one of the guys here made it
lemme see if I can find it
damn. do you remember who it was?
@pearl grove Try using FXAA instead of TXAA. TXAA is basically unsuitable for text in VR. You can also turn down render resolution down by using FXAA.
Also, try using the Obduction text technique - instead of having paper sized texts in game for players to read (which would bump up against the vergence/accommodation issue), expand that text into a size that's easily readable from 1m+ away upon use.
nup. sorry 😦 try scrolling waaaay back and search for the word "diff"
If you don't want to switch away from TXAA, use textures for text.
TXAA for text, FXAA for fext
fext? :p
Does anyone know how to do custom load screens in Unreal?
Like how The Lab does it?
Anyone tried one of these things in VR? https://www.amazon.com/SubPac-M2-Wearable-Physical-System/dp/B0195BL4OU/ref=sr_1_1?ie=UTF8&qid=1478482248&sr=8-1&keywords=subpac+m2
been interested in them but haven't really heard good stuff about them working too well with vr. just turn the bass up a shitload on a sound system and get the same thing
I think to do a custom load screen you would need to do some level streaming and rig up the level load so that you don't get kicked back to the steam vr hub
rig up the level load?
yeah if you stream it in rather than drop out to a loading scene you should be fine. avoids it going to the default loading system
wow the unity VR editor looks much better than the Unreal 1 at the moment
hah yeah they have some good ideas in there. Seems much more like how you use the stuff when playing a game than unreal does so its much more intuitive to just pick up an item and move it around
@real needle get Epic onto this 1! 😃
hey... I was wondering if anyone had much experience with the 4.13 vr templates ?
What about it?
In some of the demo's I've seen and some 3rd party versions of the template.. they have a single location trigger that you can select and teleport / center yourself on.. does the 4.13 template have that ?
Do you mean a view reset button?
I also don't want to rely on the navigation grid that it generates... it's super... irritating to work with lol
Yeah, it's easy enough to go into the BP and edit the thing that it accepts away from navmesh to something more generic like worldstatic
Although I haven't messed with that node myself, as I've been working on alternative locomotion
Cool stuff... but for me.. that's somewhat beyond my capabilities 😛
There's no view reset button in the template, but it'd be super easy to make.
Just create an input button
that rotates the actor towards 0,0,0
in the video tutorial they tell you exactly how to change it
hmmm I think I've explained it wrong
you just dont rotate the actor. you just always keep it at 0,0,0 and you don't have to do anything
because you are moving the parent it doesn't affect your child rotation which is the controller actor
thats not using the 4:13 template
yes I know... I'm hoping to just get that one feature
thats his own implementation that uses a spline based drawing to setup your teleportation
@pearl tangle The 4.13 VR template has actor rotation functionality on the teleport.
much easier to just tweak the 4.13 template and tell it to use world static object instead of nav mesh
I specifically only want the ability to teliport to a predefined location
Multiple predefined locations, or just one?
You can just setup one button as the 'home teleportation' button.
like.. imagine your walking down a hallway.. you look in a room off to the side... then you teleport to the location in that room (yes.. I know it's relative to your vive box
Multiple would mean that you'd have to do something line a line trace for object, set up custom channel, and teleport to that object if the trace is successful.
I linked to the effect I am looking to do in 4.13 template in the video I linked
Well, your best bet would be to download that template and have a look at what they're doing in there.
I mean... i'd have my own way of implementing something like that - but I doubt it'd be terribly efficient 😛
sigh I think my brain can't deal with all the diff things I have to do haha
Hi, just dropping in, thinking maybe this I posted on the forum could be useful: https://forums.unrealengine.com/showthread.php?116782-VR-(OpenVR)-Expansion-Plugin&p=616148&viewfull=1#post616148
VR (OpenVR) Expansion Plugin
Updated: 11/03/2016
10/10/2016 - No longer OpenVR specific, if platform does not support OpenVR the plugin no longer compiles out the OpenVR specific code.
I had originally made a motion controller plugin to replace the default ones for Proteus's template until they had some bug fixes, after adding a bunch of other unrelated features to it I decided to break it out into its own plugin for the time being (and because helping people in the template
What's your level of experience in Unreal/BP/programming?
hmmm N00B would just about cover it
Ok. Well, in that case, you might want to do the Udemy Unreal C++ course. Currently on sale for $20
normally $250.
Fantastic course. It's how I learnt.
Not VR specific though.
yeah.. nope 😛 (but thank you for the suggestion )
But once you go through it, it'll make you much more confident in this stuff.
for everything new I learn.. something else important gets thrown out of my head
Haha. Well... there's not much we can do to help then!
I am attempting to do so
it's not a matter of "wanting" to learn.. it's a matter of the fact I'm already doing about 5 peoples work load...
yes... and I'm the 3D modeler 😛
What do you do if you don't mind me asking? Making your own game?
well then hire somebody on here to do the programming work for you if you can't do it
nope... full scene capture photogrammetry to VR
plenty of skilled people around that can do it easily
pretty much anybody that you are talking to at the moment could implement it in your scene within a few hours
Setup a new BP called TPLocation just containing the teleport circle, when you attempt the teleport set all of them in range to visible and do a hit test on them before hit testing the navmesh, lock the teleport arc to their location until you leave them, rest should be ezpz
Fair enough. Well good luck with that 😛
Ah.. that's something I might be able to do JR 😃
absolute simplest solution is using the 4.13 HMD template and make the nav mesh just the size of your small teleport location and put a nav mesh on each spot i nthe room
I'd concur with ZoltanJr
super super easy method. Using existing tools already in place.
your going to laugh... how to I make a secondary / add extra areas to the navmesh
All you have to do is resize the navmesh bounds to the shape you want 😛
you grab the navmesh volume and drop it into the scene
so... I can have more then 1 in the scene ?
Yeah of course
zzz... it must have bugged out when I tried that last time..
if anyone is interested.. I am converting https://www.artstation.com/artwork/DARz9 to a VR experiance also
Portfolio Piece. Built to try out the new UE4 engine. Took a week and a half to build but was also learning the tools as I went. Playable version: Win64 243mb Download: https://goo.gl/ohL1ir UE4 project version: 4.10 534mb (Free for all forms of use. Please give credit if you use and donate me a beer) Download: https://goo.gl/Vyttji
you can have thousands of them if you want its just a volume. Just shrink it really small
if you are looking for the same UI as in "The Lab" mountain demo then using navmeshes wont look the same, although it should be usable
most people kinda just stand there drooling on that scene... (it's rather trippy)
Is that yours?
yup
Nice
it already runs very well at super sampling 200 without any tweaks.. so.. should be a nice little thing for VR people to get on steam soon
what sort of rig are you running for that though?
4.14 renderer has some interesting boosts. Need to merge in nvidias multi res shader to that too for best performance increase
i got a zotak magnus zbox 1070 last week, been testing a few builds with it. Runs better than my full size machine with a water cooled 980 in it
my dev system has 3x1080's hehe
but that's just for the cuda's really 😐
not the most fun working with 2 billion vert mesh...
2 billion verts. Dayum. What kinda tool you use to bring down the LOD on that?
what lod.... (just... don't ask)
oh.. I know what lod means hehe... it's just our workflow is kinda mental atm
ah
our scenes are around the 1 mill to 2 mill mark
texture size is around 256k by 256k x 2
ooookay.
Ah... seems hardcore 😄
^.^
Should try this thing for retopo: http://igl.ethz.ch/projects/instant-meshes/
Abstract, paper, video and other publication materials.
yeah... lets just say.. it's not exactly what you expect.
rather...
you try baking down a 2+ billion mesh however... that's the hard part... also decent UV mapping
So mainly useful for converting nurbs stuff.
Sounds like a challenge!
Well, someone's gotta be on the cutting edge of graphics! 😛
hmmm not done any nurbs modeling in about 6 years
You did work on the Solus project. Nice.
Only contributed really 😃
Solus fan here ❤
That's pretty nifty
Question.. anyone here living in Auckland NZ ?
nope, Miami, FL US
Oh my god...
I made a giant fist in VR.
basically scaling the hand system I already had.
And it's so amazingly fun.
hah yeah i accidentily had that happen in mine when i was doing the world scaling too
Like, I wrote a game design involving guns and giant fists
but fuck, I had no idea it'd be this good
Nice. What GPU?
FYI for anybody considering picking up 1. get a headless ghost and set it as the main monitor to get proper performance if you are just running a usb monitor
1070
thats a 7" touch screen on there
probably a bit of both. will throw some battery packs together to test it out as a backpack machine
but saves me lugging around the mini itx machine i built overseas. I have 2 demos im doing in barcelona next week so will take my laptop with the desktop 980 for 1 and this for the other and can all fit in a carry on
Ah the (current) life of a travelling VR salesman 😛
hah yep
i had to lug 50kg of equipment from singapore to chicago and new york last month and now singapore->barcelona->amsterdam->london->singapore this time
so if i can fit it all in the 1 small bag thats 25kg instead then thats much better
don't need it for this event but for some other stuff we are doing definitely will be handy. so im just going to make my own from this little machine in the mean time
Fair call
going to just put some bat files together to fire up steam vr on launch and wait a couple of seconds for it to kick in and fire up my app
should make it pretty idiot proof and make sure I don't need to go back during the event to fix anything
what company are you guys ?
based off the plug... looks europe somewhere
anyone else also having lots of stupid permission errors with steamVR of late ?
Basically lots of random errors unless I force run it as administrator... I've seen this now on 5 diff systems... so it's something microsoft or steam has done.. it's rather frustrating
very cute little setup btw
windows errors or unreal errors or steam errors?
MAGNUS EN1070 transforms the entertainment experience with hardware that captures the essence of gaming. Designed to push the limit of your gaming experience and to strike the perfect balance between power and thermal for whisper quiet performance. The power of Intel Skylake Core i5-6400T processor and graphical prowess of NVIDIA GeForce® GTX 1070 come together to create a superior VR and gaming performance, enabling native 4K display output and supporting up to 4 displays. MAGNUS EN1070 supports dual stora...
steamVR errors
i wouldn't recommend the touch screen though. only brand that made displaylink touch panel. so single USB for everything. but needs to be secondary monitor so pretty useless
hmm not sure I haven't checked the error logs but i haven't had any issues
very odd...
we have a similar system.. but a bit larger.. still very small.. but it has a 1080 and 32 gigs of ram... yours is sooo mini >.<
yeah i have a small fully watercooled 1080 mini itx build that i was using for events before
that 1 I will keep for running the outdoor events in singapore where its stupidly hot all the time and use this 1 for travelling
i put 32gb ram in that as well and a PCI-E storage so it runs incredibly fast
will probably get more of them for the other developers I hire next year rather than building full size rigs and we can just develop for those specs easily
@restive blade I'm in Auckland 😃
Some people doing these demos are just people looking for pay checks
'do you have experience been a demo host?' 'yes' 'good enough'.
I dunno how this guys impressions translate to a negative impression overall though. Although some of the things he mentions would probably not have contributed towards a positive impression.
Like the sweat. Oh the sweatttt
Plenty of people in EU are hyped for VR, I think. I mean most of my friends appear to be
Maybe they have bad demo booths though
How do you get 'people in the EU aren't hyped for VR' from a reddit thread with six people in it talking about a botched demo in a single location?
"Assumption is the mother of all fuck ups"
Do people have accurate numbers on VR yet ? The last numbers I had were about 100k for each platform basically
apparently there are about 375k users with a VR headset on Steam, but I do not have the numbers for the relative split
I assume it leans towards the Vive on Steam
The fact that VR field is so fragmented already only hurts us in the long run
with no concrete numbers, it affects our investors .etc
Which is a shame
and over time, just adds more and more SKUs to develop for or canabalize your sales
Yeah it's strange @slender reef . Right now the VR market is 5% of the Wii U market
You'd think hardware makers would group and have common specs / SDKs
I guess that's what Valve are trying to do
Just so strange to start doing that after the first rush
You'd think out the gate they'd say "We need some standardization and a gameplan"
but alas, this is what happens when Oculus were first out the gate.
@slender reef I don't follow VR enough to know who fired first, but as a game dev I'm not impressed
I don't see it as too fragmented really - there's Vive and the Rift, and then there's PSVR
Vive and Rift titles can be developed simultaneously for both without that much hassle
PSVR is like developing for console vs developing for PC, it has it's own caveats
All those other platforms? Non-players with no established sales base
There's Vive, Rift and like 200 mobile devices people can buy at Argos
in the mobile space, it's GearVR or bust
There's the Vive 2 being announced in Janurary
Ah, but it's not GearVR or bust, that's the problem
If it was, that'd be swell
You've also got OSVR on the horizon
and that chinese one, can't remember the name
I think the Vive 2 announcement in janurary will be a huge kick in the nuts from a consumer standpoint
it depends on how radically different it actually is
saw someone got Daydream early and it's horrible compare to Gear VR (from both software and hardware implementation)
light leaks a lot through the nose bridge for example
as for software, I guess they haven't released Android update with Daydream software. We'll see what happens.
I doubt Google would be half-assed about it
GearVR needs a motion controller like the Daydream controller.
I mean both for its own continued long term success and for us as devs.
I can live with having to redo a few input settings depending on the platform the user uses and repackaging projects for each platform.
But trying to target multiple platforms with divergent design specs is just tits.
or maybe not tits, more like complete crap.
I'll just stick with the room scale motion controller VR spec. Most fun one to dev for.
Nah. VR interaction is substantially improved with motion controllers.
Yeah, I think motion controllers are essential for VR as an interfacing tool
Admittedly, the lack of positional with the daydream controller kinda makes it much less useful.
But still, a substantial boon over... touchpad on the side of the head.
the stats also show that with Gear VR, people don't want to buy any accessories, so games that offer touchpad support (as main input device) sell a way better than games with gamepad support.
But the whole ecosystem is butt thanks to the lack of motion controllers.
Go on GearVR reddit and read one of the devs postmortem
Just because people stick with the default by default
doesn't mean the default aint shit and broken
they released a game with gamepad support only. Then later on they updated controls with touchpad and got massive influx of sales
(and that was spacesim, which you would think works better with gamepad)
Not enough statistics or data to pull a conclusion from
Anyway, Daydream motion controller built into the core unit.
that's a stupid thing to say, @slender reef
So you can expect substantially more of the userbase to be willing to buy motion control VR experiences.
How is that a stupid thing to say?
Saying "the stats also show that with Gear VR, people don't want to buy any accessories, so games that offer touchpad support (as main input device) sell a way better than games with gamepad support." because of one developer and one title is a stupid thing to say.
That's just motorsep. He's the cranky old man of this channel 😄
because it's a hands on experience from a game that works better with gamepad than with touchpad. You don't need damn abstract stats. There are only 2-3 good games on Gear VR.
That's like saying the Kinect sold and was preferred because Child of Eden was more played with Kinect rather than controller
Like my dad. Strong assertions will win him through all arguments!
"because it's a hands on experience from a game that works better with gamepad than with touchpad. " - So you're admitting you made "the stats" up?
C'mon dude, don't do that 😛
o.O
You need stats to say "the stats say" :p
go dig your "stats"
I've been following Gear VR market (and developing for it) since the beginning and only hardcore gamers buy gamepads to play. The rest (majority) want to use default controls, and on top of that they aren't even interested in games in VR per se.
Again, is that your opinion or the stats you claimed? 😛
what stats can you get on this newborn market with like 2 space sims out?!
so, yeah, those are the "stats" available
Plenty
Only here
literally only here
can someone talk about non-existant stats
and tell others to go get said stats
Jesus christ I need a coffee, I'm bleeding IQ here
D: we're not all the same people!
I personally know devs who are all about stats.. haven't released a single game.. 🙄
I just... I just can't 😛
and there are other people who takes other devs experience and uses it to their advantage
Motorsep, I'm not sure if you're intentionally doing or what, but you're saying some really silly things
go vape your "coffee"
if he googles for stats and gets creative, he can
I don't understand why you're so annoyed about someone picking you up for making fake stats, lol
VR is at a point where all stats are welcome by developers to gain a better understanding of the playing field and you're throwing opinions in as fact
I get annoyed with stats people in general
All I did was pick you up on it 😛
I'm not a stats person, but you need stats to know the playing field.
and when you say there are plenty of stats for Gear VR, you are plain wrong
There's always stats, lol.
80% of people who use stats are making them up
Hahaha
so when you have hands on experience for 1 out of 2 best space sims on Gear VR, that's what you use as stats
That's not how stats work, lol
"stats"
My brain is leaking IQ listening to this 😦
Want some? I can share 😉
Plenty to go around 😄
Technically IQ isn't something that you can run out of
Any negative number would be still valid
It is if you're leaking it!
Just extremely statistically improbable
Basically, don't make up stats if you don't have them - problem solved 😛
stats are always skewed, especially in entertainment business. In order to get stats that paint real picture, you have to invest so much money, that no one will release them for free. So, go ahead and get your real stats. Meanwhile I will use my "stats" to get ahead of the game.
that's because you haven't vaped yet
I'm actually vaping right now, hahaha
Right so like
What are the names of these two space sims you're talking about?
ah, well, they you are probably imagining your high IQ.. Or your high IQ prevents you from looking at the picture from much simpler angle
We have an engineer here at work. Suppose to be smart, at least book-smart. Yet, not really.
I'm trying to help you here, what are the names of two space sim VR games you referenced?
I'll ignore the fact that you're literally trying to insult my massive amounts of intelligence :p
google it ?
So you made up stats, told me to get you the stats and won't tell me the names of the stats you want me to to look up
Alright, I tried to help
Funs over, I'm off
if you claim you are so good at stats, well, they you should be quite good at collecting data and info
I didn't say I was good at stats, I said you were making up stats.
chill
everyone makes up stats
thats how they work
there is truth, lies, and statistics
you can only get close enough
Indeedio
Yo yo shutup shutup
Check this out:
http://arstechnica.com/information-technology/2016/11/adobe-voco-photoshop-for-audio-speech-editing/
@dry fjord when you're awake later and need a giggle, feel free to scroll up 😛
it doesnt need to be personal and attacking the IQ of other one is very childish
Oh shit.... hire a voice actor to record generic lines and redub them into anything you need!
Interesting idea, would be a nice little update to audition
Yup
been going on for quite some time, and some of the Japanese ones are incredible
maybe its easier in japanese
That's not a vocaloid. 😛
due to how the lenguage itself works
Ok, it's a bit rough for actual use. But great for meme generation
Japanese and English are language that work on similar principles, so it's reasonably similar