#virtual-reality

1 messages ยท Page 45 of 1

dry fjord
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nice

wicked oak
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the cloud isnt an answer

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for anything

dry fjord
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it's the answer for shared computation

wicked oak
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unless you are doing a mmo

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i still think not

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becouse the costs increase for you as a dev

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you get less profit

dry fjord
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unless it's built into the framework

wicked oak
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and its ongoing expense

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then the game has allways online DRM due to that

dry fjord
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we talked about doing cloud stuff for realtime rendering to mobile devices at the unity conference

wicked oak
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well, for a case like that, maybe

dry fjord
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even just-in-time stuff is handy

wicked oak
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but not for a game

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the server costs would be brutal

dry fjord
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if someone makes a new multiplayer map, why NOT upload it to a datacenter, train the AI on it ridiculously fast and send it back?

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you'd have most of the work done already

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server costs are getting cheaper and cheaper

wicked oak
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well, but then the guy who created that c an just let it calculate for a day on his pc

dry fjord
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could do

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but it's like building lighting

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one small change, needs to be redone

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my hope is that my lightmass replacement will be hooked into our cloud services too

wicked oak
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until lots of players like that and spam you

dry fjord
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get your level lighting back instantly

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nah, just charge a microtransaction fee

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or throw it into a queue

wicked oak
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well, if you charge it for the fast mode

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then could work

dry fjord
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yup

wicked oak
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if you dont pay you calculate it yourself

dry fjord
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heaps of potential business models there

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exactly

wicked oak
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i still think cloud is just too limited in general for stuff

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latency, the fact that you have to upload stuff

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that kind of thing

dry fjord
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for offline processing it's amazing

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and we ARE doing realtime solutions as well

wicked oak
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Crackdown 3 is going to use cloud for destruction

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and it has some absolutely incredible destruction

dry fjord
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neat

wicked oak
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but microsoft is using it as an ad

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for cloud compute in games

clever sky
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Can you use cloud for real time light mapping out in the distance?

wicked oak
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no

dry fjord
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titanfall 1 used microserviced VMs to spool up more computing power for intense multiplayer games

clever sky
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i.e. reduce the number of dynamic lights

dry fjord
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just being able to divide work by design is amazing

wicked oak
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you could, but that kind of thing would get incredibly expensive

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really fast

hard light
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cloud computing would be a reasonable solution for agent pathfinding

dry fjord
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it's not once the hardware is paid for

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we have a data center filled with the last gen of titans

wicked oak
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sweet

hard light
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since you only need to really know the start points and path points for each agent, network traffic is pretty minimal, and all the processing can be done elsewhere

wicked oak
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you mining bitcoins on that?

clever sky
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Ooh. Recycle GPUs into data centers.

hard light
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the real issue is obviously cost, hehe

dry fjord
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it cost a lot to set up but once you're in there it's not so bad I imagine

wicked oak
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energy costs

dry fjord
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and let's face it, the gaming entertainment industry is worth far more than even the movie industry

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money is not a problem

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for the right people ๐Ÿ˜‰

wicked oak
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a hundred players connected to a datacenter can easily have the datacenter on 24/7

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calculating light

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that can get expensive

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the main issue datacenters have now is energy

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and heat

dry fjord
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as for bitcoins, we had 300 million invested into us a few months ago by one of the media companies. it's in one of our press releases.

clever sky
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Yeah.

dry fjord
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we're all about the graphics baby

wicked oak
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becsoue you can just buy MOAR cores

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but how do you give energy to that?

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some of the biggest supercomputers have a DEDICATED reactor

dry fjord
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nice

wicked oak
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i think china has a huge one that is powered by a damn nuclear plant

dry fjord
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that's awesome

clever sky
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Is the gaming industry worth more than the movie industry? Or are gaming receipts more than theatre receipts? Because those are very different things ๐Ÿ˜›

wicked oak
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you gonna add MOAR cores to that?

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moar energy?

dry fjord
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small improvements in datacenters are big money

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like moving to alaska for the cold air

wicked oak
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thats why people is doing less energy

dry fjord
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or kentucky for cheap power

wicked oak
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its better to buy moar cores that use less energy

dry fjord
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yup

wicked oak
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even if they are slower by themselves

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ARM is getting movement on that

dry fjord
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running costs are not always predictable

wicked oak
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yes, it is not as powerful as x86

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but you can buy a bunch of them

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and set them on parallel

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GPUs are also very good at energy

clever sky
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So data centers are moving towards a neural net model of processing?

wicked oak
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they can do a shit ton of math on low energy

clever sky
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Lots and lots of small cores

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I assume you've deleted the message?

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Because I don't know what you're talking about specifically ๐Ÿ˜›

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Cool

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Yay! My first bit of insider information. And I have no clue what it was! ๐Ÿ˜„

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Probably not

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Haha... I'm a believer of the cloud!

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In sharp contrast to a lot of gamers that I used to hang around.

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But it's good to get an idea of its limitations and how it can and can't (that well) be used

dry fjord
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titanfall 1 is living proof

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its server model was so fucking great

clever sky
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what did it do?

dry fjord
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that's the main reason they couldn't go to SA. inflexible data centers.

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ok so imagine you're in a heated battle and suddenly everyone gets mechs at once and leaves them on auto, plus a fuckton of grunts come in and all the fighting focuses on one point of the map

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either you need to have accounted for that and you dedicated a lot of resources to each game, or you segregate out the AI by cluster into a new VM that runs in parallel

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titanfall's servers would dynamically spin up more resources and offload to them in order to hit performance targets

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it made it cheaper to run

clever sky
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Ah yeah

dry fjord
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so say you're at capacity and all the titans drop along with some grunts. the grunts get shifted off as they're fairly low priority in this narrative

clever sky
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I watched an Amazon data center about dynamic load distro that's similar to what you're describing a long time ago

dry fjord
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but the grunts continue to do good AI for the one noob who is still fighting them

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yeah

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it's just nobody had bothered to do it for multiplayer game AI because it's hugely complicated

clever sky
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Basically instead of renting computing per machine

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it's rented per computing unit cycle

dry fjord
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basically yeah

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it was all on azure

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azure's very good at creating new instances to the specs you need instantly

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a lot of VMs are core-bound

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azure is not

clever sky
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Ah.

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Shit.

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that's pretty insane

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the whole data center acts like a giant machine

dry fjord
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it's a stop-gap measure

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it may never happen again

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it'll be useful for all sorts of non-game related things though

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I dunno if it's the WHOLE data center, but in that rack yes

clever sky
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Fair call.

dry fjord
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don't have any more details other than that

clever sky
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So titan 2 not using Azure?

dry fjord
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not a clue, haven't looked

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it's probably more of the same though

clever sky
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Fair enough.

dry fjord
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it's still a strongly-AI-driven MP experience

clever sky
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Hmmm. You mentioned it'd be awesome in a MMO?

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You're envisioning like a dynamic battlefield with a lot of different AI behaviour states?

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Sounds like it'd make a great marketing bullet point. Wonder if players would actually end up liking it.

dry fjord
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vblanco said that

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and it would

clever sky
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In the same way that players like the idea of 'good AI', but don't actually like been challenged that much ๐Ÿ˜›

dry fjord
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original wow servers were REALLY hardware bound

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the game was optimised for that exact hardware

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then as things got cheaper they moved to VMs, now they merged servers because they have so much free computing power they want higher pop servers

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good AI is challenging until the end then loses for you

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in a hardcore game sometimes it wins

clever sky
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So ideally AI should be 'directed'?

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Like Left 4 Dead style?

dry fjord
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just like a WoW fight, yup

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what's fun is learning how to beat something then implementing it

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then doing it in different settings and combinations

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if every time you fought an enemy you had to beat a unique puzzle you'd never grind

clever sky
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But WoW AI is largely scripted isn't it?

dry fjord
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yes

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with a few triggers like enrages

clever sky
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Just straight up phases that you memorize

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yeah and zones of attacks

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Classic gaming stuff.

dry fjord
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the flip side to that is the tools you have to engage that fight are so incredibly complex and the teamwork required is so complex that scripted is OK

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it's HARD to get people to do the right thing all together

clever sky
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Yeah, the challenge is coordination.

dry fjord
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that's why you have things like players becoming AOE bombs

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they already know exactly how to fight

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now they need to know what to do to win THIS fight using what they already have

clever sky
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The last time I heard gaming hype about AI in a single player game was Half Life 2.

dry fjord
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which wasn't really that great

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it was just AI that used cover

clever sky
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Revolutionary at the time. Like the use of bones to animate meshes

dry fjord
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nah that'd been around since quake 2

clever sky
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Wait sorry not half life 2.

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Half life 1

dry fjord
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hahaha

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yeah half life 1 was quite cool

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having enemies with ANY smarts was great

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rather than just pathing straight at you and shooting all the time

clever sky
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Amazing. What a long way we've come.

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... not ๐Ÿ˜›

dry fjord
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haha

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that's why I've been saying that AI needs to be offloaded to a neural network

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with a massive toolkit of animations

clever sky
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What about instead of animations

dry fjord
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NPCs need body language, primarily

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and then to make decisions based on that

clever sky
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We have sensory systems hooked up to IK

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and movement limits

dry fjord
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I think you can do SOME procedural animation, but not a lot

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nah dunno about that

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that's why you use a neural net

clever sky
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To train it

dry fjord
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you're pre-indexing behaviours and using those

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movements

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everything

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objectives

clever sky
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Wait... I've seen evolutionary animation systems. It's not bad.

dry fjord
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I probably wouldn't bother training animation

clever sky
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But not quite natural either.

dry fjord
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I'd use it to vary the animation instead

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the witcher 3 has so much dialogue that they used a procedural system to lay the base animations for a scene down

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then artists came in and tweaked it

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those kinds of things work better

dry fjord
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so in my system I'd use a neural network to figure out lots of reasonable parameters for variation of animation and bone movements

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I'd use the NN to generate them and then parametize them

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then I'd do a separate set of animations based on stance and bodylanguage

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then maybe use the NN to do genetic weighting and I'd have the final say on what looked good

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so that you're not doing work, you're just reviewing what it made

clever sky
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Ok. So kinda like having this particular movement - but then increasing the range in these areas (speed, angle, etc) suggests a more 'aggressive' state

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Or drunken - staggering around, less control over movement

dry fjord
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take all of those animations and weight parameters and ranges into UE and then hook that up to a neural network that has been designed to create busywork and stuff

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hook in feelings to activities

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yeah exactly

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each thing on its own is boring

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but using an NN to bind them together in the right way saves you a lot of work and gives you a complex model as a result

clever sky
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Yeah

dry fjord
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oh it turns out someone HAS done the audio NN we were talking abuot one night

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a thing called WaveNet

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you can download it

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it's called parametric TTS

clever sky
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Were we talking about audio NN?

dry fjord
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weeks ago

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I was

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you were ignoring me

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๐Ÿ˜‰

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"listening"

clever sky
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Haha... I remember talking to you about NN before for sure.

dry fjord
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neural networks are fantastic for iteratively testing things with minimal human oversight

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so if you want a wide variety of animations and to figure out how much they can deviate and still look real, you let a network do the work for you

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I need to stop talking about it and get into it

clever sky
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So you work on NN stuff at work?

dry fjord
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no

clever sky
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Or just read up a lot about it

dry fjord
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I'm just a script monkey

clever sky
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and are excited about it

dry fjord
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I get bored and do things other than work

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๐Ÿ˜‰

clever sky
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Fair call.

dry fjord
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I'm not like you guys with your trust funds and savings who can quit your jobs to do UE ๐Ÿ˜›

clever sky
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๐Ÿ˜› I'd love to be a trust fund baby.

dry fjord
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but my day job helps the UE community in general so I'm cool with it

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haha

clever sky
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Nah. I just have less people to support.

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i.e. meeeeeee

dry fjord
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so many places to use a neural network. you could take the transition between every animation in your library and use the neural network to generate iterations that you say "more" or "less"

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by the end you'd barely need to tell it to do anything

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but you'd end up with nice, realistic interim animations

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you just have to give it some ideas about what to do

clever sky
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The real trick will be to get NNs talking to each other.

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Kinda like how the human brain does it...

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One recognizes human like poses and feeds that to the system been trained to create animations.

dry fjord
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there's probably some sane limit, but you could use a network to figure out the best waiting between two existing NN indexes

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or you could use the data from two networks to train an amalgamation

clever sky
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Yeah. Pretty much!

dry fjord
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one NN could be "this is how you physically do things like walk across the room and get a cup" and the other network is "this is how animations look good"

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since the animation is fairly additive you just procedurally combine the two

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or you have a third NN that just takes animations and takes objectives and smoothly integrates them somehow

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I'm having trouble describing it

clever sky
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Well, they're not easy things to describe ๐Ÿ˜›

dry fjord
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like adding personality to an animation

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or flavour

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same as with the parametric TTS

clever sky
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TTS?

dry fjord
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text to speech

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lemme find the examples again

clever sky
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ah ok

dry fjord
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clever sky
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Ah ok ok

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I remember this conversation now.

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Sorry!

hard light
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text to speech!

dry fjord
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hehe

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really good TTS

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I want to be able to train it with a voice actor and have it turn my voice into the dialogue I need

clever sky
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Yeah, we were suggesting that we could generate new lines of spoken speech from Audio NN.

dry fjord
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using the other voice

hard light
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(did the text to speech work in Discord, or does nobody have headphones in xD?)

clever sky
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... and of course after that conversation, Adobe came out with their thing

dry fjord
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you could do the same thing with visuals and newsreaders would never need to stop smoking or get makeup again

hard light
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I used the TTS command on that last line

clever sky
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did you see that 'audio photoshop' that they showed off?

dry fjord
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adobe's thing is rubbish

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it's word boundary identification

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designers are easily wowed

clever sky
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๐Ÿ˜›

dry fjord
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I have TTS off ambershee ๐Ÿ˜‰

hard light
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me too, lol

dry fjord
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but otherwise you spammed 584 people with it

hard light
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but yes, the Adobe thing was really not that impressive, IMHO

dry fjord
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at least some of them sleep with their computers in their rooms with the sound on

clever sky
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But it's not just straight up boundary and splicing. It's doing a pretty good job inteporlating between different words and phonemes

dry fjord
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meh

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enveloping

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it sounded crap

clever sky
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A lot of the speech sounds plausibly spoken by the person.

dry fjord
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in that page I linked it sounded more like the concatenation TTS

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not the parametric

hard light
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vocaloids have been doing plausible spoken word for years

dry fjord
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the whole point of wavenet is it could change inflection

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not just word order

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it could make it angry, terse, happy

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without the actor needing to re-record dialogue you could change it as much as what you needed, even in-game to suit the mood

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as they point out, it occasionally throws in breaths and things that didn't exist in the original dialogue

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this is like the skyrim face-creator of voices

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there's probably room to be the mixamo of it too

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take otherwise unconnected technologies and build a company out of it and wait for adobe to buy you

clever sky
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Heh ๐Ÿ˜›

dry fjord
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2am, I really gotta sleep

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later guys, good chat

clever sky
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Fair enough. Didn't realize NZ was that far ahead

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in the time zone

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night

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8gmt here

dry fjord
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lucky

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east aussie?

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sorry west

clever sky
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West

dry fjord
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that's quite the gap

clever sky
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We're in the butthole of the planet.

dry fjord
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hahaha

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my ex wife is there somewhere

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ok I'm out

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later!

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fuck broke my name

clever sky
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Not a bad place to be... but as far as trade goes, Perth is the ass!

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Lol

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nite

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Propagation delay <1 ms

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Bloody-hell if true.

hard light
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impossible

clever sky
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shrug I'm not the one making the claims ๐Ÿ˜›

hard light
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their own website claims 15ms

dry fjord
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It's lies

hard light
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which sounds way better

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(well, way more accurate)

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'propogation delay' is likely the hardware-hardware latency between headset and peripheral

clever sky
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oh ok.

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What about: wireless backhaul control signal transmission delay <1 ms

hard light
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similar deal

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hardware-hardware latency on the other end

clever sky
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But nothing about wireless sender to receiver

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Valve's own tests with Netero put latency at 8ms

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Have you heard of Netero?

hard light
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nope

mighty carbon
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empty sundial
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.1 ms to 15 ms is going to be noticeable

hard light
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it's inevitable

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there's almost nothing you can do about it either

wintry escarp
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i passed through perth years ago, nothing there

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cant believe it used to be scotlands capital

hard light
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Perth was never the capital?

clever sky
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Scottish Perth is not the Perth I live in ๐Ÿ˜›

hard light
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it was a royal burgh at one point in time

clever sky
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It's funny to remember that a lot of anglo cities are named after old world ones.

hard light
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Colonies tend to be named for the place people departed from

clever sky
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They stick a 'new' in front of it.

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Why's this Perth not New Perth

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Seems like the answer is; because whoever founded this place didn't feel like sticking the new in front of it ๐Ÿ˜›

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I mean... that's kind of an obvious answer in retrospect.

leaden jackal
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Is that Vive adapter using 802.11ad? I saw someone mention it running at 60Ghz but didnt see a source.

hard light
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probably wireless HDMI

mighty carbon
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I wonder what effect it will have on human's brain

clever sky
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Less than placing a banana next to your head?

spring pond
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Anyone else with the touch find the haptics unreliable? Like sometimes they don't fire?

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specifically using the waveform type

hard light
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I find that in UE4 using pretty much any controller

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vibration / haptics, all totally unreliable

clever sky
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@mighty carbon That's an article from one dude from '98. Substantial research into wireless radiation has since been undertaken

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and pretty much revealed that it's simply not at the level that can cause cellular harm.

hard light
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if wireless radiation was even potentially dangerous, our brains would all be mulch by now

clever sky
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Much less the level that might be actually dangerous

hard light
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the sheer volume of wireless signals you're subjected to on a daily basis is enormous

clever sky
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I mean, EM Radiation describes a huge range of things.

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Including visible light.

spring pond
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Our forcefeedback on the vive was 100%, but the touch doesn't support force feedback so I'm converting everything to haptics

clever sky
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So... you're been bathed in visible radiation all day everydayyyyyy

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In the most literal sense possible!

mighty carbon
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@clever sky Read until the very end

clever sky
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@mighty carbon I can only see a single page.

mighty carbon
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:/

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5-page document

clever sky
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Oh it's from 2016.

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I know. It's only loaded one page for me

mighty carbon
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last page is from 2016

clever sky
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Anyway, your best bet is to be skeptical of individuals crafting theories about this stuff - even if you don't understand the science behind it. Not necessarily to reject what they're saying outright - but simply wait for more information and dissemination of information before paying it much mind.

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Because there's plenty of motivation for people to buck conventional wisdom and appeal to the fears and ignorance of many.

mighty carbon
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so, the less we exposed to EMF, then less chance of developing cancer we have

clever sky
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But the question is to what extent? Is the risk reduction worth the effort?

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Like... if we spent X hundred billion, we could create an asteroid shield that could block 10% of potential asteroids. Is that worth the effort?

mighty carbon
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I am sure 60Ghz WiFi is not best thing to put on your head

clever sky
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But is it worse than a banana?

mighty carbon
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And here I thought you read the article

clever sky
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... I can't because it doesn't load?

mighty carbon
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well, find a way

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google it and download PDF

clever sky
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No thanks. I'm just gonna sleep and not worry too much about this stuff ๐Ÿ˜›

mighty carbon
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here at work no PDF can be loaded in Chrome, so it automatically downloads

clever sky
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Like have a look at the chart I linked. thoroughly researched, using many sources of information.

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And it's quite interesting what amount of radiation normal things produce.

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Like... the sunlight.

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Or a flight from one city to another.

mighty carbon
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this is not a chart. It's a paper with sources that describes how EMF causes DNA damage and so on

hard light
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sure, but does it talk about how much exposure and to what kind of EMF is required to actually do any damage worth caring about?

mighty carbon
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Sunlight causes skin cancer, if you are exposed too much to it

clever sky
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Yes, that's right.

mighty carbon
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right, @hard light , there is no saying how much exposure is dangerous, but common sense should tell people the least you exposed to it, the better.

clever sky
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But we don't fear sunlight. We simply take reasonable precautions.

hard light
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but wifi isn't sunlight

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and bananas are many times more radioactive than wifi routes

mighty carbon
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but come on, using phones is one thing. Strapping 60Ghz device to the head is another.

hard light
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did you know tomatoes are poisonous?

clever sky
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And sunlight is much more substantial as far as ionizing radiation goes then most things.

hard light
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you still eat them though

clever sky
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Why does it matter if it's 60GHz?

hard light
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because the damage is so minor that it just doesn't matter

clever sky
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Rather than say... the normal 2.4GHz?

hard light
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and yeah, the fact it's 60GHz doesn't really matter?

clever sky
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I get that it might seem like a bigger scarier number... but that's not the component that actually matters in terms of damage done.

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What matters is total energy transmission.

mighty carbon
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sounds like you are one of those people who believe doing drugs in small dozes is ok too

hard light
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lol

mighty carbon
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recreational drugs*

clever sky
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...

hard light
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do you drink coffee or coke?

mighty carbon
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nope

clever sky
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but poisons are only poisons in the correct dosage.

hard light
#

you can poison yourself with water

clever sky
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Exactly.

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You can poison yourself with oxygen.

hard light
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can you?

clever sky
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You can also consume cyanide and be absolutely fine.

hard light
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I'm not so sure on that one

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cyanide yes

wintry escarp
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pure oxygen will kill you

hard light
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neat

clever sky
#

Oxygen toxicity is a condition resulting from the harmful effects of breathing molecular oxygen (O
2) at increased partial pressures. It is also known as oxygen toxicity syndrome, oxygen intoxication, and oxygen poisoning. Historically, the central nervous system condition was called the Paul Bert effect, and the pulmonary condition the Lorrain Smith effect, after the researchers who pioneered its discovery and description in the late 19th century. Severe cases can result in cell damage and death, with effe...

wintry escarp
#

youd probably feel amazing for a few breaths though

clever sky
#

Infact, oxygen was the original destroyer of worlds.

#

Until life forms adapted to start using it.

hard light
#

but yeah, you probably consume cyanide on a fairly regular basis

clever sky
#

Well, the apple seeds that are famous for Cyanide.

hard light
#

the reality is that the dose is so small, it doesn't matter

clever sky
#

You'd have to consume something like... 2 truck load of apples in a single day.

#

i.e. enough so that the other things about the apple will kill you well before that point.

hard light
#

you get cyanide in lots of nuts (particularly almonds), and also leafy greens like spinach, cassava and some beans

clever sky
#

I think we just blew Motorsep's mind here.

hard light
#

I love the giphy integration

clever sky
#

I need to print that radiation chart.

#

My mum's like... "Get away from that (LCD) monitor! You'll get sick from radiation!"

#

Side note. Oxidation is one of the biggest causes of cancer. Also fires are caused by rapid oxidative action. Oxygen is... the catalyst for releasing energy.

#

But the release of energy has the tendency to release... ionizing radiation (free radicals)!

#

So when you exercise... it's a balance between oxidative release and improving overall physiological fitness that reduces other forms of damages.

#

Like the build up of visceral fat that impedes the function and flow of blood vessels.

mighty carbon
#

no, I just have work to do and don't have time for pointless discussions with folks who are so deep into tech that they don't care for long term health issues

#

so the only thing that can blow my mind is 60Ghz strapped to my head

#

๐Ÿ˜

clever sky
#

Serious question motorsep. Have you ever admitted to been wrong?

hard light
#

I care enough about my long term health that I actually bothered to read up on it.

clever sky
#

At least, in the last 10 years?

#

I'm simply curious as to what sort of circumstances would get you to rethink your previous beliefs.

#

On any subject matter... not necessarily about this issue in particular.

mighty carbon
#

I always believed that we have a way too much EMF surrounding us, which might affect our health. Some folks with good genetics and heredity might never get affected. While others would be.

hard light
#

you realise, that the only reason you're alive, is because you're permanently surrounded by an EM Field, right?

mighty carbon
#

The paper I linked does say people will get DNA damage in 100% of cases, or cancer in humans directly linked to EMF exposure. However, it shows direct link between EMF and cancer in mice, and describes researched mechanism of DNA damage by EMF. It's not a chart someone pulled out of their ass.

#

That being said, you can interpret the data however you please

hard light
#

yes, but here's the kicker - it's talking about exposure WAY above normal exposures

#

it's like the apple comparison again

#

if you eat enough apples, you can get cyanide poisoning - but eating an apple every day does not mean you will get cyanide poisoning

#

in the same manner, exposure to sunlight can give you skin cancer

#

but being exposed to the sun every day is perfectly normal

mighty carbon
#

apples don't cause DNA damage

#

if you get poisoned with apples, you are going to recover

#

DNA damage is irreversible

#

oh, you also forget that apples have arsenic (at least in USA)

#

๐Ÿ˜„

#

and speaking of exposure amount, it's different for everyone

hard light
#

DNA repair is a collection of processes by which a cell identifies and corrects damage to the DNA molecules that encode its genome. In human cells, both normal metabolic activities and environmental factors such as radiation can cause DNA damage, resulting in as many as 1 million individual molecular lesions per cell per day. Many of these lesions cause structural damage to the DNA molecule and can alter or eliminate the cell's ability to transcribe the gene that the affected DNA encodes. Other lesions indu...

#

"In human cells, both normal metabolic activities and environmental factors such as radiation can cause DNA damage, resulting in as many as 1 million individual molecular lesions per cell per day"

#

...and yet we live on.

#

but long story short, DNA damage is generally reversible.

#

(and damage that isn't is generally ignorable / harmless)

#

also, if you really want the good news - cancer is inevitable; if something else doesn't kill you first

clever sky
#

Well actually.

#

There's a root cause mechanism common to all cancers.

#

Which is that they don't die.

#

Their apoptosis (suicide switch) is turned off.

#

Allowing them to propagate at a rate greater than healthy or near healthy cells that do die off

#

cell lines

#

not individual cells.

hard light
#

everyone will develop cancer in their lifetime should they survive long enough; it's a genetic defect and completely unavoidable

clever sky
#

So. If we could find a method to target that differential or to ensure apoptosis... we could theoretically cure cancer.

#

It's just not something achievable at our current level of technology.

hard light
#

though yes, if you could target the mechanisms by which it develops, I guess you could stop it

clever sky
#

I mean, other forms of death prior to this one were much more likely, and we found ways to push that stuff back ๐Ÿ˜›

#

And so we must treat all causes of death - as things that have causes and potential solutions.

#

Anyway, night.

#

Headed to bed. fun chat.

mighty carbon
#

I am good with wired desktop VR for now ๐Ÿ˜ƒ As tech develops and there is no negative effects reported (that's if this thing goes into becoming consumer product), I'll switch with that thing. I bet FCC won't let it pass to US market ๐Ÿ˜ƒ

lapis glen
#

What is the best way to record VR gameplay to put into a game? Taking screenshots is easy enough, but video?

winged shale
#

I use Shadowplay

#

works super well for this kind of thing

#

upload straight to youtube from SP, pretty barebones, you have to edit once it's uploaded, etc. but it's overall solid and doesn't impact performance

#

you also get the files in Videos folder

spring pond
#

We use OBS

#

Shadowplay is fine, but you get better quality/bitrate with OBS

willow meadow
#

at the risk fo asking the lion's den

#

how happy is everyone for UE for VR vs. Unity?

wicked oak
#

you are asking in the wrong place

#

but ill tell you the things i think

willow meadow
#

i'm pretty happy with UE, I was potentially going to give unity a run.

wicked oak
#

UE4: More potential for CPU side optimization due to C++, higher graphics, inbuilt shaders and tools better than unity. the vr is also abstracted, so same code works on all headsets

willow meadow
#

it seems like 4.14 makes things a lot better.

wicked oak
#

Unity: Way more bare-bones, wich means it runs faster by default

#

no need to disable literally everything you can

#

the component system is good for fast coding, but performance might suffer

#

tools are nowhere near UE4 ones

#

but you have the asset store

#

btw, ive heard from devs that unity for psvr is a disaster

willow meadow
#

yeah, I mostly do C++ right now both professionally and with UE4.

wicked oak
#

everyone doing psvr is using ue4

#

most pople

willow meadow
#

oh wow. that's unfortunate.

#

I just got my vive so I'm expanding my horizons a bit.

wicked oak
#

if you do C++ get ue4

#

no doubt

willow meadow
#

the biggest complaints I've seen with UE4 + VR was around forward rendering.

wicked oak
#

wich is now better on 4.14

willow meadow
#

๐Ÿ‘

#

fantastic.

wicked oak
#

Ue4 forward is WAY more heavy thajn unity forward

#

but unity forward has huge problems with lights

#

ue4 forward is lots more flexible

#

and much better graphics

willow meadow
#

yeah, mostly I'm comfortable with the whole Unreal paradigm. its nice though I don't have to switch off for VR. i wouldn't mind just grabbing my SDKs and doing my own thing at some point, but this is such a good start.

wicked oak
#

check the upcoming high graphics vr games

#

psvr and Oculust Touch

#

most are unreal

#

most indies use unity becouse they were using unity before

willow meadow
#

sure. that's fair.

#

i'll probably check out blueprint at some point too, but I'm pretty happy with just C++ with resharper and visual assist.

jagged vale
#

what an awesome email to wake up to! got one of the remaining vives

granite jacinth
#

Grats @jagged vale !

#

But it's not morning

#

๐Ÿ˜‰

jagged vale
#

it is here silly ๐Ÿ˜›

granite jacinth
#

I know I know

#

Now make something awesome

jagged vale
#

shhh already am

#

i've been a bit hesitant to move forward without a headset, i found myself making too many gameplay decisions based on gamepad

#

but it's a good opportunity to write my own movement component etc from scratch

#

that way i can just pay someone at a later time to implement all the prediction stuff, i can do it but at the end of the day it would have holes in it and i want to make a quality game, that and audio/music are the two areas i can't get the level of result that i want on my own

full junco
#

@wicked oak ue4 forward is way more heavy than ue4 forward? why?

#

and how can you say unity has problems with lights while ue4 doesn't support dynamic movable shadows?

jagged vale
#

ue4's forward is in it's infancy

#

so not supporting dynamic movable shadows is only a problem if they're never going to add it

full junco
#

its also a problem if it takes like half a year to get added

fresh laurel
wintry escarp
#

who designs these things?

#

why would you put a high power battery one someones head when you could put it on a belt clip and be safer and 2x bigger battery size.

winged shale
#

they "plan to do that"

#

er, offer it

wintry escarp
#

throw in a couple of holsters for the touch controls

winged shale
#

that would be dope as a rope

dry fjord
#

given how heavy batteries are I suspect the battery isn't even on the HMD

#

the thing on top is a transmitter

#

the thing on the back is the rest of the hardware

winged shale
#

I believe in the interview they gave, it was self-contained on the HMD

dry fjord
#

to be honest I'd like to see HTC put out something like the GearVr except it works with lighthouses and motion controllers. not sure of the viability though

#

ah

#

bet someone mods it to be further down fast

winged shale
#

they'll offer a pocket-battery

#

indeed

dry fjord
#

as well, I saw

winged shale
#

I can't imagine why anyone would want to add more mass to the HMD

wintry escarp
#

hopefully vive2 will move more to a belt pack and have the headset be more like big wraparound glasses

#

not a box stuck to your face

dry fjord
#

most of the box is just the screen

#

the hardware is negligible

#

screen advances will have multi-density pixels on curved surfaces that wrap around your eyeballs

#

they'll be able to be smaller, closer and more in focus

#

no lenses

#

that's when they'll become sunglasses

#

and at that point they'll go wireless too

winged shale
#

the problem right now isn't the screen and ability to do curvature, we've got that down-pat

dry fjord
#

plus there's already existing battery advances that will let you have the same battery as this addon does but at a quarter of the size

winged shale
#

it's really in the manufacturing of the optics

dry fjord
#

and in any shape

#

fuck the optics, you don't need them

winged shale
#

lol

dry fjord
#

with just a screen you could flex it to better accommodate each person's vision requirements too

#

can't do that with a rigid lens

winged shale
#

wait no what you were serious?

dry fjord
#

of course

#

how else are they going to be smaller?

#

it's a long way off though, I wouldn't even guess

winged shale
#

not the way we're doing displays currently

dry fjord
#

we're getting much closer

#

they weren't doing flexible see-through displays just so they can do cutesy round phone screens

winged shale
#

you need to defocus the light out as if it were 1m away, your lens in your eye can't collimate anything closer than a couple of inches

dry fjord
#

yep

#

microlenses

winged shale
#

that's fair

#

and expensive too

dry fjord
#

that as a problem on its own is easily solved. when you're also trying to be a big fuckoff lens in general that gets harder and your solution narrows

#

yeah

#

this is how magic leap works

#

so it's on its way

winged shale
#

huh..

#

so a little lens per pixel

dry fjord
#

I imagine the popularity of vive and existing HMD designs has pushed the goalposts out for them a bit

#

yes

winged shale
#

how do you know this about Magic Leap

dry fjord
#

now they need higher FOV

#

just be in the industry and keep an ear open

winged shale
#

and why aren't you getting slapped the fuck up by some NDA

dry fjord
#

I got a bit of insider info a couple of years back that then got released though, I felt so special

#

because they released that themselves

winged shale
#

cool.

dry fjord
#

beyond that we'll have to keep working on resolution and transmission

winged shale
#

all I can say is I wish that I didn't sign any NDAs, and rather heard things from these kinds of insider spies

dry fjord
#

but I imagine a hybrid solution with some computing power worn on the user will be good

#

eh, NDAs are fine

#

it's like I can't talk about half of a good future solution because it's commercially sensitive

#

you can mentally fill the gaps

winged shale
#

nods unconspicuously

dry fjord
#

hehe

#

everyone seen this?

#
#

โค team17

clever sky
#

@winged shale Mass isn't the be all and end all of HMD comfort. Balance and weight distro is very important.

#

I mean motorcycle helmets are much heavier, but no one complains about how heavy those things are ๐Ÿ˜›

dry fjord
#

mass affects how fast you can turn your head though

clever sky
#

It's the angular momentum you gotta be careful of with mass. If you distro it so it sits on top of your spine, it'll feel a lot more comfortable.

dry fjord
#

but it's coming. just stay alive for four or five more years and you'll be in VR mecca

winged shale
#

what matters is the inertia tensor

clever sky
#

As opposed to out on the front of your face

#

where the mass will torque everything a lot more.

dry fjord
#

yeah I've had to dissuade my colleagues from using a nod/shake UI

#

poor idea

winged shale
#

indeed

#

head-based interaction is a naive choice

dry fjord
#

gaze interaction is OK

clever sky
#

Well, it's ok in small amounts. Just as a main UI functionality is a no no.

winged shale
#

not for every UI, maybe for a start-menu, or peripheral thing

#

as long as you have gaze tracking then cool

#

but if it's just pointing the head a la GearVR

#

๐Ÿ™ˆ

clever sky
#

Or things like NPC interaction - using the look at dot product to see if the player is looking at an NPC. That's fine.

winged shale
#

also yay Team17 doing something non-worms-rehashed

#

yeah obviously, just anything involving gaze that you wouldn't do in your daily life to do stuff

clever sky
#

Kills me when people suggest that gaze with eye tracking might become a primary interaction method.

winged shale
#

Lethal looks pretty cute, very T17 style

#

oh yeah, Eyefluence and the likes

clever sky
#

I think I was reading about some people doing research into that area proclaiming that it was aweesssomme.

#

research and design

#

What's Lethal?

winged shale
#

there is, however, information in the gaze microsaccades that can be useful

clever sky
#

VR thing? Or just a T17 thing?

winged shale
#

both

clever sky
#

Link?

winged shale
#

it's what Eyefluence is talking about: "transforming intent into action"

#

Antidamage linked it some 20 posts ago

clever sky
#

Nice

winged shale
#

oh yeah, new blog post is up

clever sky
#

So a bad ass shooting gallery

#

for Lethal

winged shale
#

yeah, looks like the features of an early access game in full-release

#

imo

#

cute though, maybe it's really fun

#

I'll have to try it

clever sky
#

Could be worthwhile if you're looking for a polished shooting gallery.

#

But I think I've had my fill ๐Ÿ˜›

#

reading the blog

winged shale
#

I think the issue with the last video was no engagement, besides my heavy breathing

#

so I've hybridized it into a blog/vlog

clever sky
#

Sounds pretty bad ass (the whole momentum preservation thing)

#

Like that you fixed the moving platform issue this way...

#

Something I haven't dealt with, with my own grabby stuff ๐Ÿ˜ƒ

winged shale
#

bows deeply

clever sky
#

I was busy making it so it could procedurally detect climbable surfaces

#

based on the angle of the hand hold

winged shale
#

cool, I saw recently

#

your post about it

clever sky
#

Haha ๐Ÿ˜„

winged shale
#

I'm trying to make all the systems in my game emergent

#

so simulating everything I can without making players feel uneasy

#

allows for emergent awesomeness in gameplay

#

like how in the end of the video I kind of just float out into space because I misjudged a push

clever sky
#

Ah yeah.

#

That's right... you want to create those sorts of possibilities for creative players

#

so they can show everyone else 'what you can do'

#

While still having enough structure to the real game to pull your standard player along.

winged shale
#

or how the systems end up just working like they would on the ISS, like with letting go after grabbing on to a moving/rotating item, how you keep going as if nothing had happened, except for centripetal tangents

#

so really players could practically set up an artificial gravity with a spinning chamber

#

and yeah that's the idea

clever sky
#

Haha... dayum.

#

At the actual 'artificial gravity'

winged shale
#

yeah, just thinking about that, I should have a standing mechanic

#

for when there's sufficient acceleration dot head orientation

clever sky
#

Ah yeah, that'd be a good idea.

#

Move between space station with art grav and space ship that generally lacks that

winged shale
#

yeah, like Interstellar

clever sky
#

Or have like a spinning cylinder in a cap ship where the rotating cylinder is designed to be permeable between the non-spinning sections

#

and players have to time entry and exit

#

๐Ÿ˜„

winged shale
#

hahaha

#

think fast or get crunched

clever sky
#

hehehe

winged shale
#

cool.

#

gonna have modules for all of that crap

clever sky
#

Man... AAA VR space games are going to be amazing in a decade.

#

Thanks to the sort of groundwork you're laying down here ๐Ÿ˜›

winged shale
#

'motor' hulls that spin etc

#

perhaps I'll get launched into a AAA developer from this โ˜บ

#

all there is to do is to keep working

clever sky
#

Yep ๐Ÿ˜„

wintry escarp
#

anyone know an s7 case you don't need to remove to put the s7 into the gearvr?

dry fjord
#

use the gearvr as the case

#

and then use a second case known as a fireproof bag ๐Ÿ˜„

wintry escarp
#

a gearvr isn't going to fit in my pocket

empty sundial
#

So my Vive has been kind of a pain for syncing since I've gotten it. I've just kinda dealt with it and expected to troubleshoot the thing for an hour everytime I wanted to do something

#

I finally decided today to try a PCI Express USB 3 card to see if it was maybe the USB controllers on the mobo causing issues (USB 3 didn't work at all on the Vive on my mobo)

#

For the first time in I don't know how long, the Vive and controllers synced immediately

clever sky
#

Yeah, Vive stuff is super super tempremental

#

I've been having issues on and off again with my Vive.

#

Ranging from having to kill steam and reboot it in order to get compositor working

#

To plugging and unplugging and trying different ports

#

Goddammit Vive, why are you so good when you work??

empty sundial
#

So my moral is that if you have this mobo: http://www.newegg.com/Product/Product.aspx?Item=N82E16813128651 or another in it's line and are having sync issues, try buying an external USB controller

wintry escarp
#

amd...nah

#

last time I had amd a barton 2100 was cutting edge

clever sky
#

Just downloaded Onward so I could try its much vaunted locomotion system

#

Yeah, it's shit D:

#

Good in that it allows freedom of movement.

#

But it's not exactly motion sickness reducing like many are claiming.

#

I can see why people would like it compared to what's out there though.

winged shale
#

indeed

clever sky
#

Also the voice is always on.

#

First thing I said when I connected to other people was

#

'Fucking shit, what the fuck is wrong with this fucking game'

#

Because I was also having connectivity issues!

#

Ah the delights of multiplayer ๐Ÿ˜›

#

Then I got booted. Fair enough.

#

Or maybe it was the connectivity issues.

midnight tree
#

evening ladies and gents

#

question, trying to setup a scope in VR. whats the best way to do that? i looking into it and found something called render target? but very few tutorials

#

i say very few... i found none actually. can anybody point me in the right direction?

clever sky
#

Would like to help. But actually need a bit of help in that area myself. Let me know what you find!

midnight tree
#

will do

#

have you gotten any leads?

clever sky
#

There's a VR template

#

That you miight want to try. That has a render target mirror.

#

Have a look at how it works.

midnight tree
#

which one is that?

clever sky
#

... Whatever link on the UE forums that says VR template that has the most clicks/views/posts

#

In the VR section

midnight tree
#

hm ok

#

ill take a look

clever sky
#

Steam VR template?

#

Not very sure.

midnight tree
#

yup found it

#

thanks

sullen stirrup
#

on the vive controller, is grip button a single input? or is there both grip1 and grip2

winged shale
#

it's singular

#

and it's also not an axis

#

those values are from SteamVR API so that hardware manufacturers can get a little more creative

sullen stirrup
#

alrite thanks

#

any idea what kind of controller grip2 is for though?

winged shale
#

shrug

#

maybe for top two fingers, and then grip2 is for bottom two fingers?

#

like the new SteamVR prototype controller is able to detect grip percentage by you physically dropping the controller

#

so it uses axial stuff

sullen stirrup
#

๐Ÿคฆ๐Ÿผ

#

okay

winged shale
#

they just really want to cover all their bases for this shit, because they're thinking along the lines of HW manufacturers making things like, physical putters, or table tennis paddles

#

so maybe there will be a use for grip2

#

that we haven't thought of

clever sky
#

Oh ok. I thought grip 1 was the left button and grip 2 the right ๐Ÿ˜›

#

And I've been wiring both up the entire time.

winged shale
#

nah, lol there's actually one physical switch inside

#

it just gets pressed from both sides

#

ridiculous piece of interaction hardware

clever sky
#

Yeah, that's what it feels like.

#

I was thinking... this is strange.... I mean, ok, 2 buttons means 2 switches... but the way they designed them makes it very very hard to use one only.

winged shale
#

super confusing

#

when I got VDK1 I was pretty excited about how there were grip axes, which meant to me that I would have info on both sides of the grip's force

clever sky
#

Heh ๐Ÿ˜›

winged shale
#

sad day

clever sky
#

Well. Oculus has a grip axis.

winged shale
#

yeah

clever sky
#

What would you do with that mechanic?

#

I'm using grip as more of a shift button than anything.

winged shale
#

well, in my game the grabbing of things is entirely driven by the physical motion of your fingers

#

so when I get a grip button pressed, I start interpolating their rotation down

clever sky
#

I use trigger for grabbing.

winged shale
#

and the other way for released

clever sky
#

Grip buttons despite their name do not feel good been used to grip things.

#

grip or grab.

winged shale
#

I don't use trigger because I want you to be able to pick up things and then use the trigger to pass through to the device's physical trigger

#

tradeoff really

#

so I use the grips for everything to be consistent

clever sky
#

Ah. Yeah I can see that. But I've architected my system to essentially detect for that.

winged shale
#

I've got a handle component that describes a place on an object where it is grabbable, etc.

#

the component passes through input from the controller to the object using delegates

clever sky
#

i.e. if you have nothing, grip is grab. If it's a thing you want to throw, then releasing trigger drops it.

#

like the VR template.

#

But, and here's the trick; if it's an object you want to hold onto like a gun, it'll stick to your hand, and trigger then uses it.

winged shale
#

for me, if you grip a handle, all it takes is one click, no holding. But if you're grabbing on anything else, you need to hold down

clever sky
#

Question is; how do you drop a sticky gun?

winged shale
#

indeed

#

I thought about this

clever sky
#

You hold grip...

#

Then press trigger.

#

And it'll drop.

#

Tah-dah!

#

Grip as a shift button is working out well.

winged shale
#

I don't want to have to suddenly randomly switch between grip and trigger for people who are used to trigger for everything

#

but that's a good idea

clever sky
#

Because it's kinda easy to press

#

in the heat of motion.

#

Like swinging swords and shit.

#

But it's much harder to press grip AND something else unintentionally.

#

In fact all the buttons are easy to press unintentionally during the heat of motion.

winged shale
#

you know I like that a lot, I'll experiment with it

#

I'm also doing this for the future of the SteamVR controller with its physical float grip

clever sky
#

Alright. Gimme credit if it works out! ๐Ÿ˜›

winged shale
#

will do

clever sky
#

But it'll also appear in the demo I'm putting out, so you can try it then if you haven't already expreimented with it.

winged shale
#

cool!

clever sky
#

I wonder how that physical float grip works.

#

Bunch of cap touch sensors?

#

And you have to physically touch the grip to close the grip?

winged shale
#

here's my guesses: proximity sensor with light broadcast+receive, sonar, distance sensor using one or both of them

clever sky
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Intriguing. Are light diodes sufficient as proximity sensor?

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i.e. detecting the relatively level of darkness/brightness

winged shale
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if you broadcast from an IR led out, then receive with an IR photodiode you can get great resolution

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I did a project that was an IR heart rate monitor in an early EE class

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shone an IR led through a finger, and was able to read fluctuations in blood pressure by fluctuations in the IR phototransistor on the other side of the finger

clever sky
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Wow.

winged shale
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it's all in the filtering

clever sky
#

That's fancy as fuck.

winged shale
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actually it wasn't, the output was on an O'scope

clever sky
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Heart rate sensor as a freebie in VR would be pretty cool

winged shale
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all analog ๐Ÿ˜› easily digitized though

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at that point all I knew was analog circuits

clever sky
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๐Ÿ˜„

winged shale
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but yeah heart rate would be neat

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I started on a project trying to use a microsoft Band to provide data that I would turn into "comfort data" about an experience as a research project

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didn't get anywhere because the goddamn MSband doesn't interface with PC directly

clever sky
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What does it go through?

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A windows phone? ๐Ÿ˜›

winged shale
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so I would have had to make a GD passthrough app for my phone

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and at that point I had an iPhone......

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moved on to greener pastures

clever sky
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D:

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But I guess it's because it was BT?

winged shale
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yeah

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I got it to connect to the PC with BT

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but the library MS provided would not ever recognize it

clever sky
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Yeah, but the team that made that would've been; eh, no one's going to connect this shit to their PC, what's the point?

winged shale
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and there was no support for it, because nobody uses it

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yup

clever sky
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"And no one has BT on the PCs anyway."

winged shale
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yes

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was writing a response to that, but yes quotes

clever sky
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Hehe ๐Ÿ˜›

winged shale
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pretty nice that Intel provides a BT radio on their 802.11 cards nowadays

clever sky
#

Oh nice.

winged shale
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pretty weird that you have to plug in a thing to get it to work though..

clever sky
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Like an antenna?

winged shale
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there's this weird wire that is included in the package

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yeah but it goes from the card down to a USB header

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not floating like an ANT

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you plug it literally into TX and RX on a USB header

clever sky
#

Huh... so they thought that it'd be worth including the chip on board in case people wanted BT

winged shale
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and it magically works

clever sky
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but didn't think that people would want it enough to just build it onto the chipset?

winged shale
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I have no idea

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because the way that it's connected means that they needed a USB port

clever sky
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Ah ok.

winged shale
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which makes no sense since the damn thing is connected to a PCIe bus

clever sky
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Yeah. I wasn't sure how that made sense either.

winged shale
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I guess it makes a little sense because maybe they last-minute were all, "gee, it sure would be nice to add BT 4.0LE to this, let's just slap on a chip

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"oh god, it only interfaces with FTDI chips fuck fuck fuck"

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"uhhhh, how about a new 'feature?'"

clever sky
#

Hahaha.

winged shale
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instead of embedding a USB controller

clever sky
#

It's easy to forget as a consumer that they're knuckle heads behind tech ๐Ÿ˜„

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It's so shiny. It must've been created by geniuses!

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And now I'm on this side of the curtain.

winged shale
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lol

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be right back, need to make some munch

clever sky
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No worries.

sullen stirrup
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how do you handle both left and right inputs @winged shale

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having press and release for both is quite a mess

clever sky
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@sullen stirrup what do you mean left and right inputs?

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Left and right controllers?

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Your best bet is to examine the VR Template and how they do Left Grab vs Right Grab.

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But the short answer is, create two functions or two actors; a left and right version.

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And send the function call to the right actor on input.

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er... the correct actor.

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not the right side

sullen stirrup
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yea but that ends up being a mess

clever sky
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Well there are techniques to reduce the mess. Encapsulation, enums, etc.

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But it's just going to be more complex than doing a single controller.

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As a matter of course.

clever sky
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@dry fjord Oh man. I properly get that frame timing issue now that we were talking about yesterday

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It's because when you have variable frame rates with code that attempts to work according to delta time...

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It's because delta time CAN'T be the same every time!!!!

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Fixed frame = the exact time of 3 frames = 50ms

wicked oak
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i handle left and right imputs becouse i have left and right hand actor

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so left imputs go to the left hand and right imputs go to the rihgt hand

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the Hand itself is symmetrical

clever sky
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Delta = 50ms +- closest delta time difference...

wicked oak
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and has the typical TriggerPressed events and so on

clever sky
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for the last frame to complete.

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So that's where the slop comes from!

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Unless you use physics sub-stepping.

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Right, ok, I get it.

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Unless I don't. But it feels like I do ๐Ÿ˜›

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@wicked oak When you say trigger pressed events... you mean in the hand actor?

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How do you pass the inputs to those actors? i.e. get player controller to input to multiple actors of your choosing?

wicked oak
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very simple, i have them in the player controller

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and the Pawn has a GetHand function

clever sky
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Ok. So player controller refrences the hands

wicked oak
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so the player controller gets a TriggerPressed(Left) event

clever sky
#

And that means the hands can now use inputs?

wicked oak
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and does a Pawn->GetHand(Left)->TriggerPRessed()

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yes, becouse i defined them

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the cool part is that they get to be completelly symetrical

clever sky
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Ah.... ok.

wicked oak
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wich means my hands do exactly the same, both of them

clever sky
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I'd been defining inputs in pawn

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and passing the inputs to the hands as function calls.

wicked oak
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i dont code for left or right hand, i do them as one "Hand" actor

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and just use different meshes

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depending on being left or right

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same thing, then

clever sky
#

Yeah.

wicked oak
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its recomended to do that in the actual player controller

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less messing up

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i recently moved it to the player controller

clever sky
#

Hmmm. Ok. I might look into it.

wicked oak
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was doing odd shit on MP

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better to keep the "input" part in the controller

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its what its for anyway

clever sky
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Just the VR Template is set up like how I described.

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so I just built on top of what was already there.

wicked oak
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i ignore the vr template lol

clever sky
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Yeah ๐Ÿ˜›

wicked oak
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but i did copy the teleport using navmesh

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with a spline

clever sky
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It's a useful feature.

wicked oak
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just implemented it on C++ for my game

clever sky
#

Ah yeah

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Ok. Well, as long as my shit works, it's valid - is what I can figure!

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Night

granite jacinth
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Anyone available next week for a VR Game Dev Battle ?

winged shale
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oooooh

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like where we hit each other with large objects until one of us crashes?

granite jacinth
#

@winged shale sadly no ๐Ÿ˜ญ

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But, you get to be on stream and see which one of you can produce the best product by the end of the countdown!

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Time Constraints, pressure, competition

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This will be round 3

jagged vale
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soon @granite jacinth , soon ๐Ÿ˜›

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intl shipping times ๐Ÿ˜ฆ

winged shale
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I'd love to but I've got so much crap to do on my own things..

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maybe I'd do a Daydream VR game jam when the free code hits my inbox

lapis glen
#

I found that the best way to record VR footige is through the steam VR mirror, but if I want a standard non-stereo render with all the VR controllers etc, what do you do?

dry fjord
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you can see the VR controllers in the mirror

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they're just actors in the end

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there's an engine source change you can do to get widescreen output too

winged shale
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you can also change the steam mirror to see out of a particular eye

dry fjord
#

neat

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it should default to right eye. I don't know what left-eye-dominant mutant at epic made it the left eye.

winged shale
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I'm also annoyed

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they probably did it so they could have the texture first from the render pipeline, and start on display compute in parallel while eye 2 (right) renders next

empty sundial
#

Advice on defining a body/hip area for a VR pawn?

granite jacinth
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@empty sundial for IK?

empty sundial
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Just general targeting of the VR player

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  • item holding. Like items attached to a belt
granite jacinth
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Ah

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So

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You have an HMD right?

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You can guesstimate height

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From there, it gets a little tricky

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But, you can probably figure out and move hips accordingly