#virtual-reality
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yup
the one who can fit most performance in a 300W GPU wins
and on mobile its same with something like 10W
*the one with the API that gets used most often wins apparently
@full junco I seriously doubt that silicon is the be all and end all computing substrate in this universe.
@clever sky I really hope so (that its not)
Just bloody difficult to make better stuff.
the theoretical asymptote for computing something is zero-energy
it's not like you convert energy into information
the energy just gets lost to heat
Also the other thing to consider is that we've designed our computing paradigms around silicone substrates.
Whatβs New
Unreal Engine 4.14 introduces a new forward shading renderer optimized for VR, enabling crisp multi-sampled anti-aliasing in your games. The new Contact Shadows feature renders beautifully detailed shadows for intricate objects. We've also introduced a new automatic LOD generation feature for static meshes that does not require a third-party library.
Weβve streamlined the animation tools to help you be more productive, and added many new features to Sequencer (UE4βs non-linear
fuuuuuck what
oh, that was fast
everyone drops their chunks of silicon and starts running around like chickens without spinal links
fuck yes! the forward renderer is beautiful π
beatifully unshadowed
depends on what you are doing π no dynamic ones no
yup
yeah I only have dynamic ones
lets see what they managed to squeeze in at the last moment, I know they had more FW changes coming
unfortunately in my game everything moves, including you and your space ship
and even more comingin 4.15
nothing can be prebaked ;_;
space ships, been there done that π
Anything I've heard of or you shown publicly? I did EVE: Valkyrie, then moved on this summer
noice! mine is Iron Rain. not much now, but here's a blog: http://www.acebananz.com
first post talks about what I intend for the game, second starts the actual devblog
ahh awesome! you are doing grab 'n' drag locomotion π I played around with that a long time ago, but the rotation always made me ill. Are you ignoring that?
nope, I think I've got it down after a few months of fine-tuning etc.
tried it on my wife and a few others and they seem to like it
I talk about it in the video
I mean can you "rotate the world" by grabbing with two hands? thats what broke down for me
cool I'll watch the whole thing
And this reminds me I need to start a blog π got some cool haptics work I want to put out there
yeah that was my reason for this kinda system, and there is a 1:1 relationship between you moving your arms and the world moving.. so no unexpected motion
yes!
exactly
you're providing enough cues to your brain with your proprioception that it overrides the vestibular cues
yep
I tried Lone Echo at Oculus Connect 3 and was very surprised to see this π worked quite well, but I wasnt a fan of moving backwards and slamming into walls
it reminded me of learning to scuba dive, you are a bit helpless
also setting constant velocity angularly and linear velocity as well after let go is crucial
yes
I purposefully drop the latest frame of velocity from the rolling average of velocities, and keep an exponential average
got it to the point where you "go where you wanted to go"
no more futzing trying to learn how to get it working right
any issues with accidental spin? like moving past and object and grabbing it, getting some angular momentum and letting go
not really, I've got Newton's Third down pretty well for linear and angular impulses
it used to be rife with that, but in update #2 I fixed this
so the second video is the one that is closer to what I'm working with now
Oh man.
excellent
I spent all day building a 25m tall toy robot for VR
I've just started this blog, so let me know what I'm doing right/wrong and what I can do
Looks so awesome. I put it in the VR space, turned the corner and saw it and started giggling
Also thank you for the interest, keeps me going :)
Even though I've spent hours looking at it on screen.
I love those moments
When you make something and then view it with scale
yeah scale in VR changes everything, but its a fickle bitch π In Valkyrie we had to exaggurate scale a late to make things look big. Also how fast you travel massively changes your perception of scale
@heady parrot You worked on Eve?
I had to add a lot of "space debris" to make you perceive moment a bit more the help with the scale, but that also made some people slighly more ill
yeah I'm one of the founders of the project, moved on to a new one now
Nice stuff.
I mean in terms of street cred. I didn't actually play Eve much because it made me ill D:
been working on VR stuff for 4 years now π got early DK1 alphas
yeah I dont blame you π its not perfect and there were design choices/compromises made I wasnt happy about
Actually all the cockpit games don't work very well with me unfortunately.
Same
To dk1 stuff
Got my Kickstarter DK1 and it changed the trajectory of my career
yeah same here π VR is something I've been waiting for for a couple decades.
It really changed my life, not just my career.. since then I've lived in 2 new countries (UK and now the US)
@heady parrot also absolutely yes on how fast you travel massively changes your perception of scale. Most people don't understand that very well.
yeah so many things play into scale π even other references (add a teacup besides a cube)
I'd argue the whole VR industry doesn't seem to understand that very well given the preoccupation with unlimited teleportation.
Well... devs have been getting better about it.
But not all of them.
Im NOT a fan of teleporting.. hate it π¦ But I also hate to admit its far better than normal locomotion.
I think what spychiatrist is working on (and you can see in Lone Echo and Lucid Trips) is the next step
Which mechanic? The pull the world around you stuff?
Unfortuantely genre limited though. Like climbey style climbing works extremely well
Wasn't this what I was crying about recently?
Worked around a bug in SteamVR that caused VR to fail to initialize if SteamVR isn't running when launching the application.
(4.14)
But you wouldn't want to climb around everywhere π
Yeah! Remember I told you they were working on a fix for soon
Or was that someone else
eye tracking and foveated rendering halves the gpu needed doesn't it
yep that locomotion works great for zero/reduced gravity, water sims, climbing etc
Also @heady parrot I'm humbled
Most people arent really looking for anything new, just jumping on the teleport wagon π
Yeah, I've implemented climbing functionality into my stuff too.
Which is why I mentioned I could climb all over my 25m tall robot π
Built a bunch of hand holds into him.
Both intentional and unintentional.
I've got a pretty cool other system of locomotion called Globetrotting, I'll post a video on it if you're interested
ooh sounds fancy
Makes the whole getting around stuff slightly slower but you get to physically walk everywhere
I love following any VR locomotion ideas π been a while since I've seen a new idea
Did you guys see that moongrid 'locomotion' system?
@heady parrot definetly want to keep your eyes peeled when I drop my locomotion demo then π
good! looking forward to it π
Sorry not moongrid, gridmoon.
My locomotion experiment, Gridmoon, is live! if you have an HTC Vive, check it out here: https://t.co/XpTdpYF0en #PROCJAM #VR https://t.co/whYzxsbwmJ
oh yeah, I gotta try if 4.14 actually fixed the planar reflections in VR
oh yeah I saw that π loved it, but quite genre bound too
Yeah.
that one is teleporting
Yeah it is.
basically anything that fools you into thinking you are not moving
Super fancy teleportation.
not fancy, just fancy anmation
less teleporting, more the world re-arranging around you π there is no sudden disorienting moment of instant change
thats my main problem with teleporting
and what about dashing?
@winged shale Yes, would love to see 'globetrotting'
You people and your fancy ass locomotion names.
and here I am with 'CAOTS'. I think I'll rename it.
dashing is awful, but kinda works if you add a "blink" over the acceleration change frames
I think you'll laugh when you see it based on the name
Cats Are Over Teleporting Systems ?
does ue4 have a built in flock system?
Controller Assisted On The Spot
It's kinda a combination of Onward and Ripmotion (although I came up with this idea way before either of those two appeared... but I only learnt to program recently D:)
btw did you notice that with forward rendering we can now have "proper" translucent materials? specular, reflections etc
Really... that's good to know
the running in place idea is .. super old π
Yeah it is. And it's never been done properly.
nope
Until now!
there was a small device at some point you attached to your shoes, cant remember the name of it
Well. I can hype it with words all I want. I don't think anyone will pay attention to me until I drop this demo tho.
yep π demos demos demos
I'm just trying to make it awesome, because you kinda need to spend about 5-30 minutes with it before it 'clicks'
Not that it's hard to learn. Just walking in place apparently feels weird for people initially.
if you need to learn it and its not intuitive then I dont think it will gain popularity :/
Well, if you know how to walk and how to use a 'joystick' you're good to go.
But just like with anything else that's not exactly something you've done before, it takes a few moments to adjust to the differences.
Certainly easier than armswinger
joystick? as in a gamepad and not motion controls?
It's motion control based.
Just the trackpad is used as a directional pad.
my first vr game will probably only use it for camera control, gamepad for moving player
Use what for camera control?
Ah.. so you're doing a gamepad VR game?
basically a 2d platformer, play it in vr and you can look around the level more
The locomotion problem just pisses me off tbh π All I want to do with VR is explore new worlds! /sigh
Don't worry Siggi. I gotchu covered.
Also, what did you mean when you said dash needs a blink frame?
And anything that requires waving something or wiggling around like run in place is garbage imo
so the main trigger for simulation sickness is acceleration changes (well and vection). So if you just turn the screen black when changing speeds it does help some people, annoy others π
Ah yeah
Yeah, I prefer the screen not black out when dashing.
Apparently dashing generally works for a lot of people as it falls under the vestibular activation threshold...
And the main benefit is you get a motion frame of reference between the previous and new locations.
Which is something that's problematic with normal teleportation.
@winged shale I'll make a believer of you yet!
so like tunneling?
that method is my favourite version of teleporting
it helps with disorientation
Or you mean like this one?
https://www.youtube.com/watch?v=lKnM5gC-XpY
@heady parrot Maybe? I call dash teleportation the one you can experience in the Vive home
Definetly not that one.
hmm I don't like that
view is small enough without playing in a tiny window
Yeah, tunneling is at best an option for motion sickness sensitivity.
tunneling looks interesting, but also looks like it break immersion pretty badly
Budget Cuts is nothing like tunneling π
does having something on the screen help? fake nose, glasses?
Only thing that's similar is you get a preview window
I like teleport or dash locomotion
A preview portal. It's the best teleportation system to date.
yep
either that, or treadmill
Mainly because it helps with the immersion and fits with the narrative
What do you guys think about Onward locomotion? Getting a lot of praise from the VR users...
it's disengaging from the game
it takes my presence away, and makes it more about the game being a technical shooter
some moments can make up for that, like the moments you're gonna get PTSD from
Haha...
I didn't get to try the game. It doesn't like my internet. Just keeps booting me.
But managed to try enough of it to know that vection was kicking in pretty strongly still.
Not 'I'm gonna barf' just 'this doesn't feel right.'
yeah it's annoying to 'zoom around'
Interestingly
I dislike that it's just based on touch
Chet Falisek claims he doesn't get motion sickness from Onward.
that is pretty interesting
and he's chief - don't you make motion sickness games you jerks!
he's pretty sensitive
did a game logo just appear and disappear?
Yes
Like a Tyler Durdenesque penis pic inserted at the start of a reel change.
Anyone tried 'The Climb' with touch or Revive controllers?
The climb has cardboard demos?
no, the cardboard demos are the only vr ive ever seen
The... Bollywood knockoff trailer?
"Oh, that's cute and looks fun, maybe we'll put that on in the background sometime.. maybe"
guys I have an urgent Issue with 4.13. my VR project with Vive plays super slow (I'm using sequencer) it's like a slow motion ! any1 encountered this ?!
it's strange because the camera moves in Constant speed but the speed gets slower with higher framerates!
if it gets slower with more frames it sounds like you might be incorrectly factoring in DeltaSeconds in a Tick somewhere
I havent used Sequencer in an actual project though, so dunno if its a problem with that specifically
is this only on Sequencer driven objects?
ie have you tried just moving an actor by other means
ah no should try that
I wonder if folks who was having trouble with multiplayer in VR will now rejoice with 4.14
Yay 4.14 is out in case everyone hasnt already downloaded it π
Hey guys
I can't seem to find help anywhere on this and it's really simple
It's for a VR project, but not related to VR mechanics
Maybe you can help me out anyway
I'm trying to create a new animation, I created it using a reference pose and I've added keyframes but I'm not sure how to SET a keyframe once I've moved the skeleton into another position?
Someone here might be able to help you. But you're honestly much better off asking the ue-animation channel
Or ue-graphics
I did but there are 2 guys in there ignoring my request so it keeps getting pushed up
I'll try that, thanks
But good luck! I'd help you if I knew how.
Landscape editing in VR!
Sexy
Gotta try that. Might be better than editing in standard viewport if the controls are right.
@wintry escarp did you get your Gear VR after all ?
it should be here by next week
genuinely excited about improved physx in VR
Hopefully CCD actually works now
Auto LOD is awesome, too
and forward renderer
It's a good patch
forward renderer is better for glass etc?
are CCD errors why unity cant do breakout properly using physics?
given time the ball always ends up locked in a flat trajectory bounce
@motorsep Did you see anything specific about motioncontrollers in the patch notes? Afaik they're still broken over network. The replication speed increase is definitely nice though.
I was hoping to use EDL but it doesnt work in launcher builds: https://answers.unrealengine.com/questions/520822/event-driven-loader-checkbox-doesnt-respond.html
Well, has anyone reported issues with networking motion controllers to Epic?
I think it's not an issue, and it makes sense to me
if you've got a component that you set to respond to input from a specific API like SteamVR, then it aught to respond to it. Instead replicate components on top of it, or make actors follow their transform per tick
the only fix that is reasonable to me would be to make it playercontroller dependent
@mighty carbon I've reported it a few times.
Each time I'm told its has been fixed either in a prior engine version or the they fixed it again for a new engine release.
@winged shale You lose late update with most work arounds, and that's just not acceptable
Setting transform on tick for example
Needs to be parented to do late update
I'm using the VRExpansionPlugin atm, it solves it
Using his custom MotionController-components
I should check that out
^ I was just about to post this. lol
π
So are they handing out those controllers like candy?
Or do they only hand it out like candy to proven devs? D:
the latter I imagine
I don't have a prior project but this one looks so unusual it should glide in with luck
@fresh laurel Bonny sees, how awesome...
@abstract gale I know right
Being able to see for the first time in 8 years thanks to VR tech. Pretty amazing
no, thats jut fucking awesome
π
@fresh laurel is this some open shit?
I shared it on r/upliftingnews
just saw, thats awesome
π
any idea if that is open?
where is the source? they stated using an android app
oh
One sec
I do not think it is open source BUT
Near Sighted is an application that works with your phone and VR displays .
There you go
It is free tho
very cool
π
if they release that wow
I know right
does that help script lens i wonder
thats awesome, thanks for sharing that
you still have a head clost?
clot
Yeah - Little brother. He has mental disabillities.
I wear it as a badge of honor tho
yeah
I thought your name was just you being metal but that's awesome dude
@dry fjord nah my little brother has autism and a fair few mental disabillites. I love him hence the name π
He has not tried it yet
He lives in a care center right now
We cannot care for him. Which really breaks by dads heart
man if some VR could help that..
I really hope it can
Yep will do. I need to update my PC so I can make some experinces for him
If Nintendo made A VR pokemon game. He would be in heaven
@fresh laurel How was that woman able to see because of VR? I can believe it, just wanna know how it all works. lol
@pallid echo - I do not know the sceince behind it but https://www.indiegogo.com/projects/near-sighted-vr-augmented-aid-2-0#/ that might be a good start
thanks
I think I'm ready to incorporate, especially on the cusp of free Oculus touches. Anyone know how to found a LLC or have any good info on it?
free oc touch?
yea its easy.. US?
Yes
Utah here
I lived in Utah for a bit... awesome
Zion is awesome, so are buttes
fk the mormon bs for any complainers, its great
Social Media. If you make any social media posts or tweets regarding any Product (subject to Section 6), you will accurately and prominently disclose your connection with Oculus such as by stating "Thx 4 the free hardware Oculus" or, when space is limited, preface your statement by using the term AD or SPONSORED (e.g., #AD).
AD Thx 4 free hardware ocrus
Lol wtf is that
it's what you agreed to did you not read it
I haven't signed up
ah
so.. why do u think there are free OC touches?
just do it anyway bro...
because Oculus wants their product to be supported by devs and the best way to do that is to give it to them
I'm not incorporated, etc. Need company and company bank to sell on Steam blah blah
advantage with little cost
HTC did the same
u dont need to inc spy..
I bought my Vive but I could have gone for a grant
@abstract gale what should I be doing?
I never really learned any of this stuff. I want to sell my VR game on steam. I'm a single indie and don't intend to grow save for contract work for assets in future
@winged shale is that a fun hat on the head or some thing?
to sell game on steam u have to g thru greenlight..
I also need a legal organization name to register myself as a developer on Oculus for Touch eligibility. It's a fez, not mine
Sorry for being quiet - Just need to talk to some one
Also you don't need greenlight, they readily want people to make more VR content, I'm already in contact with biz
haven't seen too many Texans using UE4 and hanging out here :/
or palmers
I am just asking what is my best course of action, LLC, otherwise? I was looking to start a conversation about it from people who have done it before
not really a convo here..\
Indeed
but u want to start an LLC anyway
Too many new posts π
If you are making $$$, go for LLC
dude, if u have have to ask where to start a biz, it shouldt be here..
if you are making $$$$$$$ go for C-corp, as you can get international board members (that's if you are going for world domination π )
bad advice
think about it...
C-corp is the only entity you can have foreign board members
either way, thisis VR chat, not investments chat
double taxation sucks, but it's all about trade-offs
literally everyone should register in Jamaica and be Cool Runnings Games. everyone.
I work for... nm
come on.. this chat is soooo busy right now that can't talk about related issues π
That's what I remember most from intro business. Thanks @motorsep#8292
EVERYONE.
And yeah it's pretty related to all of this, calm yourself dude
I never bothered with LLC or anything like that.
guys, keep it VR
I wouldn't bother trying to moderate them
let's keep it VR and silent
on a VR note, new forward rendering in 4.14 looks nice
pimp1
i can definitely see less blur
@odd musk with what settings?
Forward shading enabled, MSAA, everything in Engine scalability settings on Epic
haven't tweaked too much, just upgraded my project
what card u run?
980 Ti
cool
and I am back
wb
@odd musk I find that turning using temporal instead of msaa, turn r.postprocessaaquality=2, and r.screenpercentage somewhere between 160-200 costs the same or less performance wise and looks better
Kinda disappointed with 4.14 updates TBH.
Except for the physics stuff. That's like black magic.
Playing around with the cubes in the VRtemplate
and they feel amazingly solid
did they make physics better?
Huh, I'll take a look
I'm happy with the update but im unhappy with how much people are jumping to msaa
FWR only gonna get better from this point
@winged shale oh yeah the fwd renderer is great
msaa is not
at its current state TemporalAA, r.PostProcessAAQuality 2, r.ScreenPercentage 180 looks miles ahead and costs similar in performance
their implementation of MSAA seems rushed
yeah I hope it improves, but overall this mix of low quality temporal and forward is way better than before anyways
yeah TXAA in forward will suffice to debug my shaders into working properly to look good in forward, etc until MSAA grows up
MSAA is essential to VR so I am disappointed that it was not the focus of this release as far as VR features goes
@real needle Interesting, i'll try it out
cool, let me know what you think
I'm having some design issues I'm not sure how to handle
I want to pick up an object attach it to my hands and then disable its physics yet still have it collide
But it seems that can't happen you need physics on
but then with physics on can you not attach it to the hands?
it should automatically have collision still set
if you just say 'set simulate physics' to false
moving something around will still collide
@silver brook Go check the VR Template.
not even overlaps
Because it has the behaviour you desire.
I'm in the VR template
Well, by default, if you pick up a cube
it'll definetly let you hit stuff with the cube
And if you use a different mesh for the pickup object
it'll let that mesh collide with other objects.
So... either you've broken the template somehow... or your template has been broken somehow π
Ok I just checked it out
if I pickup a cube it will hit the other cubes
I just have to figure out how they allow for this?
But this isn't normal unreal engine right?
yes, it is
Nope.
Or is it just a setting?
Just straight BP in so far as I can tell.
So its a BP setting on the cube?
probably not much, because I didn't have to do much shit at all to get my pick up to work
Yes, it'll be something somewhere. I don't know off the top of my head...
check your collision groupings
My pick up works it just isn't colliding with an object I've added
So its a group setting
that's what I mean, semantics....
@real needle Can confirm Temporal AA with a higher r.ScreenPercentage looks better
especially for text
@silver brook Probably what you need to do is set the collision group to physicsactor
That is what I'm trying right now
What kinda object you trying to build anyway?
@odd musk thats what I thought too, especially if you turn the quality to 2 it makes a huge difference in clarity
Why not just make a child or duplicate of BP_PickupCube
Trying to learn
and set a different mesh
I want to learn
Fair enough.
I could clone but I wouldn't undertstand
I've copied every setting as far as I can tell now
Does the cube have to have Simulate Physics on?
Check all the settings one by one
But that doesn't explain how my hand gets it to trigger but not the cube
But yes, probably.
It has a collision mesh
or a physics collision mesh
Go check the cube you're using
and see if it has collision on. Also from what I can figure, you can't set it to complex as simple
collision
Because funky shit goes down.
Well in my mind the cube I'm making is fine
@real needle Would you say it's still worth using the forward renderer even if not using MSAA?
@odd musk yes, it still gives a 20-30% performance boost, and where it really shines is when that boost allows you to change r.screenpercentage from 150% on deferred to 180-200% in 4.14 making the scene incredibly beautiful
@real needle Thanks. Good to know
yup, still really good, but msaa needs some love
Anyone here ever had an issue where your VR pawn always spawns facing the opposite direction from what it looks like in the editor?
are you sure you just dont have the steamvr layout facing the opposite direction that you would like?
I think that'd be the most likely cause.
Unless
Other VR experiences appear to start facing forwards normally
Oh, weird! It looks like that's exactly it. Just tried loading up a template level instead of my own, same thing.
I'm still pretty new to this stuff. I was still assuming my pawn would always face the way it does in the editor.
just place your headset 180 degrees around and then it will
Hadn't considered that the orientation of the play space would affect that.
Thanks for pointing that out, guys.
np
My monitor is left of my 'forward' space, so I'll always be starting facing left of my pawn heading π
At least in editor.
When playing, I have the HMD on my head and facing forward automatically already.
Or rather, most of the time I'll orient myself forward on start.
Frustratingly some devs just ignore this fact and presenting starting information wherever they feel like it.
Probably the facing of their monitors.
I think I know what is going on
You can't do Hit Events or Overlap events without Simulate Physics being on
You can have collisions with Simulate Physics off but I don't think you can generate events
its the only explanation
Fair call.
Test out your theory
By wiring the BPcube
to an on hit event. Print string it.
Good call
seems to be the case for overlap
but not the case for On Component Hit
Is that cause you can't have an overlap if hit is working or rather if the collision is not allowing overlaps?
Wait actually I'm not sure
Let me check again
I can't tell
I think the cube Im hitting is getting moved to hit the ground which is triggering it not as a result of the cube I'm holding
Does anyone know what the menu button above the touchpad on the Vive controller is called in UE4?
Oh! I think I found a cheat sheet.
Shoulder
Seriously.
I thought the cheat sheet was outdated?
To make it more confusing, they have a bunch of redundant buttons for future controllers in the mix there.
Grip 2 isn't actually a button.
Yea I don't think its mapped right
Grip 1 is the only grip button.
Hah. Oh man.
Cheat sheet still pretty valid.
Unreal really needs to step up with their docs man
As far as I can tell.
Only way to keep up with them is to have been with them from the start
No one here even knows if Simulate PHysics has to be on for freaking collisions lol
And I can't seem to find a conclusive answer
Well, the mesh needs simulate physics on for sure.
But the act of grabbing the mesh will disable physics
Otherwise it doesn't attach.
Couldn't confirm that for me earlier there lol
So attaching only works with physics off
Otherwise when you throw the object it'll do nothing.
Well if it still has physics on
It'll obey physics before attachment.
And straight up fall to the ground and limply get dragged along with hand movement.
Events not sure; haven't messed with events stuff yet.
Not sure why not though... if it can overlap it can still do stuff right?
Well collisions and physics seem to be related. I know in Unity you can't get OnTriggerEnter or OnCollisionEnter without a rigidboyd
So that is why I thought the same might be true for Unreal
No events without physics on
Trigger?
A box trigger or something.
Can I get a trigger mapped out to the mesh of the object?'
In the drop down on the BP
where you add elements to the BP object
... if you don't know what I'm talking about, time to do some tutorials! π
I know what a trigger is but I don't think its useful since I don't think a tirgger can be anything other than a primitive shape
That's true. Depends on how much precision you need.
Even for something like a sword though, you can just shape the trigger to roughly the blade
Or use a couple π
Yea really I'm gong to be moving my cube test on to a circle shapped object like a plate
I want accuracy
Yea
I've been going more the direction of been able to grab and use things
Grabing is childs play at this point
I need to smash objects with objects
but I can't see how!
I can't even get events to work!
Well, I've also got grabbing objects that need to be tightly held
like swords and shields; so that release doesn't drop it.
And guns where you can use it as a gun after you grab it.
I see
But the smashing plates with the object in hand is an intriguing and fun sounding challenge.
Let me know how you go if you make any headway.
sure thing
Work takes up so much of my time and then its an hour away and I've got to cook dinner I get very little time for self projects these days. Always feel rushed. Anyways gonna call it a night.
why not just use event hit to drive a destructable mesh
Because that would be sensible!
UI in VR is pretty complex.
Quite an interesting challenge to get it set up and feeling right.
@balmy creek That's why VR is so fun! All the new things to explore π
Be grateful you started doing UI for VR after the release of the widget interaction component.
Before that you couldn't interact with widgets and instead had to use a bunch of hacks.
https://www.youtube.com/watch?v=8WMzjJ5vDFE what do you guys think?
@real needle you marked it as private can't see it.
If you can do rapid hitting of one key without it messing up or anything like you are playing the drums or something then you are golden.
yeah you can
GOLDEN π
now that 4.14 is out i wanna hook it up to a midi controller too ehehe
I might do that at some point myself (Midi controller hookup)
the keys also resonate when you hold them down just like a real piano
Oooo
SOmeone did it for the gamejam
But either they didn't do it properly, or their game just wasn't that good
I've found UI in VR to actually be easier than traditional.
Given that you don't need to account for variable window sizes.
@pallid echo Doing client work, so I'm cautious about using experimental features.
Did what for the game jam? @granite jacinth
The widget stuff is pretty solid.
@clever sky Easier? Oh man. I'm struggling.
@Nick only if you use 3D widgets!
Having to think about scale differently, whether or not I want a widget to attach to the camera, etc.
@real needle midi
@balmy creek its not experimental π
In vr?
@pallid echo It is in 4.13, which I need to use for this project.
Still learning how it even works.
Damn @balmy creek Already doing VR Client work a few weeks after you got one?
Such pro!
@Nick I'll give you the rules of thumb for VR UI; no camera attachment for UI with exception of momentary and critical information indicators.
Best case is spawning the UI to the actor now the camera or the controller.
i.e. you summon a floating window in the room.
These emotes
Similar to SteamVR UI.
@clever sky Indeed. That's what I'm aiming for.
I've found hand attached UI to be varying degrees of wretched depending on implementation.
@balmy creek Its not experimental in 4.13? Don't have to do anything special to activate it.
Doing it with widget components is proving to be challenging, though. May just hack it with mesh components.
Widget components are incredibly easy
Also make the UI large enough
@pallid echo It's under the Experimental category when I add it to my Blueprint, though.
@real needle I'm sure they are once you've done a decent UI with them.
Again follow SteamVR here; 1-2m diagonal, 1-2m spawn from user.
And use laser pointer. Because pressing buttons by hand with such large sizes is... unergonomic.
@balmy creek Ah, I guess it is then. Oh well, only thing it does is replace mouse clicks essentialy though so it shouldn't cause you any issues.
Ah, OK. Interesting!
Outlines how to use the Widget Interaction Component to interact with 3D Widgets.
Super easy to get setup ^
Or watch my awesome tutorials
Or that too
If you get stuck
Thanks guys. β€
π
That was my "first" tutorial, I learned a lot from that
Oh snap
Simon
47mins tho?
skip the WBP creation
I need to find my mic for my headset
So when I go into VR
it takes headset mic and not blue yeti
but, vive has mic..
Hmm
The Vive mic is decent.
Obviously no where close to the best but its okay.
Better than my old X11 Turtle Beach headset mic for sure. lol
What do you guys think of AI-AA?
I'm not smart enough to understand what goes into that stuff (like the filtering and so on) seems pretty damn cool though.
Watch AI start getting put into normal cameras and such now.
This game has nice UI: https://youtu.be/k9UoKScjqA4?t=211
I like the ammo read out on the gun. Nice and simple and game like... But imminently readable.
The HP on controller is also handy.
But it should show on camera when you take damage before fading (and accessible on controller look)
Serious Sam VR does it right for me.
They have these non intrusive bars that are attached to the camera but never get in the way of your view.
And ammo count is on the back of the gun.
I love the super-jank of this VR demo/experiment: https://www.youtube.com/watch?v=r0BVlCv9kx0&feature=youtu.be
You guys should play Cimbey
it's a vomitfest
You don't like it? π
Hahah.
Are you ok when just climbing?
Because there's a lot of kinda iffy jumping in there.
yeah
no idea
I actually stopped and then five minutes later the nausea got me
it'll have been the jumping though
Interesting.
I've been wanting to play Climbey
curious about the motion sickness potential if any.
Only game that gets me sick at certain parts of it is Vanishing Realms. Any other game I'm good with even if it has trackpad based locomotion.
Seems to only be when I'm battling the skeletons
For instance the first time I played it and got to the very first skeleton you have to fight, about 30 secs into the battle I was feeling like crap.
That's weird.
As hell.
There shouldn't be any unusual vection going on.
Maybe you're getting hit with frame rate drops??
Here. Have a gif of cats fighting to make you feel better: https://g.redditmedia.com/Qdqt0BDENANjskha_X38Ktn3Nklpc89Y_Nq5Bm2KEjI.gif?w=720&fm=mp4&mp4-fragmented=false&s=d1d7beb75150761920774ff76fc3948e
That's what I'm thinking too but the weird part is I can usually tell when I drop even a few frames
I dunno, at least its not all the time.
lmao
that cat GIF
That was great lmao
Hehe π
@clever sky is doing a real service here.. Maybe you could start charging people and then supply them with cat gifs when they're feeling down?
^
I require a cat gif
The Hero we need, but do not deserve
π
hahaha that's great @clever sky
π
any news about Zenimax vs Oculus ?
Hey guys! Does anyone know how to do mixed reality recording in UE4? Looking into it for a trailer. Something like this: https://youtu.be/d4tn0eD0Nx4?t=88
My team is having trouble getting the game to record from a camera other than the HMD
Yeah, probably not gonna work for a while out of the box
Unfortunately this is a point of contention with devs and Epic's implementation of the SteamVR plugin
Has anyone here pushed a build to the Oculus store via the command line before?
Oh, nm, i found the info i needed, burried deep deep deep in their damn dashboard
Thanks @winged shale , any ideas on how to drury rig it and get it working? Or is it a fools errand?
the best I've done is to reshape the UVs for the render target to make it 16:9 instead of the dreaded 3:4 view
if you've got a tinkering sense, you can see if you can get a 'stream to file' kind of scene capture camera implemented in the engine
then sync in post
alternatively you can use matinee or whatever it's called now to playback an 'action replay' of your scene after recording, but that might require some replication etc.
those are my ideas, (un)fortunately I'm not in the stage where I'd be doing a mixed reality trailer, so hopefully for me someone who is in that stage will hack it together, make a pull request, or epic will finally implement seperate render targets for VR
how to change the render target?
i would like to remove the black corners of the monoscopic view
just by zooming a bit more
dang. Yeah I was looking into the sequencer method. It looks like a massive hurdle though. Maybe 4.14 introduced something there. I'm not sure how to do any of hte stream to file/render to target things you mentioned atm
another idea: if you don't care about your experience while you're playing, you could stick a render target material to the front of your face, a few inches ahead of only your right eye or left eye, and use an in-game camera to output to that, and then grab your video data from the steamVR mirror
Not a lot of information online for render to garget yet
good that ive added full replication to my game
i was plannig to use recording
and sequencer
to build a trailer
then all you've got to do is transform it in after effects or whatever you're using, and then use the left eye cropped for the 'view footage'
Google Earth VR looks neat
someone in here mentioned how to do the UV renter target change, you do it in the SteamVR plugin, let me see if I can find the thing in github that I used
No Rift support π
Google throwing down with Mirror World V0.01 here
Facebook? Social VR? Pah! We've got massive amounts of global mapped data. And we're building systems to make this conversion to 3D a cinch. And we're building AI systems to populate it. You can have the Metaverse; we'll take Earth 2.0
Is what I imagine the conversation at Google HQ is like regarding this stuff π
it doesn't specify Rift, but I suspect it will work
hmmm case makes pressing power button harder, hopefully it will loosen up
s7 finger print reader isn't very good
I don't think it has ever read the fingerprint first time
why do you want to lock your phone with fingerprint? What if something happens to you and your phone needs to be unlocked to get a hold of your relatives or whatever?
I don't lock my phone at all, since I don't store any sensitive data on it
because a finger print is more secure, you can still dial ICE and 911 without unlocking the phone
if you are unconscious, you can't dial shit π
someone else can
well, 911 arrives and how will they get a hold of your family ?
ICE
In Case (of) Emergency, you can set it to anything you want (maybe even multiple numbers) and you can contact without unlocking the phone
and they can see the name/number
hmm.. interesting
didn't know about that one
what if you jack up your finger that you use to unlock your phone? How to unlock it then?
the pin
(not emergency)
you can still use a 6-digit pin to unlock a touchID device
difference is, now I can knock you out and access your phone π
there is nothing of value on my phone π
Question
@hard light then i have bigger problems
I don't know, you haven't seen the photos I'm going to take of you and send to all your contacts
@clever sky afaik no, multiple material ELEMENTS do tho
@spring pond Oh... so if I have 4 material elements for my mesh, that's still going to be 4 draw calls, irrespective of instanced materials or not?
yep
i do scans of both thumbs since i can use either hand
@wintry escarp did you find how to add emergency contacts and how to access them without unlocking your phone?
@normal thorn Not really. I just wanted to know if I could get away with been lazy with materials :p
I've got this style going that looks pretty alright. Basically eschews texture maps and uses materials for faces/components
is your platform mobile? b/c from what I understand transparancy and reflection are bigger issues in PC performance
i mean I try to keep draws low
VR
you can bake all those materials back down if you make them in maya
or max
what are you using?
... sketchup.
I can see that as an issue
I just hate the skinning process with a passion.
you can design around that
I have! Kinda π
Haha. It's all good. I'm just going to have to knuckle down
And crack this issue.
The learning UV thing that is.
yeah, a lot of people use 3rd party software to UV
Can I not use navmesh-based teleporting in a streamed level?
It's just... if I could get away with assigning mats without UVs, it'd make my life super easy
I use 3d Coat, and a lot of people use hedus http://www.uvlayout.com/
headus UVLayout, UV map texture coordinates editor for Maya, 3DS Max, Softimage, Modo, ZBrush, Mudbox, Poser
Yeah, I've used Hedus in the past.
Just pricey....
For a really bare bones looking tool.
@balmy creek I thought you could. But never tested that.
theres got to be a workaround
@clever sky 3D Coat is the way to go
I love it
$300 I think
When I play in the VR template's motion controller map, teleporting works great. But if I make a copy of that map and stream it into a different persistent map, it stops working. Sad day.
@balmy creek let me test that...
I'll have to investigate it. Failed to take proper advantage of the trial though. Kinda poked at it and was a bit overwhelmed (was learning Maya at the same time).
I made some quick start tutorials. Let me know if you want to get into it. I can help, maybe update those tutorials
@Nick - probably to do with the fact their teleporting uses the nav mesh
Does the nav mesh not work correctly from a streamed level?
no idea, haven't looked at the setup
I wouldn't have used the nav mesh anyway, that's for pathfinding..
@normal thorn That'd be nice; shoot me a link if you have one handy? π
brb. Gonna try google earth VR
@balmy creek tested streaming levels and it works
did you make sure to have your nav bounds extend to the new level?
Oh. Haha. Well I just tested and got the opposite result.
If the map in question is my persistent map, teleporting works. Only stops when I stream it in to another map.
I haven't messed with the nav mesh much; just removed the table with the pickup cubes since I don't need them. Left everything else alone.
Might it have something to do with where the player is relative to the nav mesh?
odd. I used the locomotion map, made a streaming level, bp to trigger and stream it in, nav bounds for all, build
I can test that map
there are nav modifier volumes in that level
which will block nav meshes from building
might be part of the issueu
tested that level, worked after I removed the NavModiferVolume
that was blocking
Oh? The motion controller map?
There's several nav modifier volumes. Which one did you remove?
well I turned on Show>navigation then you see which one is blocking, and delet it
for me it was 12, b/c I extended that map in that direction
I think the point of them in this map is to keep people from teleporting too close to a wall
Hm. Showing the nav mesh looks fine to me. It's all green where it needs to be.
Yeah, and to keep people from teleporting inside those stacks of cubes.
trigger to stream the level in, teleport around before and after
before you can't go where the level is not yet loaded
after you can
Weird...
hey, does anybody know where to get a 3d Model of the daydream controller?
@normal thorn Interestingly enough, I notice that when I build navigation, a second identical nav mesh is being generated in my persistent level.
Might be related.
I see them in the world outliner.
ah the bounds are in the outliner
It's called RecastNavMeshDefault.
I teach unreal vfx at gnomon once a week, and students show me bugs that stump me all the time
like whyyyy? Ah this never happend to me, lets see.
I could remake that level w/o starter content, and send it to you to see if theres something corrupt or messed up in your template
well its only 34 megs if you want it
as is
Thanks, I really appreciate your help and patience. π
deleted starter content and now only 34 megs
Haha yeah, that's a big folder of stuff.
Thanks! I'll give it a go.
Shit. Actually, I need to take off soon. Traveling this afternoon.
When I get back to a computer later, how do I go through your test? Is NewMap the persistent level to start with @normal thorn?
@balmy creek its the controller map
open hit play and test. LTrigger streams in level
Ok great, thanks. I will get back to you later today when I test it.
Thanks again for helping out!
Goddamn. Google Earth is some crazy shit.
Google Earth VR.
Also excellent locomotion and design all around.
Biggest con for me is really slow loading times.
Had to chill on my couch waiting for stuff to load.
But I could see which of my neighbours had pools and solar panels π
And that I live in a suburb where some people have tennis courts.
In their backyard.
Like... 50 meters away from a public tennis court with 15 courts on it!
looking forward to testing this out π should teach me about my new neighborhood as well (just moved to the US/Atlanta a few months ago)
It's the ultimate spy tool!
I can see which one of my neighbours have dirty swimming pools!
And whether or not they're meeting council regulations in building code!
I see, your built area occupies more than 50% of your plot. Perhaps it'd be troublesome if the wrong people were informed of this.
I know someone that could help you out here. But he's not cheap!
just write a neural net that gather all that information
then mass blackmail a whole city, get rich, run for president
Muhaha
Only complaint is that it auto resizes you at height.
It has this nifty feature where the scale grows as you move closer to ground
But conversely, scale shrinks as you move further up.
But I kinda found a way to go full scale and then 'climb' my way to the top of a tall building.
Which gives an amazing view and sense of scale of a city.
Only problem is it'll forcibly resize you while you move your head
I saw things shrink before my eyes! D:
And it's tricky about it. It only does it on head move, so at first you're not sure what's happening.
'Was I... was I at that size before??'
how does it make you feel overall? with the locomotion and all
going to try this out tonight
Well, I'm fairly motion sickness resistant.
But the experience was great for me.
It defaults to comfort mode that shrinks your FOV when you move
but I turned that off. Much better that way.
Few different types of locomotion, works very well together.
ah cool