#virtual-reality

1 messages ยท Page 46 of 1

empty sundial
#

Hips thing is annoying.

#

Maybe I'll just do over the back. Easier that way

clever sky
#

Figure out the forward vector of the HMD in a robust manner. Then use it to drive shoulder then hip movement.

#

let the HMD move independently within a range

#

but then have the shoulders follow along after

#

Repeat for hips. If the player moves forward significantly (30cm+)

#

match shoulders hips to HMD forward.

#

Or maybe you can use physics constraints

winged shale
#

yeah. My code for doing this is super annoying

#

but it works for all orientations with histeresis

#

you just have to feel it out

#

also whooooaaaaa

#

I just extended my Vive cables by 50 feet

#

works like a charm, active HDMI cable and USB-over-Cat6 bypass

clever sky
#

Both nice and dayum that's a lot of cable to reel up

#

Unless your play area and workstation are in very different areas

winged shale
#

workstation is in the office, and the play area is in another room

#

office is too small to fit a vive setup, and my wife likes to work there too

clever sky
#

Fair enough. So basically you increased your Vive play area a lot!

winged shale
#

ohhhh yeah

#

so previously I had it so that my computer was next to the vive

clever sky
#

What size space?

winged shale
#

and I just piped out through HDMI and active USB into the office

#

so I could have a terminal there

clever sky
#

Ah yeah

winged shale
#

that didn't fly when I got a 4k monitor, because displayport won't come longer than 1.5m and HDMI won't do the trick over that distance

clever sky
#

Yeah... the short cable lengths of displayport are quite bothersome.

winged shale
#

so now I pipe in the terminal into the vive room, and rearranged stuff around there to get approximately 2.5x3m

clever sky
#

Had a hell of a time getting a cable to extend my DP range. In the end, I only ended going from 1.5m to 2m

#

Enough so I could awkwardly route the cabling from monitor to floor PC

winged shale
#

now you're thinking with portals

clever sky
#

That's a pretty good sized play space.

#

I've got 2x3 (or actually a slightly more ego bruising 1.9 x 2.9m)

winged shale
#

ehehe

#

it used to be 2.5x2.6

#

squeezed the desk into the corner, and ignored the chair for the desk

#

so I've got to remember to put the chair next to the desk before I play

clever sky
#

Friend of mine has a 4 x 4.5 setup and complains when he's here ๐Ÿ˜›

winged shale
#

hahaha

#

wow what a wank

clever sky
#

haha ๐Ÿ˜›

winged shale
#

at the lab we have a crazy 4x4 space, it's a little isolating

#

feels so empty when I play there

clever sky
#

It's great if you're playing a room scale only game

#

But I've found that the benefit goes down when you've got a good locomotion setup

winged shale
#

mhm

clever sky
#

Then instead of been the space in which you can move, it's just an 'envelope of active play space'

winged shale
#

yeah, just some more void to get confused in and trip yourself

clever sky
#

After all this time....

#

I still think the controllers I designed for VR (visual concept, not mechanical engineering) would still be great

#

I mean, look at that sum-bitch. Way ahead of its time. It's fully compatible with Vive, Touch and Gamepads!

#

You could even map Elite Dangerous to it well

dry fjord
#

that looks neat. is it a virtual iron?

#

for lady VR games?

clever sky
#

... That's actually not the first time I've heard that joke

pallid echo
#

It does look like an iron though. lol

clever sky
#

Doesn't matter what it looks like on the outside!

#

It should feel a bit like a skinny gun handle with the HMD over your head! ๐Ÿ˜›

#

Or a joystick

dry fjord
#

I think the vives being smooth helps a lot

#

plus the obvious reason for the redesign from the pre is that you could hit yourself in the teeth with it

#

not so much anymore

clever sky
#

Hit yourself in the teeth with the pre??

dry fjord
#

yeah it has an edge on the back that angles up

#

sorry that's not the pre

#

it's the old dev kit

#

I guess the pre has the new shaped controllers and camera but is still slightly older than the current version

#

we had the ones in the picture at work for ages

#

if you put like an apple in the player's hand and it was set forward enough those games that make you push shit towards your face to eat it would cause you to lose a tooth

#

good times

#

bbl shopping

clever sky
#

Hehehe.

lapis glen
#

@dry fjord That is what I am doing, but I want it to look as if it was played on a normal 1080p screen.

neon egret
#

Isn't it wonderful how SteamVR starts when you start a VR Project?

#

Only to still not enable VR play, cause SteamVR started probably after UE4 checks if SteamVR is on

#

Such a useful feature

#

Imma cry as much a want!

sullen stirrup
#

๐Ÿ˜„

lapis glen
#

@neon egret I feel ya, man. Lets cry together like grown men.

clever sky
#

@neon egret /waaa (crying with you)

winged shale
#

@neon egret you can turn off auto-launch in the SteamVR settings in the beta

clever sky
#

Auto-launch isn't the problem.

#

It's that it launches and Unreal still doesn't pick it up.

winged shale
#

ohhhh right

#

yeah I just don't auto-launch, because it doesn't work

clever sky
#

Like it's a tease. Ok, that was convenient.

#

doh.

winged shale
#

I think they're fixing it in 14

clever sky
#

closes off everything and starts up steamVR first.

#

Oh that'll be good.

#

Do you know when 4.14 is dropping?

winged shale
#

technical director mentioned in a recent stream that he was lagging on implementing it, he's sorry, but it will be out soon. Probably 1-2 weeks

clever sky
#

Couple weeks eh...

#

Hmmm, will probably be able to integrate it before I drop my own thing.

#

Hopefully it doesn't break too much stuff.

#

And hopefully forward rendering works well for me.

real needle
#

why not test it beforehand on the preview?

clever sky
#

I'm using a plugin that...

#

last I looked hadn't been updated to 4.14

#

The plugin is fundamental to my stuff. Can't not use it ๐Ÿ˜›

real needle
#

which plugin?

clever sky
#

VRExpansionPlugin

#

Oh ok. Looks like it's updated.

#

Maybe I'll give it a shot ๐Ÿ˜„

real needle
#

haha thats awesome!

#

definately worth it, msaa + fwd looks so much better

clever sky
#

Some people seem to think it doesn't look great.

#

Mainly @dry fjord

real needle
#

well its not 'great' but it is way better than TAA's blurry mess imo

clever sky
#

I've been using screen res 150 and FXAA.

#

Substantially better on text

#

Than TXAA

#

Haven't compared to MSAA yet

winged shale
#

yeah, I just am not going to use text as much as I can, and switch to forward when it's all ironed out

#

I'm really impressed at the gains of fwd though

real needle
#

i'm not @winged shale

#

still pretty bad on lighting performance

winged shale
#

lol

#

I agree, I just like that it compartmentalizes all of the features that I don't need

#

but honestly deferred is better and is going to be for a while

#

if I wanted my game to look like that I'd just use Unity

clever sky
#

I hope they release Robo Recall as a learning template

#

Then I can stick my own stuff in there and run around! muhaha ๐Ÿ˜›

wicked oak
#

TAA works best on extra screen percentage

#

put 150+TAA and it looks real good

#

but remember, TAA is a post fx, so it scales with the resolution quite a bit

#

and its already expensive

#

so if you budget for 1 ms TAA time, then go ahead

winged shale
#

it also doesn't look too nice when you shake your head, because of the 'temporal' part

wicked oak
#

but fxaa isnt enough really

#

MSAA is really good

winged shale
#

indeed

wicked oak
#

TAA best for deferred

#

but its expensive

#

the cool thing is that it works well on sparkly things

limber rose
#

hey guys, anyone had any luck creating VR trailers on the Vive? haven't found a good workflow for generating 1920x1080 HMD footage :/

winged shale
#

Shadowplay is quick and easy, so is OBS

limber rose
#

well, I mean generating the mirror

#

without cropping

winged shale
#

ah

limber rose
#

or distortion

#

and yeah, Shadowplay is awesome, had made life easy for sure

winged shale
#

you need to alter in the render parts of the steamVR plugin

#

change U and V for the render rect to something else within

limber rose
#

I attempted that but wasn't sure it was working for the Vive?

#

could you confirm that isn't Oculus only for some reason?

winged shale
#

otherwise there is no good and easy way to make arbitrary cameras for this kind of thing

limber rose
#

thanks for helping BTW

winged shale
#

I can confirm people have gotten it working for 16:9 output to render window

#

for Vive

limber rose
#

cool

#

I did swap out the code for the HMD Mirror

winged shale
#

it's not good, it's a crap resolution but it'll output properly

limber rose
#

still wasn't working though, I don't normally build the engine from source

#

I wonder if I actually rebuilt now ๐Ÿ˜›

winged shale
#

hehe

limber rose
#

how can I be sure my changes are running in engine? pardon the noobish question โค

winged shale
#

once you've compiled the engine for the first time, and you recompile, if it mentions the files you've touched in the compilation output from Build you're good

#

other option is to record gameplay in a replicated sort of way, then replay and edit together in matinee or whatever they're calling it these days

limber rose
#

ah, yes, so it had not mentioned the SteamVRRenderer file

#

right, I thought of that but really don't like that workflow idea, sounds hellish hehe

winged shale
#

yes

limber rose
#

will go back and make sure it is compiling now

winged shale
#

I am not certain you must recompile the entire engine, I believe the plugins should be hermetic

#

unless the part is in the engine, then...

limber rose
#

yeah, I when I compile other plugins they are discrete

#

pretty sure you're right

#

I did try recompiling the whole engine too though out of confusion

winged shale
#

I haven't done this so I'm not experienced, but I think I get the idea of the plugins

#

because they'll each live in their own DLL

#

easy to swap in and out

#

pain in the ass for debugging because you'll have to generate symbols for them blah blah

#

good luck

limber rose
#

taking another stab now, thanks ๐Ÿ‘Œ

winged shale
#

I'm not yet in the trailer phase, just in the vlogging scene now, so I'm glad for any work done to further these types of things. Hopefully Epic will patch this up soon before I do anything formal. So thanks to you for experimenting

#

keep your commits tight just in case you figure something great out, we can piece together a pull request

#

in other news, Hans Zimmer's Interstellar soundtrack still gives me chills, keeps me going ๐Ÿ˜ƒ

limber rose
#

yes, the commits are aplenty ๐Ÿ˜ƒ hehe, and huge Hans Zimmer fan over here

#

he always does a fantastic job

winged shale
#

๐Ÿ‘

#

what are you working on, if you don't mind my asking?

limber rose
#

sure,

#

Water Planet

#

lol, did not intend to take over the channel with an image

#

that is the music release cover

#

it also has the game counterpart

#

there is the Steam Greenlight link

winged shale
#

0:57 in your video ๐Ÿ‘ ace use of phsyically based shading

limber rose
#

thank you ๐Ÿ™

#

we're really happy with that level and how it looks ๐Ÿ˜„

#

the others have come a long way too

#

that whole video has no additional post processing outside of UE, we've made some things look better since then too

winged shale
#

cool. I'm assuming you added some type of wash around where the geometry meets the water?

#

because that would be my one and only critique

limber rose
#

yeah, we experimented with a few things actually

#

but a lot of them were not VR friendly ๐Ÿ˜ฆ

winged shale
#

d'oh

limber rose
#

kind of just "smoothed" things over there with fog ๐Ÿ˜„

winged shale
#

yeah the fog looks great, definitely alleviates the transition

limber rose
#

but yeah, it has been interested seeing what we can squeeze out while still trying to keep VR rendering a reality ๐Ÿ˜›

#

interesting*

#

we only have a 960 and a 1080 here, runs perfect on the 1080, and a little choppy on the 960, still have some optimizing to do

#

but cool, I hope you like the world and concept, I feel like if you like Interstellar, Hans Zimmer, scifi, etc, you will hopefully enjoy the game ๐Ÿ˜ƒ I will try and remember to ping you when it is ready ๐ŸŒ

winged shale
#

great, let me know!

pallid echo
#

Weirdest crap ever right here.

#

The behavior tree I made for an enemy character works fine in VR mode when the headset is off my face and put on the ground. Everything works meaning the enemy NPC moves around properly, performs the required tasks with no issues, etc. As soon as I pick the headset off the the ground and stand up with it the behavior tree goes nuts. Starts looping tasks when they are only supposed to be used once and movement ends up being random rather than being scripted (just walks where ever)

FIXED: Usually according to UE4 logic the player is technically in the center of the play area which is always a pain for developers. AI Perception does not follow this logic and will keep updating based on the location of the player anywhere in the play area.

empty sundial
#

big thanks to @neon egret for his plugin, which enabled the game. ๐Ÿ˜ƒ

limber rose
#

cool! will check it out

pallid echo
#

@empty sundial I can't get any song to play?

empty sundial
#

No?

pallid echo
#

Nope

#

So the touchpad thing isn't working

empty sundial
#

Hm

pallid echo
#

I grabbed both guns as well but dropping them made them fall through the floor. After dropping them I could grab a gun from my left side but not my right which kind of ruined it from there.

empty sundial
#

The song list is populating, correct?

#

(Should be three titles there)

pallid echo
#

Nope, no songs populating.

empty sundial
#

That would be the reason. Hm. I'll see if I can recreate. Can you send me the path that the game is located in?

pallid echo
#

C:\Users\Chris\Desktop\CrackpotGumption_Flowstar

empty sundial
#

K, thank you. That's not it, then ๐Ÿ˜ƒ

#

Thanks for letting me know

pallid echo
#

No Problem ๐Ÿ˜„

#

@empty sundial It just started working out of no where.

empty sundial
#

yay!

#

lol

pallid echo
#

Though the touch controls are weird

#

Do the orbs speed up at all?

empty sundial
#

the orbs?

pallid echo
#

The things you shoot

empty sundial
#

They accelerate, but have a max speed

pallid echo
#

I only played one song (some Funk sounding one) but they didn't speed up at all, that's why I was wondering.

empty sundial
#

The funk one is pretty laid back

pallid echo
#

Ah

empty sundial
#

although speeding them up isn't a bad idea

pallid echo
#

Also, you need a quit button

#

lol

empty sundial
#

Noted.

real needle
#

honestly 150% sp + TAA costs about the same on my scene as 100sp + MSAA with the new renderer

#

and the first option looks way better

dry fjord
#

I haven't looked at the latest preview but MSAA has a way to go

#

I think you may have to disable a lot of engine lighting features for it to look good

real needle
#

yeah and my scene is reliant on heavy lighting and shadowing

empty sundial
#

I was having issues with SP

#

breaking my vive display

#

Not sure why

real needle
#

you're using r.screepercentage right?

raven halo
#

hold on, is 100sp + MSAA supposed to be as expensive as 150sp +TAA?

real needle
#

it is in my scene

raven halo
#

I'm currently at 130 + TAA... and I was expecting to get a performance boost with MSAA, should I adjust my expectations? :S

real needle
#

no

#

you will get a perf boost from forward rendering

#

but msaa is really costly

#

use TAA + Fwd

raven halo
#

I'm currently using forward already in 4.13, but I'm using TAA

real needle
#

oh

#

yeah no msaa is more intensive than taa

raven halo
#

already noticed a performance boost of course

#

I guess I'll try 100sp with MSAA and see how that holds up against 130sp TAA

#

in terms of performance and quality

#

how does lighting affect MSAA performance, though?

real needle
#

havent done tons of testing but my scene is heavily dependent on stationary lights w/ dynamic shadows

#

whole scene probably has 70-100

raven halo
#

holy crap

#

how have you been able to get proper performance with stationary lights w/ dynamic lights?

#

the only dynamic lights I've been able to use are cascade shadow maps

#

but as soon as I turn on dynamic lights on a small point light... performance dies on me

#

even though I'm maybe only casting 10 shadows

real needle
#

tons of small tweaks and optimizations

raven halo
#

tell me your secrets ๐Ÿ˜›

#

I've had a hard time, and I've also been unsuccessful in finding any information

real needle
#

i dont even know them off the top of my head but one really important thing is to set that max draw distance in lights

#

i have mine at 3000

#

but my environment is very dungeon-ey

raven halo
#

ahh I see

#

I'll play around some more

#

I've had surprisingly good performance with capsule shadows

#

I'm waiting for this:

#
#

it's coming in 4.15 apparently

#

should be as cheap as capsule shadows

real needle
#

huh i'll keep an eye out

#

seems interesting

jagged vale
#

imagine you've seen this but in case others haven't

#

but damn that's a hefty cost just for no cables, might be worth it still

empty sundial
#

Would be 100% worth, but I don't think it's legit

jagged vale
#

i know gp is legit, i imagine they investigate their sources

#

unless you're implying it will be frought with issues, in which case - probably!

empty sundial
#

I'm sure it works, but I'm also pretty sure it'd add 20ms+ of latency

jagged vale
#

yeah, no "noticeable" latency - for who, casual gamers?

empty sundial
#

Unless they did something revolutionary

jagged vale
#

well lets think about it

#

how much data is being sent vs how much can be sent

#

in other words, bandwidth

#

i imagine that would be the deciding factor, and without doing any research whatsoever, there is probably too much data being sent to that wireless attachment than you can send at a low rate

#

"HTC has quoted the Vive needs at least 15Gbps bandwidth"

#

"the company will sell a bigger battery for the add-on in the future. At the moment, it will only come with a standard battery that lasts for an hour-and-a-half. The bigger power source will last longer, but you'll have to carry it around in your pocket or in a bag."

tldr the battery lasts 1.5 hrs

wintry escarp
#

if they have any sense vive2 will have that as standard

#

with the new bits on your belt of course, not on your head

empty sundial
#

Ehhhh, maybe

#

The problem is to solve a lot of the current gen issues, you need more data (better screens, better resolution per eye, still pushing 90FPS)

#

And there is nothing in wireless tech that can meet current demand for throughput and latency

#

Let alone even more data being pushed

real needle
#

I guess we will se

#

e

#

I'm hopeful for this wireless device

zinc violet
#

@jagged vale yeah, I linked that here few days ago ๐Ÿ˜ƒ

#

heh, so did HeadClot

#

also it looks like a real deal, HTC is handling the sales at the moment it appears?

#

but yeah, VR needs to go wireless, badly

#

wires are ok on seated experience

jagged vale
#

i look forward to it if it works 100% and when they have a better battery

zinc violet
#

but since room scale is what people are now focusing on, wireless has to happen

#

even if it comes at expense of other features

granite jacinth
winged shale
#

Anyone implemented in UE4 some kind of dynamically scaled render settings like that Steam Dev Days talk about perf in VR mentioned?

#

I would like to do this, but I need to know how fast I can change the settings, and if there's lag involved as well

clever sky
#

Well you certainly can't use setresolution per tick

#

I've tried that. Doesn't work well ๐Ÿ˜„

real needle
#

yeah I did

#

@winged shale

#

I didnt go the normal route of putting a delay in or anything

#

I found what worked best was to keep a variable at 0 and every missed frame --, and every 5-10(whatever works best for your scene) frames over 85fps ++ the int. and do a check if its <-45 lower settings, if its >45 raise settings

clever sky
#

@real needle Nice work. I like that!

real needle
#

thanks @clever sky

wicked oak
#

the oculus branch of the engine has a command for that

neon egret
#

@empty sundial (: Will try it out later!

frosty robin
hard light
#

for starters, don't replicate transforms, it's unecessary

#

I'd imagine their scale isn't going to change, and the network code has optimisation for replicating vectors / rotators

wicked oak
#

he is doing VR

#

transforms is the fast way

#

im doing it that way for now

#

but the better way its to do it location+rotation

#

also becouse rotators can be done in less precision

hard light
#

vectors are also done with less precision when networked

#

(being in VR is irrelevant)

#

I might also not use reliable server functions to do it, and just use repnotify

wicked oak
#

also important to replicate the "local" position and rotation

hard light
#

I don't think you want things on tick to be reliable

wicked oak
#

he needs to send stuff from client to server

#

gotta have to use RPC for that

frosty robin
#

no reliable doens't work at all

wicked oak
#

you can put it at 10 per second

#

and interpolate

#

but that is very easy to fix

#

just do it later if you need it

hard light
#

no, reliable is not what he wants

wicked oak
#

what im doing right now myself, is to replicate 3 transforms with a RPC, then on Tick of everyone, i interpolate them

frosty robin
#

whats RPC short for?

hard light
#

reliable RPCs can cause considerable latency, because they have to arrive in the correct order

wicked oak
#

to set the final transform of the components

hard light
#

but here you do not care if they do or not

#

since only the latest transform is relevant

wicked oak
#

yeah, but then you have to allways get the latest

#

a simple way its to send a unique number with the rpc call

hard light
#

no

#

seriously

wicked oak
#

they can arrive out of order, thatz why i tell that

hard light
#

@frosty robin - RPC = Remote Procedure Call

frosty robin
#

Okey, so the way im doing now is completly wrong?

wicked oak
#

its fine for a prototype phase

frosty robin
#

yeah, but im getting only 10 updates a second.

wicked oak
#

its easy to do interpolation, you can just use a lerp and you are done

#

works fine enough for prototype purposes

hard light
#

@frosty robin - I would look at using just local translation / rotation and handling it on repnotify

frosty robin
#

okey.. this is my first networking project though.. so im kinda off xD

wicked oak
#

not sure repnotify is good for something like this, that is sent on tick or nearly tick

#

im interpolating to the current replicated transform on tick

hard light
#

you can do it initially with just setting the loc / rot, then later you can optimised by having a desired loc / rot, sending it at whatever interval, and lerping as necessary

frosty robin
#

Okey, so i can't send the raw data at let's say 64 tick?

#

and skip interpolation

hard light
#

interpolation is going to be the best way to reduce network traffic overheads

#

but you may find you don't need to do it

wicked oak
#

vr its at more than 64 fps

#

you gonna need interpolation anyway

frosty robin
#

I tried increasing the event tick to 64t/s but im still lagging alot.

hard light
#

rendering framerate != gameplay tick rate

wicked oak
#

well, in the same pc pretty much is

#

server tick rate is not client framerate

#

unless you are in ArmA XD

frosty robin
#

But how do i change the server tick rate then? because im using listen servers now.

#

I guessed that an increased event tick would lead to a faster update aswell

wicked oak
#

listen servers use game framerate as tick rate i think

frosty robin
#

yeah.. im not getting that update.

#

im getting about 10 updates a second.

#

or maybe less.

hard light
#

listen servers will use game tick, yeah

wicked oak
#

at least i can see a massive slowdown in networking if the listen server doesnt have the headset on

frosty robin
#

thanks amber, ill read it.

wicked oak
#

its a real good boook

#

@neon egret wrote it

#

you can ask him

frosty robin
#

Both client and server is using VR

wicked oak
#

make sure you have the second headset "on"

frosty robin
#

yeah both are on.

wicked oak
#

the headsets have a proximity detector and go into deactivated mode

#

if that proximity detector is off

frosty robin
#

yeah but we tried with both on.

#

like physically on our heads ๐Ÿ˜‰

wicked oak
#

alright

frosty robin
#

but the way i've setup the blueprints now.. it "should" give me a higher updaterate then 10/s

#

?

wicked oak
#

dont use repnotifty to do this stuff btw

frosty robin
#

im not

wicked oak
#

not sure, but repnotify its been buggy quite alot for me

#

and i mean REALLY buggy

#

to the point half of the stuff isnt called

frosty robin
#

it's strange though.. because if i use the 3rd person template as a third client + 2 VR.. nothing is lagging for that client... so the replication seems to be smooth to server

#

but if a VR pawn looks at another VR pawn, the client will see everything lagging

wicked oak
#

what ive done myself is not too different that what you have, and it runs fine

#

over real network

#

with a tester on the other side of europe and an american one too

frosty robin
#

Hmm okey

#

and you're using interpolation ?

#

or not?

wicked oak
#

yes

#

just a lerp

#

nothing strange

#

lerp locked at 0.7

#

i know its not optimal at all, but for now it does its job

#

allways find the easiest way to get it working

frosty robin
#

hmm you're just using the old value and lerping to the new? you're not driving the lerp alpha with anything?

wicked oak
#

yup

#

just that

#

i repeat that is not optimal at all, but it smooths it

frosty robin
#

hmm okey so i should set that when im setting the new values.. or when im changing the world transform?

#

and i should change to local transform instead?

wicked oak
#

when you change the transform

frosty robin
#

Okay

wicked oak
#

use the RPC to replicate the new transforms to the server

#

that function sets the Replicated transforms in the server

#

some time later those replicated transforms return to client

#

so then you interpolate the current transform of your components to that replicated variable

#

in fact, you interpolate the transforms of your components to the replicated variables on tick, allways

frosty robin
#

Hmm i can't seem to find any function called "RPC" or is it just a part of custom events?

#

It feels like i should read that book haha

wicked oak
#

the rpc is just replicated functions

frosty robin
#

okay, so basicly i should make my setting variables into a function instead.

wicked oak
#

also read the book

frosty robin
#

yeah im reading now ๐Ÿ˜‰ thanks for the help

mighty carbon
neon egret
#

Hm

#

Tested PSVR.
You feel the lower price. Even if sold more (due to obvious reasons) it's (for me!) the one that gives the worst result

#

Rift and Vive are kinda equal. So idk. Let's see what the next year brings us.
Vive gets the 220$ wireless addon, which is a huge deal

hard light
#

IMHO, I prefer the Vive's roomscale features and the motion controllers just feel a bit better as they aren't so peculiarly lightweight

mighty carbon
#

I don't have room for room scale experiences

wicked oak
#

i have all 3 side by side

spring pond
#

Anyone have trouble with the touchcap events on the Left touch controller?

wicked oak
#

i think oculus is better, due to Touch and software such as ASW

#

tracking on both oculus and vive is similar

#

i run both on the exact same space just fine

spring pond
#

Everything works fine on my right controller, but my left ones don't seem to have values != 0

wicked oak
#

what touch version?

#

try the demo

hard light
#

Vive will have ASW soon enough

wicked oak
#

the one with the little robot and stuff

spring pond
#

good point

#

yah i saw that in my library, haven't tried it yet

wicked oak
#

that one has fully implemented capacitative

#

so you can compare it and see if it works

#

turns out there are 3 capacitative

spring pond
#

good call, brb

wicked oak
#

sorry, 4

#

joystick, buton a, button b, and "rest place"

spring pond
#

and the trigger

wicked oak
#

true

#

and the grab button

spring pond
#

its pretty rad actually, i like it

#

you can do neat hand animations with it all

wicked oak
#

yeah

#

i actually do them

spring pond
#

we do some right now

wicked oak
#

made my own animation blueprint

spring pond
#

but for future stuff will be more robust

wicked oak
#

did you receive some newer Touch assets?

#

mine was the one a while ago

spring pond
#

I pulled some last weekish, so maybe those were it?

#

i saw it had a demo level and stuff now

wicked oak
#

what do your 3d touch assets have?

#

mine were just fbx

#

and were off-center

spring pond
#

I don't know, the artists took care of that ๐Ÿ˜‰

wicked oak
#

i had to align them with the motion controller

spring pond
#

i just grabbed the zip and handed it off to them

wicked oak
#

can you resend me that zip

#

or where did you got it?

spring pond
#

ya, we have to translate our hands up a bunch compared to the motion controller root

wicked oak
#

i got it from a callum underwood email

spring pond
#

I cannot send it to you (NDA)

wicked oak
#

but ive signed that nda too

spring pond
#

it was on an AWS share

#

i don't know that ๐Ÿ˜›

wicked oak
#

where is that?

#

well, i have touch

#

all touch people have signed it

spring pond
#

look in the VIP forum

#

its posted there

wicked oak
#

ah

#

gonna check

#

got a link to the thread?

#

you mean the OculusHandDemoAsset.zip?

spring pond
#

Let me check

wicked oak
#

not sure if they have updated it since i downloaded it

#

but if you say its just .fbx and its offcenter

#

then its those

#

were you able to setup the material well?

spring pond
#

I think its in the PDF

#

Its a 145MB file

#

"HandSamples_Confidential.zip"

wicked oak
#

yours is newer then

#

mine is OculusHandDemoAssets.zip

#

do you have the DL link?

#

i have access to everything

#

or link to forum thread

#

as i cant find it

#

my dl link to oculus handd demo asset.zip was sent on a "TouchCareAndFeeding.pdf" that they sent me when they sent me the things

frosty robin
#

@wicked oak hi! If you have time, could you check out the #multiplayer channel? I went with rep notify after conversation with eXi. But I'm getting a ever slower update from client to server now (like 1 every 10 seconds, very sporadic) I put up a picture there and didn't wanna spam the vr channel, since it's multiplayer related.

#

Neither him or me could make sense of the results :/

wicked oak
#

thats too odd

frosty robin
#

Everything looks smooth from the clients perspective.. but not from server

#

I'm using a listen server if that makes any difference

wicked oak
#

and im doing that too

frosty robin
#

Yeah feels very strange.

spring pond
#

@wicked oak I got it from somewhere on that Oculus VIP forum. I'm 99% sure you've signed that NDA, but I can't go giving out other people's assets

wicked oak
#

did they change the vip forum adress or something?

#

it gives nothing on me

#

this using the same account that has the game creation credentials and that kind of thing

spring pond
#

If you are logged it it should be one of the forums on the right hand drop down

#

but I'm pretty sure I just clicked a link in a PDF somewhere...

#

it was an AWS S3 link

leaden jackal
#

Is there any way to use CPU and GPU profiling tools with GearVR?

mighty carbon
#

turn on developer mode, run your app before inserting phone into Gear VR, open console, type in: stat startfile

#

put it into Gear VR, test your app/game, once done, take phone out, open console, type in: stat stopfile

#

close your app, copy stat file into your PC, open it with profiler and there you have it

#

you can also use stat cmds in the same manner (to get basic stats)

leaden jackal
#

Awesome, thanks!

#

@spring pond Thanks for that screenshot. I just got my golden ticket to the VIP Room last week but didn't even notice it on the forums, lol

mighty carbon
#

what's in VIP Room ?

spring pond
#

It's just another forum where people can talk about Early Access SDK/Firmware/Touch

#

(ie. anything under NDA)

wicked oak
#

i had a link to an AWS download

#

but that was for the older one

#

august version

pallid echo
#

Has anyone figured out how to get the Vive camera to be activated/deactived with UE4 yet?

velvet cave
#

You mean the actual camera on it?

wintry escarp
#

spigen armor case looks like it would protect the s7

#

gearvr seems a very poorly thought out system

#

why not allow an option to deploy over wifi so it can be left in the headset

pallid echo
#

@velvet cave Yup. The actual camera on the Vive.

neon egret
#

I doubt that's easily possible @pallid echo

#

The Camera might just be a second device that UE4 doesn't even have registered

pallid echo
#

Its no where close to easy, I tried but only got so far before I was like, "Welp, this is beyond my knowledge ATM" lol

neon egret
#

Search for something else

#

Check if there is docs about getting a simple webcam into ue4

#

cause that's what the vive cam is

#

@pallid echo

pallid echo
#

Well look at that:

#

And this ๐Ÿ˜„

dry fjord
#

leave the vive cam turned off, strap another webcam to your face instead

neon egret
#

Na seriouly

dry fjord
#

I am serious

#

don't do it

neon egret
#

Why

dry fjord
#

the camera should never have been added, it can't handle the bandwidth of the feed AND do tracking

#

the number one way to fix vive problems is to turn the camera off

neon egret
#

I used it to record gameplay and it worked fine

#

but ok

dry fjord
#

maybe you got lucky ๐Ÿ˜„

neon egret
#

Na i just deactivated it in SteamVR and used it as a webcam

#

And that worked

dry fjord
#

ah I see

#

the problem must be in steamvr then

#

that's cool because all i wanted to do with it was see what was going on around me

neon egret
#

Yeah you can add it to your fav braod caster software

#

and add it as a webcam

#

and show both

dry fjord
#

awesome

real needle
#

I'm testing out my new MSI 1060 laptop, and playing games on both Vive/Rift works great, I'm pretty impressed. HOWEVER, in editor, the rift drops to 25 fps where the vive works flawlessly, and I'm having a hard time troubleshooting it...

#

I have both SteamVR and OVR plugins enabled, and I've never had an issue with them interfering with eachother before

#

Instanced Stereo on, config files set to low like I always have them

#

It's very apparent that it's not lack of hardware performance but something else. Could be the forward renderer...

winged shale
#

you may have to disable the SteamVR plugin in UE4, or just disable the OVR plugin and use the SteamVR handles for abstracted headset/motioncontrollers

real needle
#

I could do that, but there's one issue: The fucking menu buttons on touch

winged shale
#

fffffff

real needle
#

They have their own handles

winged shale
#

yeah

#

le shrug

real needle
#

I don't need the capacitive events, but without the menu buttons it gets hard

#

Imma try anyway and see if it fixes it

#

I'll report to Oculus if it does

winged shale
#

see if you can find a way to thunk in the menu button stuff externally for now, and bug Valve about it as well as Oculus, and Epic

#

AutoHotKey might work, but it is a specific OVR SDK delegate

#

does this issue persist on a desktop?

real needle
#

I'll test it

#

In a bit, packaging a project built on source...

#

Gotta love those rocket builds

#

Rocket packaging speed!

winged shale
#

๐Ÿš€ ๐Ÿš€ ๐Ÿš€

real needle
#

you actually knew that one

winged shale
#

๐Ÿ˜‰

real needle
#

The new touch demo is awesome

#

Comes with the oculus runtime now

winged shale
#

what is it?

real needle
#

First Contact!

winged shale
#

ohhhhh

real needle
#

Same team that did Toybox

winged shale
#

right, that

real needle
#

Made in Unreal

#

Prettyyyyy

winged shale
#

do they have a tech whitepaper or anything, they included OFR with it right?

real needle
#

Tech whitepaper? It looks like they did

#

Same as Farlands

winged shale
#

something that talks about how they slammed things together to make UE4 ideal for oculus forward pipeline, etc.

real needle
#

Ah

#

Well there's an old one

winged shale
#

ideally a github repo

real needle
#

From when they released it in 4.11

winged shale
#

yeah....

real needle
#

I haven't seen anything else

#

Runs great without OVR

#

But it doesn't seem to respond to "Set Tracking Origin"

#

The guardian system seems to override Chaperone

#

Which I don't mind because it's actually pretty good

#

It highlights around your hands when they get close to the boundaries

#

Worth to point out that the Oculus Library can be used without the OVR-plugin, but Oculus Input plugin doesn't work without OVR

dry fjord
#

when they fix that bug with chaperone in packaged games you'll be able to do a custom cage in UE

#

I have a multi step cage that hilights near the offending part, but goes from weak, to mid, to STAY THE FUCK AWAY RED

#

it has diagonal "warning" signs on it

real needle
#

yeah I did a hacky one where I just set the max boundaries to 2x2

#

for The Wake

dry fjord
#

sweet

real needle
#

#safetyspikes

#

The Oculus Guardian is really nice though

#

It's more smooth than chaperones hard edges

dry fjord
#

guys can we do a quick public announcement

#

thank you, please continue

real needle
#

wow

#

Tragic if the first released product from the SteamVR tracking licencees is a doll

winged shale
#

nooo0o0o0o0oOOOO

#

(yes?)

dry fjord
#

it'll almost certainly be a gun controller

winged shale
#

no

#

might be a ping-pong paddle... time will tell

clever sky
#

@dry fjord Highly disagree! That's the main thing that VR is about! fondling mannequin boobs!

dry fjord
#

ok but only if you invest equal time into fondling MANequin crotch

#

please represent all demographics

winged shale
#

much more cost effective to just surgically implant neural waystations in motor and somatosensory neurons

#

who wants to buy a bunch of lifelike, eerily warm squish mannequins anyway

clever sky
#

Tens of thousands of people!

winged shale
#

yeah...

#

yeah.

dry fjord
clever sky
#

I'd love to squeeze Mr. Incredible's foam thighs.

dry fjord
#

I would snuggle up to one like a pillow

#

which is what it may be

#

actually those legs are way off

dry fjord
#

I might jack it to that later on

clever sky
#

Shit yeah

#

If it's as good as they claim, once verified, I'm all over that shibs

dry fjord
#

yeah NOW I'm keen

hard light
#

I don't believe that claim is even possible.

wicked oak
#

i dunno, but its a shit ton of data to send in 2 ms

#

unless the bandwith of the channel is absolutely huge, im not sure they can do the 2 ms claim

#

the 10 ms claim was already hard enough

real needle
#

It's not 2ms "motion to photon", 2ms is the transfer delay. There's other stuff like compression delay etc. Their 15ms statement is closer to the total delay of the system, but probably 15-20. It might be totally fine but I haven't heard anyone I'd trust to make a judgement try one

#

I think they're trying to be market first, I'm sure there's better stuff in the pipeline from unannounced products

wicked oak
#

that second gen its going to be really cool

#

4k displays, wireless, inside out tracking?

clever sky
#

@wicked oak That sounds like a second gen that's 5 years away... according to Michael Abrash ๐Ÿ˜›

#

Personally, I think we'll prbably see second gen HMDs in a couple more years. A lot of competition in the space, even if the tech is hard.

#

So manufacturers like HTC will want to press their advantage in building a market while they can

#

Mainly I'd expect to see in second gen, improved HMD design, better res, slightly better FOV, improved controller design, possibly an interesting 'big' feature like camera based motion tracking (hands/body) or eye tracking, or wireless, but not all of them at once.

hard light
#

15ms total delay is just about doable

#

20ms is the point where things start becoming unplayable

clever sky
#

Better all around and would make most of us want to upgrade. But not the Abrash 5 year prediction spec (4k/eye tracking/inside out/wireless)

wicked oak
#

i think the controllers like the Touch are real good

#

the step over those is basically just going with full gloves

#

and gloves WITH feedback

real needle
#

@wicked oak Touch is trying to be what knuckles is

#

Getting rid of that grip button makes it so much easier to design for everyone

#

Believe it or not but people actually have issues with the grip, even on touch

#

It's not entirely natural

#

Where knuckles are, since you're actually doing the same motion you've done a million times to grip

clever sky
#

What are knuckles?

#

The grip button is fantastic! I use it as a shift button.

frosty robin
#

The grip button is extremely intuitive if you use is, especially from what I've noticed with our user tests.

clever sky
#

Like... I hate that some devs think that any amount of learning is too much for users.

#

There's a difference between taking 5-10 minutes to get acclimatized to something

#

and a few hours to come to grips with something.

full junco
#

what do we gain from 4k displays in the HMDs if no one has GPUs to handle that at smooth fps

#

I think the display tech is really not the problem, displays get better extremely fast, but GPUs only improve really slow

#

it will take like forever before GPUs can handle 4k 90 fps with a game that doesn't look like some mobile game, so has stuff like dynamic shadows at an acceptable view distance etc

clever sky
#

With 4k display, we assume decent foveated rendering is available

full junco
#

and in VR it would be really nice to have something like GI too, but even without VR dynamic GI already really slow

clever sky
#

Also ASW is widespread

#

At worse, it'll be an option for developers to consider

#

Do I take advantage of frame rate or resolution?

#

And for gamers to decide if they want to build beast machines

#

with SLI or something crazy

full junco
#

ASW is nice but the better the resolution of the display the more you see smaller artifacts caused by something like ASW I guess

clever sky
#

Well, you'll see more of all artifacts in more clarity

#

But the overall visual is still much better and nicer than the current displays

#

At least that's what I'd wager would be preferable for most people.

full junco
#

and even if 45 fps would be acceptable for the majority, GPUs would still be too slow

clever sky
#

How far out are you thinking?

#

I'm using Abrash's 5 year timeline

#

4k in 5 years is pretty conservative.

full junco
#

well I think in 1 year you can easily get a 90 fps OLED 4k display. but there will be no GPU that could power that in VR

clever sky
#

Eh. Worst that'd happen is you'd have better fill rate and some people building beast machines to power it.

full junco
#

I'm just talking about that the displays won't really need to evolve any more because GPUs are so slow

heady parrot
#

the screens exist, I think the cables/transfer protocols are more of an issue ๐Ÿ˜ƒ but 4k HMDs will happen within 2 years

clever sky
#

I mean I don't disagree with you; that GPUs are lagging displays

heady parrot
#

I want to see more innovation in optics and FOV though, and HDR! Resolution isnt the all important thing here

#

GPU can be solved with new rendering methods ๐Ÿ˜ƒ esp. when we can do foveated rendering

clever sky
#

But I think someone might make it happen anyway just because some people will have use for it and for the hype marketing factor

full junco
#

and even with 4k displays you will still see the individual pixels

clever sky
#

Especially if decent eye-tracking happens within that time span.

winged shale
#

if my research goes according to plan, by May I'll have made a prototype HMD that is capable of rendering 4k by 4k per eye on conventional hardware (including cable)

clever sky
#

@winged shale really?

heady parrot
#

Dont forget all the VR rendering improvements we've had over the past 2 years! instanced stereo, hidden mesh removal etc

full junco
#

instanced stereo makes stuff just slower for some games

#

I never saw improvements

winged shale
#

yep, the only issue right now is sourcing an appropriately dense display

clever sky
#

@winged shale You work on VR hardware for your day job?

winged shale
#

๐Ÿ˜ƒ

heady parrot
#

at what refresh spychiatrist? DP 1.3 or HDMI 2?

winged shale
#

90Hz

clever sky
#

Is that on board upscaling?

#

That could work. And provide image quality improvements?

winged shale
#

it's a few things, a compression algorithm that is my thesis + eye tracking + neurobiological insights

full junco
#

4k per eye would be nice

clever sky
#

Dayum. You got access to some pretty bad ass hardware to pull that shit off.

full junco
#

to not see pixels you probably need 16k per eye

clever sky
#

Also you can probably say good bye to your game. You'll be too busy working on next gen VR HMDs!

winged shale
#

@royal anchor it has much more to do with the subpixel arrangement

heady parrot
#

most people say between 8k and 16k yeah

winged shale
#

now for the acuity of the fovea, that's a different story

clever sky
#

16k would be 20/20

winged shale
#

@clever sky I worry about that

full junco
#

@winged shale arrangement? lets just say amount of subpixels, isn't that more accurate?

winged shale
#

I mostly meant area

heady parrot
#

space in between pixels

clever sky
#

@winged shale don't you hate when the money diverges from the fun ๐Ÿ˜›

winged shale
#

black gaps cause screen door

clever sky
#

pixel fill

#

factor of sub pixel arrangement. Yeah that makes sense.

winged shale
#

just moving to hexagonal arrangement will have extreme effects on the visibility of the screen door

clever sky
#

Has there ever been a hex arrangement?

winged shale
#

not that I'm aware of, no

#

it would be hard to render and then transform appropriately for it

clever sky
#

I see. So... it's gonna be quite the feat to pull off

full junco
#

do you think the chromatic aberration stuff will ever be improved much, so can the lenses still get much improvement? I think thats what annoys me most when looking at the vive

winged shale
#

but breaking up the longitudinal and lateral lines that make typical displays look like screen doors would aid your perception in forgetting

clever sky
#

So how come people hate the pentile display so much?

#

Doesn't that operate on a similar principle?

winged shale
#

yeah, that will be improved with better optics, we need better manufacturing tech to make them non-cylindrical

#

it's hard to optimize for all points on the flat screen

full junco
#

pentile is using 2 subpixel per pixel, so that means you have 1/3 less subpixels than with a same resolution RGB panel

clever sky
#

ah

winged shale
#

having the ability to curve the screen + having the ability to manufacture arbitrary diffractional masses will make things a lot easier

full junco
#

its cheating, just like AMD with their bulldozer cores basically, they aren't real cores and pentile pixel aren't real pixel

winged shale
#

hahaha

#

actually the Vive skips every other blue pixel I believe

full junco
#

skips?

winged shale
#

which is part of why if you see straight blue on screen it looks... offset. The other part is perceptual and to do with chromatic aberration

#

hold on let me see if I can find the image

#

no I'm pretty sure that was a seeeecret image, but basically the overlay pattern of blue pixels is sized up to like 1.4 times, so per square area one blue is skipped, but the blues are much larger as well

#

has to do with visual acuity and shortwave cone distribution

mighty carbon
#

Galaxy S8 will have 4k screen, so whoever has Gear VR can see if 4k is enough for VR or not ๐Ÿ˜ƒ

heady parrot
#

Valve has been tweaking the chroma abb correction in the past few udpates

winged shale
#

^^this, I barely notice it anymore

#

but that might also be because I'm getting dev legs

#

and/or becoming more complacent

heady parrot
#

VR legs are BS ๐Ÿ˜ƒ lame excuse for bad design ๐Ÿ˜„ I still get ill right away in the old Tuscany demo and its been uh.. almost 4 years since I saw that first

winged shale
#

I puked the first time I tried the DK1

#

fucking rollercoasters

#

also 60FPS

heady parrot
#

I didnt have any demos when I got my alpha DK1 ๐Ÿ˜ƒ it wasnt great, but still blew my mind at the time

winged shale
#

also poor drift correction, IMU sensor fusion algorithms, etc.

#

blah blah, but yeah DK1 changed the track of my career

clever sky
#

yeah tuscany stairs fucked me hard

heady parrot
#

I did positional tracking with DK1+Hydra like many ๐Ÿ˜ƒ it was WAY better than IMUs but not exactly accurate (damn warping)

full junco
#

@heady parrot I saw the steamvr beta changelog with those chroma abb improvements, did it really help?

#

for some reason valve has only released beta versions for like over a month I think, thats unusual for them

#

I never used the beta stuff

heady parrot
#

I actually haven't tested it yet ๐Ÿ˜ƒ do most of my dev on the Rift

#

yeah I swapped from beta at home after having some issues that cost me a few hours. In the end I think it was actually an USB issue though

winged shale
#

for some reason, the Rift's ergonomics are shit for me

heady parrot
#

really? thats rare. What specifically?

full junco
#

I only have a vive so I can't choose ๐Ÿ˜„

winged shale
#

I can't get the device tight enough on my face to get it to focus properly

heady parrot
#

I find the Vive so uncomfortable compared to Rift

winged shale
#

and I can't put it on with my glasses on at all

#

it just all won't fit

heady parrot
#

yeah they messed up with the glasses

winged shale
#

I'm 6' 5" and have a large head

clever sky
#

@winged shale You gotta pull them on from the front

winged shale
#

so I guess I'm at the > 95% ergo distrubtion

clever sky
#

Then slip the back over your head

heady parrot
#

I got a large head too, so confused why you cant get the straps tight enough? I'd have though that would be the last problem

clever sky
#

I've got a big head too

#

And glasses

#

If you don't slip them on from the front, they suck shit.

heady parrot
#

did you consider getting those lens inserts or a separate pair of "VR friendly" (Harry Potter lookalike) glasses?

winged shale
#

it's either the straps aren't tight enough, or the optics are focusing the collimation plane too far for my naked eyes

full junco
#

what I find super annoying about the vive is that damn sound the lighthouses make... thats so annoying. I know its not loud, but very noticable.

winged shale
#

and when I have my glasses on it distorts it so I can see the flat edges of the display

hard light
#

the lighthouse itself does not make noise

heady parrot
#

John you got the Pre or retail? I hardly notice it on the retail ones, but I got them on tripods not walls

full junco
#

Pre

hard light
#

if you're getting noise, it's vibrating on something

full junco
#

they have motors inside

winged shale
#

oh god the Pre lighthouses

#

they're loud

clever sky
#

lol

heady parrot
#

the retail ones can shut off when not in use via Bluetooth

winged shale
#

not much louder than the VDK1

full junco
#

oh they are louder than retail? I thought hardware didn't change

hard light
#

I have the pre, and mine are mounted firmly on tripods; no noise at all

full junco
#

@hard light quite sure its your ears

clever sky
#

I can hear noise from mine when it starts up

winged shale
#

they tweaked it slightly. It implements the same thing but I've noticed my CV lighthouses are much quieter

clever sky
#

But otherwise pretty much unnoticeable.

#

CV here

winged shale
#

I recently moved my computer to a different room and piped in Vive stuff to the Vive room, KB, Mouse, display, etc.

heady parrot
#

the Pre does not have the bluetooth control, that was added in retail

winged shale
#

and without my computer noise I can hear them loud and clear

hard light
#

I doubt I'd hear anything from mine unless I were stood with it right next to my ear

spring pond
#

Only in a totally silent room do i barely notice the vive lighthouses. They are pretty quite

winged shale
#

also the pre houses might have had more use on them too

#

probably about twice as much as the consumer versions by now

#

and if you went from the VDK1 mounting solution plates with the god-awful 3m strips to just screwing on the Pre lighthouses, there will be sway

#

therefore there will be torsional stress on the high-RPM motors

full junco
#

I just measured the noise with my phone, its a nice 4400 Hz

#

@winged shale what?

winged shale
#

with VDK1 they included these weird plates for mounting with 3m tape on the wall, that they also included

#

the squish allows for an ever-so-slightly noticeable amount of sway from building movements, etc.

full junco
#

VDK1 is the one before the pre?

winged shale
#

yeah

full junco
#

well I never saw that

winged shale
#

the sway probably causes some bearing wearing in the motors, it's not good to move your lighthouses when they're in full swing

#

I can take a picture today of them, they're still up on one of our setups

full junco
#

well I just hope valve somehow will be able to remove such high frequency motors from the lighthouses

winged shale
#

they're moving to one-motor!

#

super exciting

full junco
#

are there more than 1 motor in a lighthouse atm?

heady parrot
#

ah that reminds me, didnt finish watching all the Steam Days talks ๐Ÿ˜ƒ

winged shale
#

there's 2, orthogonal

heady parrot
#

two

full junco
#

well is 1 less loud?

winged shale
#

veeeeery likely

full junco
#

my solution atm is just to have music playing, then I don't hear the lighthouses

#

I just usually find it annoying to have music playing when programming

heady parrot
#

with the old VK1 lighthouses, sometimes the vibration was caused by bad sync so turning them off and on again fixed it

full junco
#

but less annoying than a constant 4400 hz tone

winged shale
#

my solution was to keep my computer in the same room, and keep the 1080 running at full-tweak with 100% fans all the time

full junco
#

haha

winged shale
#

now it's silent in there >_>

full junco
#

yeah that works too

heady parrot
#

Headphones? ๐Ÿ˜ƒ

full junco
#

but the GPU fans are also quite high frequency noise

winged shale
#

already a PITA to put the headset on and off to try out a tiny feature you just did

full junco
#

yeah

heady parrot
#

I can slip the Rift on in like a second, but I dont wear glasses in the headset

winged shale
#

and then you're just sitting devving around in a silent room with squeals

full junco
#

yeah

winged shale
#

maybe speakers and music would work well for you

#

until 2017 base

heady parrot
#

any of you got the new Vive cable yet? I was pretty bummed when I bought a Vive like a month ago I didnt get the new one

full junco
#

theres a new one?

winged shale
#

ordering a few to replace fraying pre cables

heady parrot
#

yeah thinner, not a ribbon

winged shale
#

I'll let you know about it (hopefully) soon

full junco
#

ok

clever sky
#

In tech headlines today: Apple's $300 book contains 450 photos of Apple products

winged shale
#

sounds like the Onion

clever sky
#

To be fair, it looks pretty swish. I'd buy it for like...

#

$25

winged shale
#

I dislike Apple so I'm a pretty bad sales target

heady parrot
#

so basically a catalog you pay for? well done Apple

winged shale
#

and I don't really want to turn my living room into an Apple store

clever sky
#

Yeah, I get that. I'm just a design fan

winged shale
#

totally fair, that's a thing to admire

full junco
#

I dislike apple too but it would be nice if they would build a VR headset

clever sky
#

So setting aside everything else I don't like about Apple, I do admire their designs.

#

From an aesthetic viewpoint.

#

Functionality is shittttt

winged shale
#

IDK how they would lock the apple VR down to Apple hardware, their computers can't push those frames

#

unless they're going to go the route of mobile VR, which is increasingly flooding the market

clever sky
#

If Apple does VR, it'll be mobile.

winged shale
#

++

clever sky
#

Just like Google

full junco
#

I don't wanna see more mobile VR

winged shale
#

++++

heady parrot
#

agreed

clever sky
#

Well, if someone manages to do good positionally tracked mobile VR

#

probably Oculus given that's what john's been working on the entire time.

#

It'll be more interesting.

full junco
#

VR needs extreme GPUs and on mobile you don't have those

#

so that leads to VR being a 360 video thing

clever sky
#

Only if you want good visual fidelity

winged shale
#

the damn things are overheating trying to push framerate at 60fps, they sure as hell aren't going to be able to add SLAM on top of that

clever sky
#

You can do stylistic graphics on mobile for VR decently.

#

Like... PS2 era stuff.

full junco
#

and after 30 minutes your battery is empty

clever sky
#

And you know... a lot of experiences are ok like that.

heady parrot
#

untethered VR is super interesting and so is "standalone" devices.. but using a phone for it? not exactly optimal

winged shale
#

@full junco not if you've got a Pixel

#

๐Ÿ‘ป

full junco
#

mobile VR would basically need a fan to work good and having a fan on your face would be strange

winged shale
#

yeah advancements in mobile are gonna happen in the headset

full junco
#

good "mobile" VR you only get with somehow having the hardware on your back or as a belt or whatver

#

that makes sense

winged shale
#

including localized tracking, processing, etc.

#

eye tracking

#

and at that point why not just make it a standalone device that doesn't have to compete for compute resources

heady parrot
#

computing devices are getting smaller, but battery tech and power utilization needs a giant leap in the next few years. Things just heat up too much!

full junco
#

thats something nintendo should do, build a nice standalone VR device with awesome games

heady parrot
#

Im hoping that nano battery tech will take off in my lifetime ๐Ÿ˜ƒ

winged shale
#

I'd buy the shit out of that

#

call it... the Virtual Boy

heady parrot
#

lol

#

comes with a tripod!

winged shale
#

thing about batteries: the tech is THERE but manufacturing is the issue

clever sky
#

Quick question: Can you rebake lighing for selected meshes in Unreal?

#

rather than the whole scene

full junco
#

well the problem is now that progress with CPUs/GPUs slowed down so crazy much, now would be the time we actually need something like a 10x increase in performance because of VR

winged shale
#

there's this one company that is able to hit 2x energy density, and is going to be successful ONLY because they're producing parts to make their batteries with existing Li-Ion manufacturing techniques, just drop-in-drop-out materials

#

there was a good MIT Tech Review article about them

#

and yes Moore's law is dead, RIP

clever sky
#

Well... li-ion battery tech has been improving energy density steadily over the last few decades.

winged shale
#

unfortunately there's only so small that we can shrink the anode and cathode

clever sky
#

It's doubling every 7 or so years.

winged shale
#

the tech is about the surface area that the lithium electrode contacts with the polymer substrate

#

and the size of Li atoms is not decreasing

full junco
#

well battery tech is "just fine" for most stuff now, I worry much more about CPU/GPUs

winged shale
#

Volta is promising, as NV always is, but after that... IDK

heady parrot
#

Yup. I'd rather have proper VR "at home" than worrying about mobile

clever sky
#

Eh. We're just going to have to accept transistor stagnation for a while.

full junco
#

they need to make graphen CPUs work

clever sky
#

We're going to get sidegrades for the next decade

#

until we move onto graphene.

#

Whenever you decide to get your butt here graphene!

#

Starting to sound like the fusion of materials.

winged shale
#

yeah, like the phone industry lol, "die size is better as it gets bigger!"

#

already seeing that trend

heady parrot
#

I'd be happy enough if they can do multi GPU properly ๐Ÿ˜ƒ but that is as much a software problem, but needs better buses too

full junco
#

multi gpu isn't the solution

clever sky
#

On the flipside graphene research is getting super funded

#

while fusion research is... really not.

winged shale
#

the industry motivating force is computer architecture, not nanomaterials

clever sky
#

Confusingly and terrifyingly.

full junco
#

a single high end GPU will basically always stay at ~300W I think

winged shale
#

how can we optimize all of this spaghetti VLSI

#

it's coming down to layout now too

#

maybe we'll see 'EZ' 3-d ASIC and silicon fab

heady parrot
#

what about 3D designs? HBM is quite promising

#

imagine a CPU that is a cube, not a thin wafer

full junco
#

it still eats more watts

winged shale
#

that's pretty much what I just said, so yeah

full junco
#

the watts are the problem, not the size

clever sky
#

Some CPU dude that I talked to a while ago seemed to think that the possibility of 3D CPUs was been overstated.

winged shale
#

at 3d-manufacturing, density of transistors can decrease, which will decrease power usage

clever sky
#

Science/tech journalism and all that

full junco
#

why would reduction of density mean decrease of power usage?

heady parrot
#

how do you transfer heat from within though? heat pipe mesh lattice?

winged shale
#

less ambient temperature enclosure, less electron-tunneling etc. but then the whole thing is insulated so it's gonna get really hot

#

reduction of density in 3-d

heady parrot
#

So John what you are saying is we need to drastically reduce watt usage to be able to scale futher?

winged shale
#

not 2d

#

reduction in 2d means that wires get even longer, which is bad

full junco
#

but wouldn't it be strange if silicon would really be the best material to use for semiconductors? they use it for such a long time now and usuall the thing thats used 40 years ago should long be replaced by something better

winged shale
#

more resistance nearly correlates with more power, etc.

full junco
#

@heady parrot yes

heady parrot
#

often the reason to use something is cost more than anything ๐Ÿ˜ƒ

winged shale
#

NV realizes this, AMD apparently does not

#

about power usage

full junco
#

increasing die size is easy, but you can't cool a GPU with 2000W even if it would be cheap to manufacture

heady parrot
#

hasnt AMD been doing a lot of work lately to reduce wattage?

winged shale
#

they're crazy behind though

full junco
#

AMD and nvidia both have the main goal of reducing power usage

#

every chip manufacturer has