#virtual-reality

1 messages Β· Page 47 of 1

full junco
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the diagrams you see are usually not about performance per dollar but about performance per watt

winged shale
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yup

full junco
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the one who can fit most performance in a 300W GPU wins

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and on mobile its same with something like 10W

winged shale
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*the one with the API that gets used most often wins apparently

clever sky
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@full junco I seriously doubt that silicon is the be all and end all computing substrate in this universe.

full junco
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@clever sky I really hope so (that its not)

clever sky
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Just bloody difficult to make better stuff.

winged shale
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the theoretical asymptote for computing something is zero-energy

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it's not like you convert energy into information

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the energy just gets lost to heat

clever sky
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Also the other thing to consider is that we've designed our computing paradigms around silicone substrates.

mighty carbon
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winged shale
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fuuuuuck what

clever sky
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Ok.

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Time to udpate

full junco
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oh, that was fast

winged shale
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everyone drops their chunks of silicon and starts running around like chickens without spinal links

heady parrot
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fuck yes! the forward renderer is beautiful πŸ˜ƒ

full junco
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beatifully unshadowed

heady parrot
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depends on what you are doing πŸ˜ƒ no dynamic ones no

winged shale
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yup

full junco
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yeah I only have dynamic ones

heady parrot
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lets see what they managed to squeeze in at the last moment, I know they had more FW changes coming

winged shale
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unfortunately in my game everything moves, including you and your space ship

heady parrot
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and even more comingin 4.15

winged shale
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nothing can be prebaked ;_;

heady parrot
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space ships, been there done that πŸ˜ƒ

winged shale
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am there, doing that

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πŸ˜‰

heady parrot
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Anything I've heard of or you shown publicly? I did EVE: Valkyrie, then moved on this summer

winged shale
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first post talks about what I intend for the game, second starts the actual devblog

heady parrot
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ahh awesome! you are doing grab 'n' drag locomotion πŸ˜ƒ I played around with that a long time ago, but the rotation always made me ill. Are you ignoring that?

winged shale
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nope, I think I've got it down after a few months of fine-tuning etc.

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tried it on my wife and a few others and they seem to like it

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I talk about it in the video

heady parrot
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I mean can you "rotate the world" by grabbing with two hands? thats what broke down for me

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cool I'll watch the whole thing

winged shale
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yeah I threshold it

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and I interp

heady parrot
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And this reminds me I need to start a blog πŸ˜ƒ got some cool haptics work I want to put out there

winged shale
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people say frequently: "it's like I'm moving the world, not me"

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which is βœ… for me

heady parrot
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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

winged shale
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yes!

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exactly

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you're providing enough cues to your brain with your proprioception that it overrides the vestibular cues

heady parrot
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yep

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I tried Lone Echo at Oculus Connect 3 and was very surprised to see this πŸ˜ƒ worked quite well, but I wasnt a fan of moving backwards and slamming into walls

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it reminded me of learning to scuba dive, you are a bit helpless

winged shale
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also setting constant velocity angularly and linear velocity as well after let go is crucial

heady parrot
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yes

winged shale
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I purposefully drop the latest frame of velocity from the rolling average of velocities, and keep an exponential average

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got it to the point where you "go where you wanted to go"

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no more futzing trying to learn how to get it working right

heady parrot
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any issues with accidental spin? like moving past and object and grabbing it, getting some angular momentum and letting go

winged shale
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not really, I've got Newton's Third down pretty well for linear and angular impulses

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it used to be rife with that, but in update #2 I fixed this

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so the second video is the one that is closer to what I'm working with now

clever sky
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Oh man.

heady parrot
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excellent

clever sky
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I spent all day building a 25m tall toy robot for VR

winged shale
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I've just started this blog, so let me know what I'm doing right/wrong and what I can do

clever sky
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Looks so awesome. I put it in the VR space, turned the corner and saw it and started giggling

winged shale
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Also thank you for the interest, keeps me going :)

clever sky
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Even though I've spent hours looking at it on screen.

winged shale
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I love those moments

clever sky
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Scale is amazingggg

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Also it's completely climable

winged shale
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When you make something and then view it with scale

clever sky
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I really need to check out my Imperial Courier fan art.

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in VR.

heady parrot
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yeah scale in VR changes everything, but its a fickle bitch πŸ˜ƒ 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

clever sky
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@heady parrot You worked on Eve?

heady parrot
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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

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yeah I'm one of the founders of the project, moved on to a new one now

clever sky
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Nice stuff.

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I mean in terms of street cred. I didn't actually play Eve much because it made me ill D:

heady parrot
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been working on VR stuff for 4 years now πŸ˜ƒ got early DK1 alphas

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yeah I dont blame you πŸ˜ƒ its not perfect and there were design choices/compromises made I wasnt happy about

clever sky
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Actually all the cockpit games don't work very well with me unfortunately.

winged shale
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Same

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To dk1 stuff

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Got my Kickstarter DK1 and it changed the trajectory of my career

heady parrot
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yeah same here πŸ˜ƒ 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)

clever sky
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@heady parrot also absolutely yes on how fast you travel massively changes your perception of scale. Most people don't understand that very well.

heady parrot
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yeah so many things play into scale πŸ˜ƒ even other references (add a teacup besides a cube)

clever sky
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I'd argue the whole VR industry doesn't seem to understand that very well given the preoccupation with unlimited teleportation.

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Well... devs have been getting better about it.

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But not all of them.

heady parrot
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Im NOT a fan of teleporting.. hate it 😦 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

clever sky
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Which mechanic? The pull the world around you stuff?

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Unfortuantely genre limited though. Like climbey style climbing works extremely well

neon egret
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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.

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(4.14)

clever sky
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But you wouldn't want to climb around everywhere πŸ˜›

winged shale
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Yeah! Remember I told you they were working on a fix for soon

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Or was that someone else

wintry escarp
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eye tracking and foveated rendering halves the gpu needed doesn't it

heady parrot
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yep that locomotion works great for zero/reduced gravity, water sims, climbing etc

winged shale
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Also @heady parrot I'm humbled

heady parrot
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Most people arent really looking for anything new, just jumping on the teleport wagon πŸ˜ƒ

clever sky
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Yeah, I've implemented climbing functionality into my stuff too.

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Which is why I mentioned I could climb all over my 25m tall robot πŸ˜›

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Built a bunch of hand holds into him.

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Both intentional and unintentional.

winged shale
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I've got a pretty cool other system of locomotion called Globetrotting, I'll post a video on it if you're interested

clever sky
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ooh sounds fancy

winged shale
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Makes the whole getting around stuff slightly slower but you get to physically walk everywhere

heady parrot
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I love following any VR locomotion ideas πŸ˜ƒ been a while since I've seen a new idea

clever sky
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Did you guys see that moongrid 'locomotion' system?

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@heady parrot definetly want to keep your eyes peeled when I drop my locomotion demo then πŸ˜„

heady parrot
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good! looking forward to it πŸ˜ƒ

clever sky
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Sorry not moongrid, gridmoon.

heady parrot
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oh yeah, I gotta try if 4.14 actually fixed the planar reflections in VR

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oh yeah I saw that πŸ˜ƒ loved it, but quite genre bound too

clever sky
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Yeah.

wicked oak
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that one is teleporting

clever sky
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Yeah it is.

heady parrot
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basically anything that fools you into thinking you are not moving

clever sky
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Super fancy teleportation.

wicked oak
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not fancy, just fancy anmation

heady parrot
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less teleporting, more the world re-arranging around you πŸ˜ƒ there is no sudden disorienting moment of instant change

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thats my main problem with teleporting

wicked oak
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and what about dashing?

clever sky
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@winged shale Yes, would love to see 'globetrotting'

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You people and your fancy ass locomotion names.

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and here I am with 'CAOTS'. I think I'll rename it.

heady parrot
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dashing is awful, but kinda works if you add a "blink" over the acceleration change frames

winged shale
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I think you'll laugh when you see it based on the name

heady parrot
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Cats Are Over Teleporting Systems ?

wintry escarp
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does ue4 have a built in flock system?

clever sky
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Controller Assisted On The Spot

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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:)

heady parrot
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btw did you notice that with forward rendering we can now have "proper" translucent materials? specular, reflections etc

clever sky
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Really... that's good to know

heady parrot
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the running in place idea is .. super old πŸ˜ƒ

clever sky
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Yeah it is. And it's never been done properly.

heady parrot
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nope

clever sky
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Until now!

heady parrot
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there was a small device at some point you attached to your shoes, cant remember the name of it

wintry escarp
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I should have a gear vr next week

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a lace

clever sky
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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.

heady parrot
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yep πŸ˜ƒ demos demos demos

clever sky
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I'm just trying to make it awesome, because you kinda need to spend about 5-30 minutes with it before it 'clicks'

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Not that it's hard to learn. Just walking in place apparently feels weird for people initially.

heady parrot
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if you need to learn it and its not intuitive then I dont think it will gain popularity :/

clever sky
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Well, if you know how to walk and how to use a 'joystick' you're good to go.

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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.

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Certainly easier than armswinger

heady parrot
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joystick? as in a gamepad and not motion controls?

clever sky
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It's motion control based.

heady parrot
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Im afraid that will trigger my "unexpected motion" Spidy sense πŸ˜ƒ

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ok cool πŸ˜ƒ

clever sky
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Just the trackpad is used as a directional pad.

wintry escarp
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my first vr game will probably only use it for camera control, gamepad for moving player

clever sky
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Use what for camera control?

wintry escarp
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and it wont be 3d view

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the headset

clever sky
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Ah.. so you're doing a gamepad VR game?

wintry escarp
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basically a 2d platformer, play it in vr and you can look around the level more

heady parrot
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The locomotion problem just pisses me off tbh πŸ˜ƒ All I want to do with VR is explore new worlds! /sigh

clever sky
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Don't worry Siggi. I gotchu covered.

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Also, what did you mean when you said dash needs a blink frame?

winged shale
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And anything that requires waving something or wiggling around like run in place is garbage imo

heady parrot
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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 πŸ˜ƒ

clever sky
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Ah yeah

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Yeah, I prefer the screen not black out when dashing.

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Apparently dashing generally works for a lot of people as it falls under the vestibular activation threshold...

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And the main benefit is you get a motion frame of reference between the previous and new locations.

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Which is something that's problematic with normal teleportation.

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@winged shale I'll make a believer of you yet!

heady parrot
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so like tunneling?

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that method is my favourite version of teleporting

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it helps with disorientation

clever sky
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@heady parrot Maybe? I call dash teleportation the one you can experience in the Vive home

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Definetly not that one.

wintry escarp
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hmm I don't like that

clever sky
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The dash teleportation?

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Or tunneling?

wintry escarp
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view is small enough without playing in a tiny window

heady parrot
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me neither πŸ˜ƒ but look at Budget Cuts

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its the same method, just done better πŸ˜ƒ

clever sky
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Yeah, tunneling is at best an option for motion sickness sensitivity.

hard light
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tunneling looks interesting, but also looks like it break immersion pretty badly

clever sky
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Budget Cuts is nothing like tunneling πŸ˜›

wintry escarp
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does having something on the screen help? fake nose, glasses?

clever sky
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Only thing that's similar is you get a preview window

mighty carbon
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I like teleport or dash locomotion

clever sky
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A preview portal. It's the best teleportation system to date.

heady parrot
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yep

mighty carbon
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either that, or treadmill

clever sky
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Mainly because it helps with the immersion and fits with the narrative

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What do you guys think about Onward locomotion? Getting a lot of praise from the VR users...

winged shale
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it's disengaging from the game

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it takes my presence away, and makes it more about the game being a technical shooter

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some moments can make up for that, like the moments you're gonna get PTSD from

clever sky
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Haha...

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I didn't get to try the game. It doesn't like my internet. Just keeps booting me.

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But managed to try enough of it to know that vection was kicking in pretty strongly still.

winged shale
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yeah

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if you can handle it, it's OK at best

clever sky
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Not 'I'm gonna barf' just 'this doesn't feel right.'

winged shale
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yeah it's annoying to 'zoom around'

clever sky
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Interestingly

winged shale
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I dislike that it's just based on touch

clever sky
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Chet Falisek claims he doesn't get motion sickness from Onward.

winged shale
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that is pretty interesting

clever sky
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and he's chief - don't you make motion sickness games you jerks!

winged shale
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he's pretty sensitive

wintry escarp
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did a game logo just appear and disappear?

clever sky
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Yes

winged shale
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yeah potato man posted something

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then deleted it

clever sky
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Like a Tyler Durdenesque penis pic inserted at the start of a reel change.

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Anyone tried 'The Climb' with touch or Revive controllers?

wintry escarp
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looks around

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ive tried the cardboard demos

clever sky
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The climb has cardboard demos?

wintry escarp
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no, the cardboard demos are the only vr ive ever seen

clever sky
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So you've seen the trailer for VR basically πŸ˜›

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The teaser!

winged shale
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The... Bollywood knockoff trailer?

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"Oh, that's cute and looks fun, maybe we'll put that on in the background sometime.. maybe"

dusky moon
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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 ?!

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it's strange because the camera moves in Constant speed but the speed gets slower with higher framerates!

heady parrot
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if it gets slower with more frames it sounds like you might be incorrectly factoring in DeltaSeconds in a Tick somewhere

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I havent used Sequencer in an actual project though, so dunno if its a problem with that specifically

dusky moon
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Ah I dont use Event tick ... but the speed is ok in 4.

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4.12

heady parrot
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is this only on Sequencer driven objects?

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ie have you tried just moving an actor by other means

dusky moon
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ah no should try that

mighty carbon
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I wonder if folks who was having trouble with multiplayer in VR will now rejoice with 4.14

tawdry dragon
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Yay 4.14 is out in case everyone hasnt already downloaded it πŸ˜ƒ

uneven moon
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Hey guys

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I can't seem to find help anywhere on this and it's really simple

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It's for a VR project, but not related to VR mechanics

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Maybe you can help me out anyway

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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?

clever sky
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Someone here might be able to help you. But you're honestly much better off asking the ue-animation channel

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Or ue-graphics

uneven moon
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I did but there are 2 guys in there ignoring my request so it keeps getting pushed up

clever sky
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or UE-general

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or lounge

uneven moon
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I'll try that, thanks

clever sky
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But good luck! I'd help you if I knew how.

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Landscape editing in VR!

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Sexy

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Gotta try that. Might be better than editing in standard viewport if the controls are right.

mighty carbon
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@wintry escarp did you get your Gear VR after all ?

wintry escarp
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it should be here by next week

empty sundial
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genuinely excited about improved physx in VR

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Hopefully CCD actually works now

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Auto LOD is awesome, too

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and forward renderer

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It's a good patch

wintry escarp
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forward renderer is better for glass etc?

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are CCD errors why unity cant do breakout properly using physics?

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given time the ball always ends up locked in a flat trajectory bounce

real needle
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@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.

mighty carbon
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Well, has anyone reported issues with networking motion controllers to Epic?

winged shale
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I think it's not an issue, and it makes sense to me

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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

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the only fix that is reasonable to me would be to make it playercontroller dependent

pallid echo
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@mighty carbon I've reported it a few times.

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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.

real needle
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@winged shale You lose late update with most work arounds, and that's just not acceptable

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Setting transform on tick for example

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Needs to be parented to do late update

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I'm using the VRExpansionPlugin atm, it solves it

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Using his custom MotionController-components

dry fjord
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I should check that out

mighty carbon
pallid echo
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^ I was just about to post this. lol

mighty carbon
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πŸ˜ƒ

clever sky
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So are they handing out those controllers like candy?

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Or do they only hand it out like candy to proven devs? D:

dry fjord
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the latter I imagine

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I don't have a prior project but this one looks so unusual it should glide in with luck

abstract gale
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@fresh laurel Bonny sees, how awesome...

fresh laurel
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@abstract gale I know right

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Being able to see for the first time in 8 years thanks to VR tech. Pretty amazing

abstract gale
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no, thats jut fucking awesome

fresh laurel
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πŸ˜ƒ

abstract gale
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or just, who cares, in time for xmas for those

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thanks for the link

fresh laurel
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πŸ˜ƒ

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Welcome

abstract gale
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@smoky bronze no not like candy..

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@clever sky no not like candy..

abstract gale
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@fresh laurel is this some open shit?

fresh laurel
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I shared it on r/upliftingnews

abstract gale
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just saw, thats awesome

fresh laurel
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πŸ˜ƒ

abstract gale
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any idea if that is open?

fresh laurel
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Yep it is an open subreddit

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Unless I am misunderstanding

abstract gale
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where is the source? they stated using an android app

fresh laurel
#

oh

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One sec

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I do not think it is open source BUT

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There you go

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It is free tho

abstract gale
#

very cool

fresh laurel
#

πŸ˜ƒ

abstract gale
#

if they release that wow

fresh laurel
#

I know right

abstract gale
#

does that help script lens i wonder

fresh laurel
#

Β―_(ツ)_/Β―

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Do not know

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Looks like they did an Indiegogo a little while ago

abstract gale
#

thats awesome, thanks for sharing that

abstract gale
#

you still have a head clost?

fresh laurel
#

Welcome

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I do not

abstract gale
#

clot

fresh laurel
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Just my user name

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πŸ˜ƒ

abstract gale
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heh

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in relation to anything?

fresh laurel
#

Yeah - Little brother. He has mental disabillities.

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I wear it as a badge of honor tho

abstract gale
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had a few who passed because of clots

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gotya

fresh laurel
#

yeah

dry fjord
#

I thought your name was just you being metal but that's awesome dude

fresh laurel
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@dry fjord nah my little brother has autism and a fair few mental disabillites. I love him hence the name πŸ˜ƒ

dry fjord
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d'aww πŸ˜ƒ

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what's he like with VR?

fresh laurel
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He has not tried it yet

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He lives in a care center right now

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We cannot care for him. Which really breaks by dads heart

abstract gale
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man if some VR could help that..

fresh laurel
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I really hope it can

abstract gale
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u got first hand, make it happen bro! πŸ˜ƒ

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probably not that easy

fresh laurel
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Yep will do. I need to update my PC so I can make some experinces for him

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If Nintendo made A VR pokemon game. He would be in heaven

pallid echo
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@fresh laurel How was that woman able to see because of VR? I can believe it, just wanna know how it all works. lol

abstract gale
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eh... didnt they kinda?

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yea

fresh laurel
abstract gale
#

thanks

winged shale
#

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?

abstract gale
#

free oc touch?

dry fjord
#

we should make a vr pokemon experience for him

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fuck copyright

abstract gale
#

yea its easy.. US?

winged shale
#

Yes

abstract gale
#

dude, go to your states LLC reg.. submit done

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what state?

winged shale
#

Need an organization

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NY

fresh laurel
#

Utah here

abstract gale
#

I lived in Utah for a bit... awesome

winged shale
#

Zion is awesome, so are buttes

abstract gale
#

fk the mormon bs for any complainers, its great

winged shale
#

And Bryce Canyon

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Fuck yeah love that place

dry fjord
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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).

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AD Thx 4 free hardware ocrus

winged shale
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Lol wtf is that

dry fjord
#

it's what you agreed to did you not read it

winged shale
#

I haven't signed up

dry fjord
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ah

abstract gale
#

so.. why do u think there are free OC touches?

dry fjord
#

I didn't bother with an LLC btw

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seems not to require it in NZ

abstract gale
#

just do it anyway bro...

dry fjord
#

because Oculus wants their product to be supported by devs and the best way to do that is to give it to them

winged shale
#

I'm not incorporated, etc. Need company and company bank to sell on Steam blah blah

abstract gale
#

advantage with little cost

dry fjord
#

HTC did the same

abstract gale
#

u dont need to inc spy..

dry fjord
#

I bought my Vive but I could have gone for a grant

winged shale
#

@abstract gale what should I be doing?

abstract gale
#

@dry fjord well, no fault zone

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spy, depends on what your doing..

winged shale
#

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

abstract gale
#

@winged shale is that a fun hat on the head or some thing?

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to sell game on steam u have to g thru greenlight..

winged shale
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I also need a legal organization name to register myself as a developer on Oculus for Touch eligibility. It's a fez, not mine

fresh laurel
#

Sorry for being quiet - Just need to talk to some one

winged shale
#

Also you don't need greenlight, they readily want people to make more VR content, I'm already in contact with biz

mighty carbon
#

haven't seen too many Texans using UE4 and hanging out here :/

abstract gale
#

sure... but did they say u good to go?

#

texans only use trumps engine of choice

mighty carbon
#

or palmers

abstract gale
#

nope

#

@winged shale whats the issue?

winged shale
#

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

abstract gale
#

not really a convo here..\

winged shale
#

Indeed

abstract gale
#

but u want to start an LLC anyway

mighty carbon
#

@winged shale where are you?

#

US?

abstract gale
#

yes..

#

he said

mighty carbon
#

Too many new posts πŸ˜ƒ

winged shale
#

I am in NYS

#

looking up a guide

mighty carbon
#

If you are making $$$, go for LLC

abstract gale
#

dude, if u have have to ask where to start a biz, it shouldt be here..

mighty carbon
#

if you are making $$$$$$$ go for C-corp, as you can get international board members (that's if you are going for world domination πŸ˜ƒ )

abstract gale
#

bad advice

mighty carbon
#

not really

#

how is it bad?

abstract gale
#

think about it...

mighty carbon
#

C-corp is the only entity you can have foreign board members

abstract gale
#

either way, thisis VR chat, not investments chat

mighty carbon
#

double taxation sucks, but it's all about trade-offs

dry fjord
#

literally everyone should register in Jamaica and be Cool Runnings Games. everyone.

abstract gale
#

I work for... nm

mighty carbon
#

come on.. this chat is soooo busy right now that can't talk about related issues πŸ˜‰

winged shale
#

That's what I remember most from intro business. Thanks @motorsep#8292

dry fjord
#

EVERYONE.

winged shale
#

And yeah it's pretty related to all of this, calm yourself dude

mighty carbon
#

I never bothered with LLC or anything like that.

abstract gale
#

guys, keep it VR

dry fjord
#

I wouldn't bother trying to moderate them

mighty carbon
#

let's keep it VR and silent

odd musk
#

on a VR note, new forward rendering in 4.14 looks nice

abstract gale
#

pimp1

odd musk
#

i can definitely see less blur

abstract gale
#

@odd musk with what settings?

odd musk
#

Forward shading enabled, MSAA, everything in Engine scalability settings on Epic

#

haven't tweaked too much, just upgraded my project

abstract gale
#

what card u run?

odd musk
#

980 Ti

abstract gale
#

cool

fresh laurel
#

and I am back

mighty carbon
#

wb

real needle
#

@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

clever sky
#

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

real needle
#

did they make physics better?

clever sky
#

Yeah... I think. It certainly feels like it.

#

And the patch notes mentions it

real needle
#

Huh, I'll take a look

#

I'm happy with the update but im unhappy with how much people are jumping to msaa

winged shale
#

FWR only gonna get better from this point

real needle
#

@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

winged shale
#

their implementation of MSAA seems rushed

real needle
#

yeah I hope it improves, but overall this mix of low quality temporal and forward is way better than before anyways

winged shale
#

yeah TXAA in forward will suffice to debug my shaders into working properly to look good in forward, etc until MSAA grows up

dry fjord
#

MSAA is essential to VR so I am disappointed that it was not the focus of this release as far as VR features goes

odd musk
#

@real needle Interesting, i'll try it out

real needle
#

cool, let me know what you think

silver brook
#

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?

winged shale
#

it should automatically have collision still set

#

if you just say 'set simulate physics' to false

#

moving something around will still collide

silver brook
#

it isn't

#

All I do is Set Simultate Off

#

And bam my object goes through everything

clever sky
#

@silver brook Go check the VR Template.

silver brook
#

not even overlaps

clever sky
#

Because it has the behaviour you desire.

silver brook
#

I'm in the VR template

clever sky
#

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 πŸ˜›

silver brook
#

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?

clever sky
#

Yep.

#

I just built on top of the pickup object.

silver brook
#

But this isn't normal unreal engine right?

winged shale
#

yes, it is

clever sky
#

What do you mean?

#

What else would it be?

silver brook
#

What I mean is default

#

like they doing BP/C++ to get this to happen?

clever sky
#

Nope.

silver brook
#

Or is it just a setting?

clever sky
#

Just straight BP in so far as I can tell.

silver brook
#

So its a BP setting on the cube?

winged shale
#

probably not much, because I didn't have to do much shit at all to get my pick up to work

clever sky
#

Yes, it'll be something somewhere. I don't know off the top of my head...

winged shale
#

check your collision groupings

silver brook
#

My pick up works it just isn't colliding with an object I've added

#

So its a group setting

winged shale
#

that's what I mean, semantics....

odd musk
#

@real needle Can confirm Temporal AA with a higher r.ScreenPercentage looks better

#

especially for text

clever sky
#

@silver brook Probably what you need to do is set the collision group to physicsactor

silver brook
#

That is what I'm trying right now

clever sky
#

There's not a whole lot going on in the PickupCube

#

But it works!

silver brook
#

Nope nothing

#

My hand will trigger the overlap event

#

But not the cube I hold

clever sky
#

What kinda object you trying to build anyway?

real needle
#

@odd musk thats what I thought too, especially if you turn the quality to 2 it makes a huge difference in clarity

silver brook
#

Its just an object

#

like a new cube

clever sky
#

Why not just make a child or duplicate of BP_PickupCube

silver brook
#

Trying to learn

clever sky
#

and set a different mesh

silver brook
#

I want to learn

clever sky
#

Fair enough.

silver brook
#

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?

clever sky
#

Check all the settings one by one

silver brook
#

But that doesn't explain how my hand gets it to trigger but not the cube

clever sky
#

But yes, probably.

silver brook
#

Ugh why does my hand trigger it?

#

Does the hand have something the cubes don't?

clever sky
#

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.

silver brook
#

Well in my mind the cube I'm making is fine

odd musk
#

@real needle Would you say it's still worth using the forward renderer even if not using MSAA?

silver brook
#

If the hand is good enough to trigger the cube I"m making

#

right?

real needle
#

@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

odd musk
#

@real needle Thanks. Good to know

real needle
#

yup, still really good, but msaa needs some love

balmy creek
#

Anyone here ever had an issue where your VR pawn always spawns facing the opposite direction from what it looks like in the editor?

real needle
#

are you sure you just dont have the steamvr layout facing the opposite direction that you would like?

clever sky
#

I think that'd be the most likely cause.

#

Unless

#

Other VR experiences appear to start facing forwards normally

balmy creek
#

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.

real needle
#

just place your headset 180 degrees around and then it will

balmy creek
#

Hadn't considered that the orientation of the play space would affect that.

#

Thanks for pointing that out, guys.

real needle
#

np

clever sky
#

My monitor is left of my 'forward' space, so I'll always be starting facing left of my pawn heading πŸ˜›

#

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.

silver brook
#

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

clever sky
#

Fair call.

#

Test out your theory

#

By wiring the BPcube

#

to an on hit event. Print string it.

silver brook
#

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

balmy creek
#

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.

odd musk
#

Shoulder

balmy creek
#

Thanks. Just found a cheat sheet for it, too.

#

Would have never guessed.

clever sky
#

Seriously.

balmy creek
clever sky
#

Shoulder??

#

Is how I felt too when I discovered that cheat sheet πŸ˜›

balmy creek
#

I know right?

#

Hahah

silver brook
#

I thought the cheat sheet was outdated?

clever sky
#

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.

silver brook
#

Yea I don't think its mapped right

clever sky
#

Grip 1 is the only grip button.

balmy creek
#

Hah. Oh man.

clever sky
#

Cheat sheet still pretty valid.

silver brook
#

Unreal really needs to step up with their docs man

clever sky
#

As far as I can tell.

silver brook
#

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

clever sky
#

Well, the mesh needs simulate physics on for sure.

#

But the act of grabbing the mesh will disable physics

#

Otherwise it doesn't attach.

silver brook
#

Couldn't confirm that for me earlier there lol

#

So attaching only works with physics off

clever sky
#

Otherwise when you throw the object it'll do nothing.

silver brook
#

Yet Events?

#

PHysics on or off/

#

?

clever sky
#

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?

silver brook
#

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

clever sky
#

Maybe use a trigger parented to the mesh?

#

That might work.

silver brook
#

Trigger?

clever sky
#

A box trigger or something.

silver brook
#

Can I get a trigger mapped out to the mesh of the object?'

clever sky
#

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! πŸ˜„

silver brook
#

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

clever sky
#

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 πŸ˜›

silver brook
#

Yea really I'm gong to be moving my cube test on to a circle shapped object like a plate

#

I want accuracy

clever sky
#

So you can smash the plate or something?

#

I should try that one.

silver brook
#

Yea

clever sky
#

I've been going more the direction of been able to grab and use things

silver brook
#

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!

clever sky
#

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.

silver brook
#

I see

clever sky
#

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.

silver brook
#

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.

real needle
#

why not just use event hit to drive a destructable mesh

clever sky
#

Because that would be sensible!

balmy creek
#

UI in VR is pretty complex.

#

Quite an interesting challenge to get it set up and feeling right.

pallid echo
#

@balmy creek That's why VR is so fun! All the new things to explore πŸ˜„

#

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.

real needle
pallid echo
#

@real needle you marked it as private can't see it.

real needle
#

oh shoot

#

done

pallid echo
#

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.

real needle
#

yeah you can

pallid echo
#

GOLDEN πŸ˜„

real needle
#

now that 4.14 is out i wanna hook it up to a midi controller too ehehe

pallid echo
#

I might do that at some point myself (Midi controller hookup)

real needle
#

the keys also resonate when you hold them down just like a real piano

pallid echo
#

Oooo

granite jacinth
#

SOmeone did it for the gamejam

#

But either they didn't do it properly, or their game just wasn't that good

clever sky
#

I've found UI in VR to actually be easier than traditional.

#

Given that you don't need to account for variable window sizes.

balmy creek
#

@pallid echo Doing client work, so I'm cautious about using experimental features.

real needle
#

Did what for the game jam? @granite jacinth

clever sky
#

The widget stuff is pretty solid.

balmy creek
#

@clever sky Easier? Oh man. I'm struggling.

clever sky
#

@Nick only if you use 3D widgets!

balmy creek
#

Having to think about scale differently, whether or not I want a widget to attach to the camera, etc.

granite jacinth
#

@real needle midi

pallid echo
#

@balmy creek its not experimental πŸ˜„

real needle
#

In vr?

balmy creek
#

@pallid echo It is in 4.13, which I need to use for this project.

#

Still learning how it even works.

granite jacinth
#

Damn @balmy creek Already doing VR Client work a few weeks after you got one?

#

Such pro!

clever sky
#

@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.

granite jacinth
#

Complete jelly

#

It took me...

#

5 months

#

😭

clever sky
#

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.

granite jacinth
#

These emotes

clever sky
#

Similar to SteamVR UI.

balmy creek
#

@clever sky Indeed. That's what I'm aiming for.

clever sky
#

I've found hand attached UI to be varying degrees of wretched depending on implementation.

pallid echo
#

@balmy creek Its not experimental in 4.13? Don't have to do anything special to activate it.

balmy creek
#

Doing it with widget components is proving to be challenging, though. May just hack it with mesh components.

real needle
#

Widget components are incredibly easy

clever sky
#

Also make the UI large enough

balmy creek
#

@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.

clever sky
#

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.

pallid echo
#

@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.

balmy creek
#

Ah, OK. Interesting!

pallid echo
#

Super easy to get setup ^

granite jacinth
#

Or watch my awesome tutorials

pallid echo
#

Or that too

granite jacinth
#

If you get stuck

balmy creek
#

Thanks guys. ❀

clever sky
#

πŸ‘

granite jacinth
#

That was my "first" tutorial, I learned a lot from that

#

Oh snap

#

Simon

#

47mins tho?

pallid echo
#

Oh wait

#

wtf

granite jacinth
#

lol

#

Just wathc mine

#

and get it up in 10mins

pallid echo
#

That came up under your video list though

#

lmao

granite jacinth
#

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

pallid echo
#

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

clever sky
#

What do you guys think of AI-AA?

pallid echo
#

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.

clever sky
#

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)

pallid echo
#

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.

granite jacinth
#

You guys should play Cimbey

clever sky
#

Climbey is great

#

it's not janky at all.

#

Ok, a little bit.

dry fjord
#

it's a vomitfest

clever sky
#

You don't like it? πŸ˜›

dry fjord
#

I loved it

#

then I wanted to die

clever sky
#

Hahah.

#

Are you ok when just climbing?

#

Because there's a lot of kinda iffy jumping in there.

dry fjord
#

yeah

#

no idea

#

I actually stopped and then five minutes later the nausea got me

#

it'll have been the jumping though

clever sky
#

Interesting.

pallid echo
#

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.

clever sky
#

Really?

#

Vanishing Realms??

#

Which parts?

pallid echo
#

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.

clever sky
#

That's weird.

#

As hell.

#

There shouldn't be any unusual vection going on.

#

Maybe you're getting hit with frame rate drops??

pallid echo
#

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

clever sky
#

Hehe πŸ˜ƒ

tawdry dragon
#

@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?

pallid echo
#

^

dry fjord
#

I require a cat gif

tawdry dragon
#

The Hero we need, but do not deserve

clever sky
#

πŸ˜›

dry fjord
#

hahaha that's great @clever sky

clever sky
#

πŸ‘

mighty carbon
#

any news about Zenimax vs Oculus ?

hazy yarrow
#

My team is having trouble getting the game to record from a camera other than the HMD

winged shale
#

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

spring pond
#

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

hazy yarrow
#

Thanks @winged shale , any ideas on how to drury rig it and get it working? Or is it a fools errand?

winged shale
#

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

wicked oak
#

how to change the render target?

#

i would like to remove the black corners of the monoscopic view

#

just by zooming a bit more

hazy yarrow
#

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

winged shale
#

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

hazy yarrow
#

Not a lot of information online for render to garget yet

wicked oak
#

good that ive added full replication to my game

#

i was plannig to use recording

#

and sequencer

#

to build a trailer

winged shale
#

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'

hard light
#

Google Earth VR looks neat

winged shale
#

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

mighty carbon
#

No Rift support πŸ™„

clever sky
#

Sweet googs!

#

Google Earth!

wicked oak
#

oh there is rift support

#

all steamvr games work on rift

clever sky
#

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 πŸ˜›

hard light
#

it doesn't specify Rift, but I suspect it will work

wintry escarp
#

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

mighty carbon
#

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

spring pond
#

because a finger print is more secure, you can still dial ICE and 911 without unlocking the phone

mighty carbon
#

if you are unconscious, you can't dial shit πŸ˜ƒ

spring pond
#

someone else can

mighty carbon
#

well, 911 arrives and how will they get a hold of your family ?

spring pond
#

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

mighty carbon
#

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?

spring pond
#

the pin

mighty carbon
#

(not emergency)

spring pond
#

you can still use a 6-digit pin to unlock a touchID device

hard light
#

difference is, now I can knock you out and access your phone πŸ˜„

mighty carbon
#

there is nothing of value on my phone πŸ˜ƒ

clever sky
#

Question

spring pond
#

@hard light then i have bigger problems

clever sky
#

About material instances

#

Do they take additional draw calls?

hard light
#

I don't know, you haven't seen the photos I'm going to take of you and send to all your contacts

spring pond
#

@clever sky afaik no, multiple material ELEMENTS do tho

clever sky
#

@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?

spring pond
#

yep

clever sky
#

Suckssss

#

Just going to pay someone to UVmap and texture my stuff D:

wintry escarp
#

i do scans of both thumbs since i can use either hand

mighty carbon
#

@wintry escarp did you find how to add emergency contacts and how to access them without unlocking your phone?

normal thorn
#

@clever sky are draw calls an issue for you?

#

it might not be that bad

clever sky
#

@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

normal thorn
#

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

clever sky
#

VR

normal thorn
#

you can bake all those materials back down if you make them in maya

#

or max

#

what are you using?

clever sky
#

... sketchup.

normal thorn
#

aaahh

#

crap I know almost nothing about that

clever sky
#

Well it doesn't do UVs for starters.

#

πŸ˜„

#

But yeah, I'm still learning Maya

normal thorn
#

I can see that as an issue

clever sky
#

I just hate the skinning process with a passion.

normal thorn
#

you can design around that

clever sky
#

I have! Kinda πŸ˜›

normal thorn
#

well, if we were all in the same room I'd help you out quick

#

😦

clever sky
#

Haha. It's all good. I'm just going to have to knuckle down

#

And crack this issue.

#

The learning UV thing that is.

normal thorn
#

yeah, a lot of people use 3rd party software to UV

balmy creek
#

Can I not use navmesh-based teleporting in a streamed level?

clever sky
#

It's just... if I could get away with assigning mats without UVs, it'd make my life super easy

normal thorn
#

I use 3d Coat, and a lot of people use hedus http://www.uvlayout.com/

clever sky
#

Yeah, I've used Hedus in the past.

#

Just pricey....

#

For a really bare bones looking tool.

normal thorn
#

@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

balmy creek
#

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.

normal thorn
#

@balmy creek let me test that...

clever sky
#

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).

normal thorn
#

I made some quick start tutorials. Let me know if you want to get into it. I can help, maybe update those tutorials

hard light
#

@Nick - probably to do with the fact their teleporting uses the nav mesh

balmy creek
#

Does the nav mesh not work correctly from a streamed level?

hard light
#

no idea, haven't looked at the setup

#

I wouldn't have used the nav mesh anyway, that's for pathfinding..

clever sky
#

@normal thorn That'd be nice; shoot me a link if you have one handy? πŸ˜ƒ

#

brb. Gonna try google earth VR

clever sky
#

Cheers man!

#

I'll have to book mark them.

normal thorn
#

@balmy creek tested streaming levels and it works

#

did you make sure to have your nav bounds extend to the new level?

balmy creek
#

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?

normal thorn
#

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

balmy creek
#

Oh? The motion controller map?

#

There's several nav modifier volumes. Which one did you remove?

normal thorn
#

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

balmy creek
#

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.

normal thorn
#

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

balmy creek
#

Weird...

uncut galleon
#

hey, does anybody know where to get a 3d Model of the daydream controller?

balmy creek
#

@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.

normal thorn
#

that is. Hmm how do you know there are 2?

#

I can't select mine or see it

balmy creek
#

I see them in the world outliner.

normal thorn
#

ah the bounds are in the outliner

balmy creek
#

It's called RecastNavMeshDefault.

normal thorn
#

ah yeah, ok I only have 1

#

whether streaming level is on or off

balmy creek
#

How strange.

#

I'm really stumped at this point.

normal thorn
#

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

balmy creek
#

Thanks, I really appreciate your help and patience. πŸ˜ƒ

normal thorn
#

deleted starter content and now only 34 megs

balmy creek
#

Haha yeah, that's a big folder of stuff.

normal thorn
#

test that, see if its fixed (4.14)

balmy creek
#

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?

normal thorn
#

@balmy creek its the controller map

#

open hit play and test. LTrigger streams in level

balmy creek
#

Ok great, thanks. I will get back to you later today when I test it.

#

Thanks again for helping out!

clever sky
#

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 πŸ˜„

#

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!

heady parrot
#

looking forward to testing this out πŸ˜ƒ should teach me about my new neighborhood as well (just moved to the US/Atlanta a few months ago)

clever sky
#

It's the ultimate spy tool!

#

I can see which one of my neighbours have dirty swimming pools!

heady parrot
#

you leaning in trying to see inside your neighbors windows?

#

haha

clever sky
#

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!

heady parrot
#

just write a neural net that gather all that information

#

then mass blackmail a whole city, get rich, run for president

clever sky
#

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??'

heady parrot
#

how does it make you feel overall? with the locomotion and all

#

going to try this out tonight

clever sky
#

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.

heady parrot
#

ah cool

clever sky
#
  1. World pull; you point at a surface and then pull it towards you.
#

Starts at 1:1 but the more you move your hand, the faster the pull becomes.