#virtual-reality
1 messages ยท Page 43 of 1
well, but english pronuntiation to text is kind of strange
japanese is more direct from text to phonetics
yeah, it's not quite as phonetic as Japanese
I wonder what would it cost (unless it'll follow standard subscription model on Adobe Cloud)
spanish is almost completely phonetic
but English can by typed phonetically (there's an alphabet for that)
true
Standard adobe cloud most likely
Damnnnn this tech is pretty impressive.
And it's not 'just vocaloids'.
This is voice deconstruction and reappropriation.
Maybe some undelying similarities
But fundamentally different use cases.
The generation seems to base the inflection from the start of the sentance, it sounds really natural
Nah I wouldn't go that far
Would love to get it even just for removing and rearranging words. Inserting some you forgot would be a cherry on top
I meant essentially it's TTS but you're providing the voice
I don't mean that it'll put voice actors out of work.
As he says at the end, you "train it"
So I can make myself say dirty words over and over
Just reduce the number of working hours significantly.
Retake? rerecord? It's ok! We got your voice on file!
Like... video game devs can now continue editing the script after recording with a decent chance of getting usable audio out of the stuff they already have.
Being able to edit a text representation would be nice just for speeding workflow. No need to manually use slice tool to cut out "ah" "um" "so like"
That's pretty cool too ๐
so, can you transform voice with that app ? (would be cool for garage indies as voice actors don't come cheap)
Cool for everyone.
StarCraft 2 got Google's DeepMind integration
I wonder if UE4 will get something similar for any of the major AI solutions
They're not letting players play against DeepMind are they?
didn't read into it
Sounds like Deepmind is just moving onto its next challenge after Go
After that, it'll drop into DOTA and MOBAs and wreck everyone D:
just thinking that VR really needs good AI (not combat AI alone)
a dota/moba AI can do group thinking wich makes perfect teamwork
@wicked oak Deepmind isn't about cheating to beat humans
It's about using similar limitations to humans (fog of war, key press rate) and organically understanding the game mechanics
to improve and... become better than humans at it ๐
Yes, but they're not linked to each other
Now that'd be interesting as hell
Considering the potential communication barrier.
how do people find VCs and angel investors without having 100% working prototypes ?!
I believe they don't
Or they had previous successes
Or they are highly recommended by people the VC trust
But a vertical slice / gameplay prototype is really important
I see
I don't know about @mighty carbon but lots of people ask for money when they have nothing to show
Like the UDG thread on the forums
"I have an idea for a game, why do I need a prototype to be funded ?"
Well, in case of VR, prototype would be far off the final product
It's all about how credible are you as a company owner who's going to generate revenue for the investor on the long term with acceptable risk
so unless it's heavily scripted, it's won't be possible to make vertical slice in timely manner
let's put it this way - Magic Leap has nothing to show for and yet they still get money rolling in ๐
(and I doubt they had prototype initially)
so, I am guessing it's about who you know really
In the case of AR/VR in general, it's the currently hyped thing, so it makes funding easier, I guess
But I highly doubt Magic Leap has nothing to show to investors
Like I said it's about trust, risk, and potential
Assuming that Magicleap hasn't been pouring all their money into paying people to speak about their mythical display in hushed tones...
MagicLeap has something interesting.
Even if so much of what they're doing is a shambolic mess.
To be fair, a vertical slice is super important for yourself, @mighty carbon . How confident in your game are you if it's not even playable ?
I mean I know the first playable version of my game was shit and needed a year of rework
that's my point
while you can be polishing your prototype, someone grabs investment and makes same thing, but better, sooner
i have problems becouse i have no artists
so i have nice prototypes done in no time, but it isnt enough
need concepts and some art
wich i dodnt have
obviously one can't go looking for investment without having a big picture..
@mighty carbon Think of it as natural selection. if you can't do a showable prototype of your game in 3/6 months, then you're going to have a hard time completing it, even with funding
Who's investing in games anyway? Such a high risk area of investment ๐
Aren't they just publishers at that point?
im in talks with some guys that are making an VR arcade chain
The realistic course of funding these days is basically
- Do a vertical slice
- Do a kickstarter based on that
- Go through Greenlight / GOG / Sony / to self-publish your game
- Try VC funding during all that to see if you can get more
so i can build small games like one every month/2 months for them
so they have games unique to the stuff they have there such as gun controllers or those walking things
@cobalt relic that is an incorrect statement. I can't make prototype in 3-6 month working day job. But if I had funding and small team, I certainly could. At the same time, AAA companies haven't done much for VR either (having money and time and resources).
@wicked oak pretty cool. So basically contracting your skills out to VR Arcade startups to create content for them
Do their setups do anything different to home setups?
yup, exactly
"Do KS" is so misguided. There are so many good projects that didn't get funding and so many projects that got funding and didn't pan out.
they do have funding, so the talks are basically putting me in charge of a "dev" division
to make games for arcades FIRST, and later to sell them to the public
Also I don't need to go to Greenlight - I have publishing account on Steam
VR bypasses greenligt
@wicked oak Fantastic stuff. Good luck - looking forward to seeing what comes of that.
@mighty carbon With all due respect, I stand by my statement. If you aren't confident in your project enough to quit your job, why would they trust you with their money ?
VC's logic here
Not an attack on yourself ๐
lol, seriously ?! Are you one of those guys from Silicone Valley who has no family and have stash of cash in the bank?!
Like I said, not a persnnal attack
I am employed and I also make a game in my spare time
I'm just telling you what any VC or banker will tell you
So many indies wrote postmortems specifically saying "DON'T QUIT YOUR DAY JOB". They were sure in their product. It even sold some. But most of the game projects don't provide enough to make a living + to fund next project. It's not a matter of whether I have skills or believe in my project. It's a simple fact that one needs a team and funding to compete in this market.
I am not saying otherwise
But I get your point
I would't for PC/console game either (as a matter of fact wrapping up a small project we have been working on). But for VR I would need funding ๐ฆ (in order to not be one of those small experiments)
You need to understand that even a small development team means lot of money, 6 figures for basically any team. People won't help you with that unless they are confident you will make more. So you need to be trustworthy and have proof that
- Your game will happen
- People will buy it
KS / Greenlight helps with the second part
the latter is not possible to predict
even with KS, you might get people funding your game, and past that no one else will buy it
It doesn't really matter
You can't predict success but you can convince investors it's likely, which is the goal here. Ask yourself why your game is likely to earn 6 figures money
KS is ridiculously hard
ive already talked about that here i think
you need kickass concept art
(of course people will buy it, but it might happen that not a lot of them; so KS is not a good indicator for game's success)
If you're trying to get me to say that the worls isn't fair and KS isn't fair, then yeah, I fully agree
Just trying to help here
what im ddoing its releasing thing
nothing is fair ๐
so i can say that i have recovered my cost with the first game ive released
(tho cost is 900 dollars)
I haven't even tried KS or investors because I don't believe it would work, I might consider it for my next game if the first is successful
Frankly if I was a VC I wouldn't fund myself
lol
on the contrary, if I was VC, I would fund my project without hesitation (it's not really a game in classic sense of gaming)
So you're confident it will make more money that it would cost to make ?
And you know how much money you need until the game is done ?
i havent tried Ks becouse there is no way in hell i can do a good enough trailer and concept
so its just a waste of time
I haven't created business plan as I have no idea where and how to look for VCs (and after years of observations, I highly doubt it's about anything else but who you know; that's how some weird and failed projects get funding - if connections didn't matter as much, those projects wouldn't have raked up millions in investments)
so for all of you who were interested, I managed to fix a significant amount of the odd delay between motioncontroller and animBP update
there's still a very nearly imperceptible amount of lag between the two, but I'm not too worried about it now
all you have to do is:
@mighty carbon You know it looks like a loop. No business plan -> no funding -> no business plan because no funding
But well, I hope you'll get some funding
on each of your motioncontrollercomponents:
MoCoComponent->bDisableLowLatencyUpdate = true;
unfortunately I see no alternative to this, if you're working with a skeletal mesh IK for your VR motioncontrollers game you'll have to not have take the late frame update :/
@cobalt relic it doesn't. When I find out how people find VCs / angle investors, I'll make business plan and pitch, then approach them. Otherwise it's a waste of time - I can have business plan collecting dust until the end of times.
Well at least you can work on your prototype until that
sure
it won't be representative, besides perhaps locomotion and few minor things ๐
ยฏ_(ใ)_/ยฏ
I'd rather work on a smaller game without funding and try selling it
But i'd love to have a budget some day
I think once I have enough people that care what I'm doing, it will be easy to gain attention and moneys
yeah!
still the most sold VR game
I think that's how they "fixed" the offset difference
@cobalt relic im on the 3rd for that
@winged shale Make sure the art is good!
@winged shale Doesn't have to be high def art though.
yeah, I've still got my dev art in, once I get my movement and welding stuff down that's next on the list
Noice
I'm going for a simple style initially, because VR and beacuse time
lol
they are skeletons
im remaking their AI to a smoother one, and improving their animations with a couple anim packs
now they are much more interesting
has anyone been put off gearvr by the hassle of constantly moving the phone in and out of the headset to deploy new builds?
not me
you don't really need to do that
I only did that initially, to get controls and core stuff working and gauge performance
once I figured it all out, I did the rest of the work on PC
just use the mouse to look around?
I try to reduce phone deployments to a minimum
takes too long; test less frequently, but more thoroughly (rather than testing each little change in turn)
yep, use mouse to look around, and whatever key you assign to emulate tapping the touch pad
is there some kind of vector sandbox visualization program out there?
because doing vector maths in the brain gets cumbersome after like 10 transforms, and it would be a PITA if I debugged visually in editor for every resultant
XXI century, DeepMind in SC2, VR ... and we don't have vector visualization in UE4
@winged shale something to post about in https://forums.unrealengine.com/forumdisplay.php?24-Feedback-for-Epic
Tell us how to improve Unreal Engine 4!
Hey guys,
just wanted to share our stadium animation and VR download created In UE4:
The download for desktop and VR mode is in the video description.
Any feedback, good or bad is always beneficial. Thanks!
high performance crowds in VR
I still don't get how they pulled it off, no C++
Hey, can i use it for my VRMultigames?
would be cool to use that level on my goalkeeper minigame
I don't know, I didn't make it ๐
c# support would improve ue4 for me
lol
is gearvr supposed to get any sort of boost when Samsung phones get nougat?
not really
maybe less overhead due to better drivers
and slimmer OS
maybe VR Vulkan will come to older phones
(Vulkan should be already supported, but it's no use for VR)
perhaps Daydream support will be available, although since it will use internal IMUs tracking will be shit. Still, usable for development.
I hear the google daydream headset is super comfortable ,but leaks light in everywhere
that's what I heard too
does anybody have the VR template project on their machine? I think I've found a bug in the editor but just want somebody to confirm it. Go to BP_MotionController and on the blueprints variable editor right click "IsTeleporterActive" and click find references. For me, it only finds a single reference in "ActivateTeleporter" but the variable is used in other places (used in very first branch of DisableTeleporter).
think it could be due to the fact that the set node in ActivateTeleporter has a comment attached to it making it different to the uncommented ones
but just want to make sure it's bugging out for other people before i investigate the cause ๐
4.13?
but if you remove all the extra string information in the search. .you can see it in other places
yeah, it's getting different guids soemhow
welp.. got to get to work now!...
@slender reef I enjoyed the usual suspects talking out of their asses ๐
@dry fjord ๐
pffff ๐
๐
Peeps, I turned on steams online plugin to get access to friends list and now I'm seeing: "LogOnline:Warning: STEAM: Steam API disabled!"
I never had to enable/disable prior to this when I manually set subsystem in build.cs
When you run in standalone, it should work fine
It's more for in editor
I think they just took that functionality out
Who knows
have you checked your HMD connections?
best help I can offer I'm afraid, I only know things about VR when I'm in this channel ๐
ah wrong channel sry. my new 1060 laptop is just too cute to keep my fingers off ๐
โค ๐ป
I bought a marketplace plugin https://www.unrealengine.com/marketplace/user-interface-kit and it has functionality to drag and drop items from the inventory into the hotbar. How can I do this sort of drag and drop with 3d menus and widget interaction components?
The User Interface Kit offers a collection of widgets, icons and UI elements for your projects.
email the person who sold it to you
they may have an answer
for $60 they should definitely have some kind of answer
that's a nice interface kit too
I'll send him an email, but maybe the solution is simple
I can grab the icon with the widget component, but when I grab it it gets drawn to my actual UI viewport and gets attached to my mouse cursor
I want for it to move not on my viewport plane, but on the plane of the ui that I dragged the spell from
@vocal maple you should not expect support
Nowhere in his description did he offer 3Dwidget support
Or rather
WIC support
But, if you need help with WIC, I can help you
Do you know if drag and drop is possible with WIC?
Anything you can do with a mouse you can do with WIC
As far as I know
Never tried it ๐
But, that may be kind of fun to do
Yes, but you'd have to massage that marketplace asset, because it's doing things that only make sense in 2D UI
Like making icons stick to viewport D:
"I need help with this" "I can help you!" "okay, can I do xxx?" "YOU CAN DO ANYTHING YOU PUT YOUR MIND TO!!! ๐ฆ ๐ฐ ๐"
๐ฏ ๐
I am gonna do this from now on
@vocal maple Just curious though, why would you want to do that?
Are you trying to do something similar to Vanishing realms?
anyone building with vr works?
after checking out NvPhysX/VRWorks-Graphics-4.13 , I get messages about modified nvidia .lib files in git status:
modified: Engine/Source/ThirdParty/NVIDIA/nvapi/amd64/nvapi64.lib
modified: Engine/Source/ThirdParty/NVIDIA/nvapi/x86/nvapi.lib
and they won't go away with 'git checkout -- <file>'
very strange, same md5sum, found some stuff that said it may be a weird thing with git windows line-ending conversion
check-out as-is, commit as-is
it got a bit hot for the old 3m tape today apparently, both my base stations fell off the wall
time to use those stands I guess
Yeah, tape is great for temporary mounting
But if you want it to hold longer, better break out more permanent adhesives.
I say this with the experience of having used tape extensively D:
now I gotta remember what else I stuck to the wall with tape
I went a bit crazy for a while there, tape for everything
(drill the holes, drill the holes)
The lighthouses were especially not suitable for tape - weight but more importantly vibrations.
Lighter objects like remotes are tapeable.
If I'm not mistaken, I think @dry fjord had the VDK1 which actually came with 3M tapes and these ridiculous custom plastic pieces that had attach points for the pre-cut 3M tapes, and a 1/4" 20 ballsocket
Oh
Yeah, well I guess now that we've had them for a while, we're starting to get longitudinal results in testing ๐
Now we know!
if you are going for tape, also tape a backup mount or hook and then tie it to that
so when the first mount fails from vibrations, the backup catches it ๐
But you won't know the first has failed until both have failed ๐
it was weird to me opening up the VDK1 and seeing that
seemed like a huge oversight for a limited-production prototype hardware
Maybe they weren't expecting people to keep it up as long as they did. Evidently they corrected the oversight for consumer release.
it will be hanging upside down, basically tie with a zip tie or some string to a backup 3M command hook
Ah ok. I see what you're saying now.
I definitely know someone who had a drop, he said he cleaned everything the right way and stuff before mounting
Just use tension poles
I just drilled the holes
Same
I have this molding about 6in below my ceiling all around that old houses used to have for hanging pictures
NICE
But I'm lucky in that I have a bunch of wall hung cabs above head height
So I just drilled into those.
Of course... I had to drill the shit out of the wall to hang the cabs.
my stupid house is constructed entirely out of plaster and lathe, so unfortunately I need proper concrete anchors for my walls, and have to hammer drill into them every time I reconfigure the house and move the base stations
plaster and lathe?
yeah the walls are made of concrete-like plaster slapped on top of wooden struts
Lath and plaster is a building process used to finish mainly interior walls and ceilings in Canada and the United States until the late 1950s. After the 1950s, drywall began to replace the lath and plaster process in the United States.
In the United Kingdom and its colonies, lath and plaster was often used for interior partition walls and the construction of ceilings, before the introduction of plasterboard in the 1930s. In the U.K., riven or split hardwood laths were often used of random lengths and sizes...
lath*
Ah... ok. So the precursor to plasterboard
Modern construction is kinda fascinating.
I updated my climbing system so you can only climb relatively grabbable handholds now.
Instead of climbing up any surface.
Good fun trying to navigate a city. You look for hand holds instead of just climbing things willy nilly.
Ass Creed in VR would be awesome.
Like... just a simple change like that makes you cognitively process the landscape around you significantly differently. VR is so great ๐
Is quivr out?
still early access I think
I am sweating like a bastard and my left delt has had quite the workout
Does it go beyond been a wave shooter?
wave shooter with a TALENT TREE woooo
Hehe ๐
I would happily sit at various locations around azeroth shooting mobs
TBH, I'd be happy just walking around Azeroth and drinking in all the feels
that too
BTW, I've got a great wave shooter idea.
That someone should steal.
It's a cover based wave shooter right.
go on...
would there be enemies walking back and forth a killzone but slowly advancing one turn at a time?
Nah. They're shooters that snipe at your dumb butt
so not vr space invaders then ๐
Nope ๐
Fair enough
I can explain it in a few lines once you're ready
What kinda basics? Animation BP basics?
grab SK_Mannequion and in its anim BP the first thing you do is scale the head and hand bones to zero
yeah
Ah yeah
then add a socket to the head of the mannequin and use that to move it to the HMD every frame
then do two-bone IK on the hands to make them go to the controllers
then use the controller back-vector for the elbows
you're basically done
the rest is blendspaces for crouching
make the body facing direction be the average of the hands versus the HMD or somthing
Blending between walking animations and head/hand IK
easy
Nice.
first thing you do is move the skeletal mesh to be under the HMD
then do all the animation states
then finally do the hand IK overtop
Well that'll be a good starting point at least ๐
that's pretty much the tutorial ๐
Wanna make it robust, and less jittery. So gonna only move the body if you move more than a certain amount
if you get stuck with Ik let me know, I've got it all figured out
you could put some interpolation on the body
Nice. Cheers man. Will be a thing I dabble in next month.
Don't need it yet ๐
hehe
oh good
what did it have before? was it just non-motion controllered but still supported the buttons?
As long as they don't go
Loading Human on us.
It was Oculus Remote + Xbox Gamepad
One or the other not both at once.
lame
And standing (as opposed to roomscale)
Well, it's easier to move around the room and inspect things
The main difference is that things like clipping and shadow movement stays rooted on the spot.
Also easier to do 360.
ikinema is decent if you are on the indie license
their regular license of $30k a year is a bit much for an indie though
ah just realised that chat was from way earlier and it hadn't scrolled
for your IK stuff
Yeah. Mainly just wanna do VR IK, sounds like base unreal has me covered.
ah depends how believable you want it to be
True. I'll definetly be refining it.
all the guys doing stuff with Optitrack with just basic full body tracking are using ikinema
I've already got code that can do a reasonable guess of your feet and waist position
independent of your head
there is another plugin i saw on marketplace for the foot tracking ik
im going to be using ikinema 1 for 1 we will do full body tracking with Optitrack or potentially steam vr tracking after i do the course and see how it compares. sensors over shoes, waist, head and hands. might give some around the elbows just for some extra benefit too.
Sounds good for a full immersion setup!
yeah got a brief at the moment to just design the most amazing VR thing we can come up with to get people excited about it. the framestore mars school bus thing is 1 of their reference pieces
Anyway... let me rag on about the traversty that is Loading Human. It's this sci-fi adventure game for PSVR and Vive right.
But it's standing only.
Not just like - we won't bother moving the collision capsule, or move the shadows around. Benign standing only.
No. It's aggressively standing only.
i.e. if you move out of the standing position that we calibrated for you... then we'll blur the screen and make sure you're in that position
'what if I want to crouch' you ask?
stay standing. No seriously. We've provided you with motion controls that let you 'crouch' or 'stand'
If you point down with the controller and press crouch, the camera will lower in the game. If you point up and the controller while standing, then you can stand.
If you physically crouch? Sorry, out of bounds! Blurring the screen!
so not even positional tracking working properly pretty much?
just like a 360 video that the camera occasionally moves for you
Positional tracking within a small space
The point is, they put effort into making it shit ๐
depends what you are trying to do with it. ikinema does a lot of other stuff as well
they were trying to bump me out from the indie license since im in a bigger company but going to split off to our own company instead so that we can target different funding schemes specifically for vr and innovation etc
Can anyone fill me in about the HRTF audio status in Unreal?
what's the best option I have to date for the audio in VR in Unreal without having to purchase any expensive licenses?
Does the Oculus Audio plugin finally work?
What is the best way to take a screenshot inside a VR game? Just use the command called Shot ?
I believe so yeah, the highres shot command
i normally build a bullshot
to get good "gameplay" captures for a VR game
so i do a cinematic with a couple enemies around and the guns in the air, with a couple fx here and there
like this, for example
I am going to take the pictures for a thesis I am writing so I dont need highres shots and I also can not add effects etc.
But thanks.
be careful with bullshots though; Steam have implemented new policy changes that mean that if people decide your materials are not representative of the gameplay experience, it could well get pulled.
its more about guidelines
all screenshots on all games are prettyed up
only the most obvious ones like prerendered cinematic/concepts will get anything
they've made their stance pretty clear and used their own stuff as an example
they do include bullshots in their 'unacceptable' media
they used No Man's Sky's screenshots as an example too
@hard light That seems strange, since NMS used real screenshots of rare gameplay conditions
no, they were not real screenshots, just 'in engine' bullshots that were touched up
which is no longer considered acceptable
(it is not representative of the game experience)
Having played the game I beg to differ
But well
The key is how much of your screenshot is bullshit, and how close to the game it is
If it's super hard to do an actual screenshot and you re-do a rare effect in photoshop, it's not misleading
if in-engine shots are banned every single game in steam gets banned
its also not a ban
they "reccomend it"
so they arent really going to investigate at all
I think what Steam really said was, don't use concept art, precomputed CGI in the screenshot sections
Which is why I don't believe they specifically talked about NMS, which imho was pretty representative of the actual game, provided you played more than a few hours and upgraded your ships for the nice planets
Still misleading, but arguably real gameplay.
If you have to pretty it up it might not be ready. I dont see what you gain by misleading your clients.
its a VR game
you cant do a screenshot
becouse it WILL look bad
with its Fov and distortion and that kind of thing
every single screenshot is a bullshot
all of them
Like I said it really depends on how representative of the game it is.
somthing like this is very similar to the bullshots i have
they did not capture that from direct gameplay
mostly becouse gameplay doesnt have that FOV, or that resolution
in hover junkers, every single screenshot is "third person"
for a VR game
so even more different than raw data ones
Vblanco makes good compelling points ๐
Doing third-person videos / screenshots of FPS gameplay is super common, btw
Hiding HUD on videos of actual gameplay is also common
becouse it will look like that
from VRMultigames
being a free game i gave to the people, i took little to no care on the scrennshots
that one is a screen capture
hence the black bars
So how do you guys do bullshots in VR? Make a new bullshot pawn? ๐
using a cinematic
So you can take proper 2D screenshots?
and doing a high res capture
Ah yeah
thats exactly how my bullshot above was made
Just grab the assets and straight up pose them
I'd wanna do that to sell my game ๐
really good looking
the bright spot was due to light reflection
for a trailer ill use the recording feature
then make it prettier
and high res
Oh... unreal recording feature
then play it back at a higher res. Can you move the camera with that tool after the fact? Should be able to right? That's the whole point.
The latest Tweets from Roto VR (@Roto_VR). Roto is the fully interactive VR chair. Motorised 360 turns, intelligent headtracking, no more tangling cables, table mount, touch pedals and much more!. London
apparently works with Gear VR too
that's better
Wanna go now?
Vive should work, but its Touch what works well
Assuming the copy you sent me is up to date ๐
should be right? It's on steam
the copy is being uploaded right now
Oh well. It'll probably take a bit for it to get pushed to my end then.
And by that point, I'll be asleep!
good
should be in ~30 mins
beetween my upload and steam updating it
after that, ill give a bit more buffer so you can play a singleplayer round or similar
there are a few improvements
where are you from @clever sky
as im going to host it on my pc at Spain
Australia
damn
Yeah, won't be great!
gonna be a "worst case scenario" test then
haha. Indeed. It's a big part of the reason I'm not at all interested in making multiplayer games ๐
no social aspect without online ๐
I guess some sort of async online multiplayer would be a solution
Tried Soulkeeper alpha demo.
They've done on good job on the graphics...
But crappy VR interaction mechanics all over the place D:
It feels like the wild west of VR interaction mechanics. Few developers know and care to make things feel right.
But a lot don't.
I mean, even epic are a bit guilty here.
If you're going to give us hands, orientate them relative to our real hands.
Don't give us hands on sticks.
but in my game you toss fireballs and slash sksletons with a sword
god i have to send alpha builds to vr sites
Yeah man.
Gotta tap into that marketing network.
They're excited to see new things done well.
Niceee
Still downloading for me though.
40 mins left on estimate
It's the fact that it hasn't properly propagated across to DL servers here more than anything.
ima do some hotfixes then upload again
Haha... well in that case, I got no hope of playing tonight ๐
Go for it. Hopefully we can try next time ๐
yeah
Anyone know why as of 4.13 Vive controller buttons are not working?
I can't get events for any button except face button 1
@silver brook are you using the inputs elsewhere and in turn having them consumed?
@granite jacinth Nope
Just in one place
But I suppose if two instance are running that could be it?
Trying to understand what you are asking in terms of having them consumed
Like having anythign running
You should Google it
that use the controllers?
A How To Guide for setting up input on an Actor in Blueprints.
Project Settings > Input
So excited, one of our clients just started up the first VR project for our company ๐
still a couple of months before we start production, but it's gonna be exciting!
Congrats!
Yeah, now I need to read up on multiplayer inside unreal as we have to do a spectator app for the VR game ๐
How do you find VR clients, @tawdry dragon ?
Cant take any credit, our talented project manager and sales team pitched it to a long term client, they were excited and starting next year we will have to first write a pitch for the vr experience
and then production will begin later on
but the process is much the same as any other product sale
aye, I see
but its a first for us, so its gonna be exciting! but may god have mercy on us, because we rely solely on me to do all the Unreal stuff ๐
good luck ๐
anyone have a method to get tf rid of the black bars on that idiotic 3:4 view projection for the game window?
Ideally I'd like to have an in-game camera that I can position around like in Paintey or any of the other Unity demos and that would show up on screen
@winged shale yeah, let me look, it is just a UV coordinate you can adjust in the plugin
look for SteamVRRender.cpp
then just search for: if (WindowMirrorMode == 1)
RendererModule->DrawRectangle(
RHICmdList,
ViewportWidth / 4, 0,
ViewportWidth / 2, ViewportHeight,
0.1f, 0.2f,
0.3f, 0.6f,
FIntPoint(ViewportWidth, ViewportHeight),
FIntPoint(1, 1),
*VertexShader,
EDRF_Default);
tweak these numbers, it is essentially the crop factor:
0.1f, 0.2f,
0.3f, 0.6f,
You can mess around with the aspect ratio and stuff and get something like raw data
at the near-square aspect ratio you will never get a good wide field of view shot because of the lens masking, but if you make it more of a 16:9 you can better than the default.
@dry fjord so you started working with VR 2 years ago?
this isn't an interesting conversation anymore. we're trying to talk tech and you're trying to probe my credibility. it's getting annoying given you can't get off the subject.
I'd like to see you do anything here other than talk waffleloads of nonsense and jargon
you started doing that first. Regardless, the question is on which knowldege/experience you are basing your conclusion regarding FOV?
I started working in VR 26 years ago
you're 26?
No, I'm 23
what's the IPD on a sperm?
Two hot wheels cars and a jar of skittles
"I'd like to see you do anything here other than talk waffleloads of nonsense and jargon" - and it's me who is offensive?
let's talk tech, do you know when first HMD with over 100 degrees FOV was made?
So there's a lot of things wrong there
Just saying
- That wasn't offensive
- That's not tech talk, that's trivia
I think that bus has sailed @nova wave
- Buses don't sail, they float
A boat doesn't sail either
It has a sail
But it boats
you're breaking my anecdote. that bus has to move or it doesn't work.
let's just agree that the bus is no longer viable because ocean
yeah, this is not going anywhere
Just one big circlejerk and we're all in on it
@nova wave there is no winning with those 2
not with that attitude
There's no winning against me because I back up my shit with stats and data ๐
hnng, my package has been in Fort Worth for the last 2 days ๐ค
c'mon Fedex, go faster
I wonder if I should start selling tickets... ๐ค
@sturdy coral holy shit mate this is quite exciting, going to try it out tonight. Thanks! That's a great place to look into drawing a different render target. I have spare GPU time so I think I can pull it off, I'll let you know
@winged shale please let me know if you pull that off. there is code for split screen, or possibly scene capture stuff you could use. I would like to run something mirrored there at 30hz and split up the base pass, lighting pass, and post processing into different time slices so that you never eat too many cycles from your VR render at 90hz
right now all the mixed reality stuff I have done has been done using networking to a second game instance running a spectator
@winged shale and @sturdy coral somebody did a pull request to merge that in but Epic rejected it since they are working on their own mixed reality setup but they still haven't announced anything and ignore all questions about it right now.
Can you tell UE which gpu to use?
Creepy. I'll be open about my progress if any is made.
And @sturdy coral that is unfortunately what I've been thinking about for doing my thang. I just really don't want to replicate a bunch of memory on two instances, I know there is a better way
@dry fjord unreal doesn't support SLI or anything so im going to say unlikely unless you modify it a bit. @winged shale im sure thats why Epic didn't get the other PR in there since they didn't want to be blowing through processing power to get the display a bit wider
@pearl tangle do you have a link to that pull request? I want to take a look at its changes
I, too would like to see it
which gpu? if you have 2 gpus on 2 different screens just output to the relevant screen
The stupid 3:4 screen makes a little sense when running it for tests, gives larger scope of FOV, but it really should just scope down to a 16:9 portion of it for release
yeah its definitely a huge annoyance to stuff I do as well since we do projection mapping for mixed reality stuff a couple times already and Unity is still beating out unreal with a bunch of things annoyingly
been trying to get a response out of Epic on this 1 for months
I'll add my force to the battering ram
looks so much better on the TV screens when having friends around for them to at least have a proper full screen view even if it is stuck to the persons head
I just end up showing the mirror
but at least that PR will get you going with the full screen output
awesome, thanks zoltan
Only 100-ish lines changed/added, looks easy
Another thing I would like to do is allow smooth first person view without rerendering the scene
yeah should just be able to merge it in to 4.13
the fantastic contraption guys do it in their streaming by rendinger it a second time and lerping the HMD movements to smooth them out
https://www.youtube.com/watch?v=Z7byoJEeYUU these guys still make amazingly beautiful stuff. shame this isn't out for vive
instead what you could do is a perspective-correct reprojection of the mirror view
and lerp it as well
yeah Epic is building in a full end to end system with theirs. So will take the video footage, merge it in with the game footage, and take the depth positioning so you can layer things properly too
then it would just be outputting that final view whether you have camera footage or not onto the other monitor without re-calculating everything again
Has anyone tried to do a replay file in matinee or something for recording high quality VR things/trailers? That might be a nice interim solution while Epic finally bonks out their own solution
there is a thread on that somewhere
Could do record with sequencer i suppose
I've tried both that and demo recording
I need to do 1 at the moment actually. got a link on that 1 muchcharles?
demo recording is broken with my project, doesn't handle sublevel loading correctly, so wasn't usable
let me look for a link
I have just been using the xbox screen recorder
either that or been creating flat flythrough videos instead or 360 videos
ah yeah makes sense. I have an on rails skiing game 1 I need to update the video for. I think I can just throw the camera actor on there easier and they can forget about seeing the hands hah
#2444 what the fuck why hasn't that been uptaken
wow May 28th...
Allar is such a good boy
they must be redoing all of that stuff in their private branch and waiting to do a big press release thing on it once it's better than Unity
the damn Unity VR Editor is also looking really nice too
Allar is incredibly helpful. he sent me over his panoramic capture plugin for free before it got released since I had a tight deadline and was sick of fucking around with the stereo renderer
done 2 projects with it already. quality came out great. Did some scenes at 8k exr. 1.5Tb of files hah
Unity is balls deep in VR, unfortunately Epic is small and a lot of the support customers haven't taken the plunge into VR dev and are unhappy with the amount of time Epic is spending on what they think is a fad
yeah im having a call with their head of Enterprise next week to chat through a few things and try get an indication from them on where a bunch of that stuff is going
Send them our love, and frustration
There are not many big shit hits yet, unity's prototyping power with C#/js as a language combined with its superior VR feature set beats even the BP systems and broader feature set that Epic's product. It's starting to make me unhappy with the fact that I chose UE4 for engine openness and c++ (for proper library support for what I want) when I really, at the core, need the simple things to be there
hah yeah. I prefer to work with blueprints since it's so quick and easy to prototype things and I can do that way faster than if I do C#, js or C++. depends how people prefer to work. Unreal is easier to get into achieving things because of the blueprint system, but overall it is a more complex engine.
unity has some blueprinting plugins that you can get but im not sure how good they are these days. I remember using playmaker for some stuff years back but its like working more with a level blueprint rather than proper modular components
Bleh playmaker. I like C# rather well, but Unity runs on top of Mono, which means even some C# native libraries might not work (ack!!!) I am also extra frustrated in context of this: https://answers.unrealengine.com/questions/515893/animation-blueprint-with-ik-has-latency-of-1-frame.html
Also I live in U.S. and the election is crazy frustrating too
yeah and you cant update the version of mono within unity so its very difficult trying to do stuff that requires an updated version and last i played with it their mono was customized and way behind the main mono
Yesssssss
was bloody annoying back in DK2 days getting custom stuff running in there
But that animBP thread... Just why won't they understand what I'm saying? Was I not being clear?
pretty much as soon as UE4 came out I jumped ship and haven't gone back except to do stuff with Hololens. Another area that Unreal is annoyingly behind in
that seems to be a bit of a common issue I have seen across some different applications with the attachment side of things actually. probably a bigger problem behind the scenes with the frame timings, might be a while before you manage a fix on that
Same! DK1, had lots of fun with 3 free Unity pro months, but tried to do some ML things and got too frustrated. Jumped ship and haven't looked back. I still prefer UE4 though :)
oh yeah that was it DK1 not even dk2. I remember rigging it up with the leap motion to shoot fireballs out of my hands and shit. before leap motion could get mounted on the headset and before positional tracking
well especially since rift worked natively in the free version of unreal and unity needed the pro version just to be able to do anything with it at the time too was an easy choice to make
Yup.
I was all, oh, these three months are up... And Pro is more expensive than it's worth...
Unity's profit model doesn't encourage indies
Ffs, I can't even prototype my thing properly before I invest? No thank you
And you see how Unity free helped in neutering Onward
yeah back when unity first moved over to a multi platform engine rather than just Mac their free version and paid version didn't have too much of a difference. then they were trying to use the rift to lure people over to the pro version just for that functionality. the only differecnes before were some different rendering methods and stuff
Yup, custom shader access
That was what pushed me over the top, when I left it was that I couldn't even write a damn shader and run it with the engine without paying
anybody have any experience debugging performance with the vive when GPU and CPU still seem to have a lot more capacity but getting a shitload of skipped frames?
@pearl tangle you checked steamvr frametiming graph for spikes?
at the moment its a consistent frame drop
but CPU usage sitting very low, GPU usage and memory usage relatively low too
only thing i can see is the gpu temp is sitting mid 70s but that shouldn't be enough for thermal throttling
can you paste a screenshot of your frame timing graph while playing?
sure just gotta get it over from the other machine. running it on the laptop 1 but without the watercooling dock so it should be running more at 970 levels
just running a build on the 4.14 renderer and tweaked some things so will see how that goes too
if you are testing 4.14 try the new 'stat gpu' command, it is sort of like a live gpu profiler
yeah running the built file on a different machine to the 1 im working on. just trying to run this on the laptop for an event so i don't need to lug my mini itx machine with me
so im just using GPUz and task manager to monitor the stats on the machine
I have a bunch of 8k textures in there figured that could be doing it but then it should be chewing up the gpu memory
yeah, try the steamvr frame timing graph because it separates out a lot more stuff than GPUz will, stuff with the compositor, etc. and shows when reprojection is kicking in
yeah its not having a good time with it
and build doesn't want to cook. bitching about missing the defaultengine material now that i enabled the other renderer
Just making sure, your cant get oculus to send you any products without working on a specific project, right?
they wont give developers stuff unless you are doing a consumer facing app to release on their stores
Good to know. What do you have to show them?
ok so it was the terrain on there that was killing the mobile machine. Made a static mesh out of it instead and now i can make it rotate around exactly like westworld now hah
show them you have a studio and will make them plenty of money
but their actual support for people is terrible
Sounds about right!
Westworlded
That's mighty slick
HMD mirror mode doesn't work with Vive?
Mirror modes are not implemented for the Vive
you'll just get a black screen or a crash
okay
what about:
[SteamVR.Settings]
WindowMirrorMode=0
So the 0 is either 1 or 2. 1 for a mono view, 2 for stereo view.
?
they're not implemented for the Vive
it doesn't matter where you set the config variable, if it isn't implemented, it won't work
Hey I just implemented a teleport surface visualization like in "The Lab" anybody interested in something like this?
I'm using the navmesh and generate a procedural mesh from it
so its just plug and play for any environment with a navmesh setup
ah, fair
I would not use the nav mesh for player teleportation, so I would not be interested personally
still the best option for exploring large areas imo, how would you replace it?
we use collision / trace channels
nav mesh is problematic in that you can only really have one
and we use that specifically for AI
which does not necessarily travel where the player does
it's also massive overhead for something which shouldn't have massive overheads
@runic wave Why in #virtual-reality ? not in #ue4-general or #lounge ?
will epic send a new version of vive for next grant winners?
dev grant Vives aren't even the current models, why would they send the new ones :p?
(they are Vive Pre's, which are however very similar to the current model, it must be said)
I wonder if Palmer is allowed back online after his nominee won the race
I dunno Palmer, are you?
I am not Palmer, vaper
Prove it
go vape yourself
Rude
Palmer would never do that, you see ๐
No, he probably would lol
shrugs ... I never followed him closely online, so i don't really know how he was acting with peeps
just would be funny to see him popping back up now and being active again..
how he was acting with pepes
pepe is a good frog.. I don't get how they mixed that character with all this nonsense.
or toad, whatever pepe is
Froad
how exactly did you do that @runic wave
I think he has videos on it..?
i guess he accessed the navmesh, then built a custom mesh component using that geometry, then gave it a material
I remember watching something about it a few weeks ago
yeah pretty much what vblanco said, generating the outlines was a bit involved though
can't you change nav mesh's material and set it to visible though
so the engine just crashes
how'd you grab nav's geometry @runic wave
outline is done by parsing the mesh and creating seperate geometry yes
you can access the navmesh geometry using ARecastNavMesh::GetDebugGeometry Adam
@runic wave Liking that navmesh visualization. Would like to see it more. Just wouldn't use it in my own projects - coz I don't need to!
thanks, might polish it a bit more and release it, np Adam
I'm pretty sure I've seen that sorta thing on the forums already tho ๐ But there'll always be people that just want a ready to go plug and play solution.
could you point me to it?
I'll see if I can find it
VR Content Examples
Hey people, Mitch here
I've been doing my tutorial series for a few months now and I have a cool project that I would like to share with everyone.
The idea behind this is a community project that shows how to accomplish cool things in VR for UE4. It is meant to be headset agnostic and I would like to also have specific levels for the quirks for all headsets.
Checkout the gitHub for more information on the functionality currently implemented
neat thx
I'm having performance issues, I think linked to Allow asynchronous reprojection and Allow interleaved reprojection. If I turn them off I get in stat unit reading generally 11ms, but it jumps up to as much as 22ms. If I gpu capture that frame roughtly I get just over 9ms. Whenever I capture I get around 9ms. Turning off Reprojection I get also bad FPS, juddereing of moving assets, still 9ms. Ever since that update with SteamVR I get bad performance on moving objects. So frustrating b/c all stats say I'm ok. but clearly objects judder/studder in their movement.
why do I think its that since I get bad fps at times with both on and off? Its different bad. Juddering of objects or juddering of headset but GPU catpure is under 10ms
CPU is at 4ms
I don't expect anyone to have an answer just frustrated. I had buttery smooth movement, and for a while now its studdered and I can't fix it. Can't find a slow down in rendering anywhere. and I swear it was smooth before... I know its most likely a user issue. But I can't find where.
@normal thorn I'd cry about the same thing, but I not good with words.
My frame rate sucks. Oh well.
hah, yeah
game development is frustrating. VR is frustrating. Add them together and I'm surpised its... frustrating
But there's so much awesome when it comes together.
What kinda thing you working on in VR?
Its a RC airplane game mised with a physics puzzle game
sort of RC airplanes meets Angry Birds
Oh is it already out?
no its close to be early access
showed it at Steam Dev Days to a few guys at Valve they said release it now
Ah. So not the airplane toy heroes thingmajig
But I can't it has to be more ready
Why'd they say release it now? They think it looks good enough
Nice.
but on min spec it will drop frames
and I have some game mechanics like score to get working
Dammit where's ASW to sort this shit out? ๐
Us game devs are only humans!
Especially VR devs. So many solo/small teams around.
4.13 doesn't support more than 1 widgets working. so I can have a menu but not other widgets AND a menu
Doesn't it?
no
I want to show how many bombs you have with a widget but it will make the menu stop responding
even if they are never visible at the same time
I donno
if I add another my menu stops responding
on the VR pawn
do you have them just in a level?
hmm yeah maybe
Fair call. Yeah, VR UMG not too bad actually.
You don't have to worry about resizing windows.
yeah that part is actually confusing for me
So I don't bother with any of the resizing boxes. I just drag and drop components
Maybe not best practice.
But easy enough for me!
yeah thats working pretty well
but its like I don't know WHY exactly
lol
why I get spacing in some configurations and not others
meaning space between things
Ah.
why it scales images in weird ways
Oh yeah.
I think I had to scale my image size (widget setting) up to 1920 x 1080 for a 1280 x 720 resolution UMG.
Weird as hell, but... shrug if it works it works.
I made a shield like a freeway sign and it make it almost look like a box
Hmmm. As an image on a UMG?
yeah but I just diteched it and moved on
couldn't get it to scale right so can't waste more time on that
Fair call. I haven't done images on UMG yet.
Because I've decided to just go with a flat and usable style ๐
I got stars working as images, they are square so maybe that helped
Yay for not releasing an actual game!
Doing a locomotion system and putting together a demo of it.
Yeah... I'd like to think I've cracked it.
Nope. Haven't uploaded it anywhere yet.
I'd like to think I've cracked it - but the public release of the demo will have to be the litmus test.
It's got climbing in there though.
oh nice
Works really well together. I can get past most obstacles. And get on the ground and go prone and crawl around.
are you going to put it on the marketplace ?
Don't think I can? It requires a plugin.
ah the VR plugin thing?
C++ plugin. Not mine, but freely available for use under MIT license.
the one with the VR template from Mitch?
Yeah. It deals with the whole moving the collision capsule with camera
Not mitch. The other guy. Mordentral.
Unless that is mitch?
I don't think so
Yeah. Mordentral looks after the VRExpansionPlugin.
but yeah I didn't use that template b/c of the plugin
Probably the closest equivalent to VRTK we have for Unreal.
Just not as widely publicized.
I don't like adding them unless its really necessary. Feels like it dirtys the project
Yeah, I get that.
well when you can't test new versions b/c the plugin fails
On the other hand, it gives me critical functionality like actually been able to use basic movement calls.
yeah if only it was easier to move them between engine versions
not wait for someone to recompile
Yeah. I haven't upgraded to 4.14 because of that.
I mean... I could probably recompile it...
if I knew what I was doing ๐
But that's why I'm working with UE! Because I'm a designer first and a programmer a very distant second!
yeah you could learn to do it. You can probably learn everything! but you also have to focus on what you're doing. haha
meaning yeah I might be able to also do music but I can't do everything
coding... yeah a little
Exactly. Only got so many hours in a day.
I also worry if something goes wrong its harder for someone else to trouble shoot if the plugin is causing something
I think you mean "free"
Well. As free as such a resource can be ๐
Because paying for it doesn't obviate the issues described!
true
Anyone dealt much with the haptics system? It looks like the frequency is annoyingly normalized per device, does that mean that waveform haptics also have to have a normalized output?
@spring pond I've only dealt with Vive controller haptics through the BPMotionController->RumbleController function.
Small motors don't work.
Only large motors work.
Yeah, i notice that with the force feedback effects
Now that Vive haptic support is fixed I'm switching our FF over since the touch only supports haptics
And it only goes down to 0.03 intensity before it loses effect
I've been using it very coarsely though.
whats annoying is with the raw SDK for Oculus you can do fun things like recording the sound of rubbing against a surface or hitting a table, then play that back as a haptic. Not ideal, but a neat starting point, but if everything is normalized you'd have to do a bunch of post processing + UE doesn't seem to support float .wav
@spring pond That's pretty cool.
But yeah, you'd probably have to hand edit float curve tracks
except you can't import float into UE, so it doesn't even matter. Maybe I'll make a thread on the forums about it
Fair call. Good luck!
@wintry escarp you might want to glance at that article
I wanna try some awesome haptics. Because there's a dearth of haptics in Vive stuff.
In fact, my own stuff is the best haptics experience I've seen. And I'm not going to claim that it's good.
yeah, we really added ours in late, which wasn't intentional
I feel like it is an extremely important and novel piece of the puzzle in VR
Oh yeah. You gotta tie all the senses together.
right now I'm just worried about getting touch and vive at parity, but I plan to spend some time in the coming months on it
That's literally how we learn from our world. Multi-sensory associativity.
Use every bit of sensory impact we can to fill in the stuff that we can't have yet in VR.
There is litterally zero documentation on the haptics in the docs
Yeah... I honestly thought it was just an intensity/duration thing.
'so... that's haptics? Yeah, I can work with that.'
It's two curves: freq and amplitude, both over time as I'd expect
but if the values are normalized or not, how to figure out the ranges of each device if so, what is expected of waveform input, etc are my questions
Are vive and touch haptics different?
I'll look through the source code and hunt down the Epic staff member
i think it is normalized, which isn't ideal
i'd rather just give it the raw hz
if its normalized what feels like a deep rumble on one controller could be a light buzz on another if the freq ranges of the devices are different, it doesn't make sense
Ah.
So you'd have to do a switch on controller function
But you don't want to do that I guess?
switch on headset at least. Assume the motion controllers are tied to the headsets (which they are)
you can access the raw oculus sdk and do haptics directly
keep in mind Epic has done it normalized so its "simple" to make it run in different hardware
is there a way to preload maps on editor load? typically I have to enter the editor and then right click 5 maps to preload them. when i preload them I can teleport to a different map in a couple seconds rather than doing the load on teleport
so when youre in VR and you go to the next level it is instantaneous
streaming is your friend
has anyone had any issues with sound playing on the vive
trying to test my game in editor and no sounds work
spatialised or not
in selected viewport it works fine
@mighty carbon we are using streaming, the problem is actually loading the stream
i want it all loaded up front
@severe river you can load the stream level through BPs and not set it to display once loaded
what we have set up is the game loads up to training, then from training it goes to an apartment and the BP will fire to load the apt.the issue is when there is no preload the level stream (the apartment map) it can take up to 5 minutes to load in game. so when im in dev mode I right click the apartment map and it will load all the assets, then when i hop into vr and do a run the teleports are super quick.
when the game starts use the load stream level bp node
there's a tick box on it for show level when loaded or something similar
uncheck it, then the level will load in in the background and be ready when you need it
okay will give that a shot, thanks for the help!
no worries
has anyone had any issues with sound in vr?
cant hear sound in vr preview or vr mode when packaged on rift or vive
playing in selected viewport sound plays fine
this is 2d and 3d sound
There is no HRTF spatialization in UE4
I use FMOD for UE4 for Gear VR
so, I have sound in PIE and on the device
I am pretty sure you'd want to use FMOD or Wwise to have 3D sound in Vive
In shooter type games, how do you guys go about making a body for the player?
Hard bodies probably cause derealization for the player because only the hands are tracked and looking at yourself being somebody else + being static or performing animations that you didn't do must be really weird and bad for immersion
full body IK
(which is probably an overkill at this stage of VR)
plus it will never match real-life body anyway
@quartz pewter is it through the vive head phones you cant hear sound when running in VR? have u tried to see if u still get PC sound and make sure device is targeting PC sound card?
3d sound does work, ive used it before on both rift and vive
my issue is that in vr mode no sound plays at all
@abstract gale yeah sound works on the vive (other games, steam)
no sound plays from even the PC?
and when i play in selected viewport sound comes through vive headphones
when u run VR mode does the device get switched over to VIVE ? for sound?