#virtual-reality

1 messages ยท Page 48 of 1

heady parrot
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ah good, does the world pull do rotation too (that bit is bad)?

clever sky
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Also depends on how far you aim from you.

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No rotation on world pull

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But there is a complementary world rotation function.

heady parrot
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ah damn, Im of the opinion that world pull needs to be almost 1:1, but maybe they found a decent way to interpolate the velocity

clever sky
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Which... works exactly like my grab turning system.

heady parrot
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so if you grab the world with both hands you dont rotate? that is good

clever sky
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No, one hand controls locomotion

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grab turning is hold grip and you turn the world around you as though you had a magic handle

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And it was on a turn table

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The last form is the most basic - flying/scaling. Move in the direction of the controller. You can move forward/backwards relative to the controller

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But it scales the world up as you move down to ground and scales it down (shrinking it) as you move further up.

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So it's a 360 'flying'.

heady parrot
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I guesss thats the mode that shrinks your FOV kinda like Eagle Flight does?

golden snow
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Universe Sandbox 2 does something like that.

clever sky
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The world pull function works surprisingly well. No vection detected, despite significant speed. Speed variation still feels like it's covered under self-caused motion.

golden snow
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And The Climb and Climby (2 seperate games) do stuff like the grabbing one you mentioned before.

clever sky
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Yep.

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All these systems are banking on a self-caused motion illusion (as I call it).

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Kinda similar to the idea of grabbing a big piece of cardboard and move it around your head.

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Or a curtain. Or something large enough to fill your field of view.

shy merlin
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Has anyone tested bleeding in a vignette type effect and altering FOV for comfort?

clever sky
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@heady parrot The FOV shrinking occurs with comfort mode. It shrinks scale on height change.

shy merlin
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comfort mode auto adjusts fov?

golden snow
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ADR1FT does that, Climbey does that.

shy merlin
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i thought it did snap rotation

golden snow
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ADrift didn't do it as well, Climby does it alright.

clever sky
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Adrift doesn't have hand grabbing locomotion from what I recall?

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The vive implementation was super bad.

golden snow
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Nah.

clever sky
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And the game was built around the gamepad for the most part.

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Really really terrible VR experience in general Adrift.

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Or so I felt in the 5 minutes I tried of it before refunding it ๐Ÿ˜›

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@shy merlin Er, Google Earth comfort mode does FOV reduction yes. No snap rotation anywhere to be found in it.

heady parrot
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Has any of you done a velocity-based hand attachment system? Working on one now (planning on OSing), but having some issues with angular velocity drift

clever sky
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What do you mean?

heady parrot
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instead of turning off physics simulation and parenting an object you grab, you apply velocities directly to the object while grabbed. This allows you to play with mass of grabbed item and it gets "left behind" when hitting heavier objects and such

clever sky
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Ah yeah

heady parrot
clever sky
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I was thinking of doing something like that, but by faking it.

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Hmmm. Check out VRExpansionPlugin if you haven't already.

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It has some grip functions that cover that sort of functionality.

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I think it's actually deprecated the physics stuff though.

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The physics grip; as another version of the grip seemed to do what you'd want with it anyway.

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Mordentral talks about it in his vids.

heady parrot
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hmm havent heard about that one

clever sky
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My feeling is that... objects should stick to the hand. But be able to pivot away from it as it collides against the world.

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Hmmm...

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that doesn't cover some cases though.

heady parrot
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objects need to be solid, and passing through other objects does not give you that ๐Ÿ˜ƒ

clever sky
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Anyway, peace.

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i'm out

heady parrot
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yeah thats from the blog I linked ๐Ÿ˜ƒ

wicked oak
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you can do the thing in that video with a physics handle component

heady parrot
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hm? not sure I know what that is ๐Ÿ˜ƒ but I got this working fine now just using calculated velocities

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the drift was caused by me incorrectly using position and rotation from last frame instead of thinking about current transform and a goal and calculating velocities from that

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That basically makes the object try to "home in" on that location and rotation

wicked oak
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yeah, main problem of that stuff is lag

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ive done tests of attaching the visual hand to the held object

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like nvidia funhouse does

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this adds a bit of lag to the hand mesh, but then it doesnt desync with what you are holding

heady parrot
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actually that is because the motioncontroller component in UE4 is "late latching" and updating the transform at the last possible moment before rendering

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right now I just have a problem of jitters because the velocities increase one you try to push "through" another object

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You can get around that by writing your own rendering proxy and just doing the same thing ๐Ÿ˜ƒ I might do something like that for a base actor

spring pond
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Everyone should try google earth VR on the vive, its really well done

silk lodge
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I'm downloading it righ tnow!

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makes me wonder if I could plan out directions to places and pre-drive them

spring pond
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it doesn't have really deep functionality, but they do locomotion really well

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and the interface is pretty easy to use for moving around and such

heady parrot
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what do you think is lacking?

wintry escarp
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goto space and dive down

heady parrot
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hehe

spring pond
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I mean you can't bring in your custom pins and such

silk lodge
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yet

heady parrot
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ah, and direction! ๐Ÿ˜ƒ

spring pond
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I'd love streetview as much as 360 spheres aren't as engaging

heady parrot
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get a virtual car to drive around in ๐Ÿ˜ƒ

spring pond
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its a super v1 tho

silk lodge
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I'm downloading it

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and excited to try it out

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also, I'm going to take a moment to hype up launch squad

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free demo right now. it's really fun

shy merlin
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Man, Google Earth VR doesnt work with Oculus

barren rose
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Does anyone have any experience with somehow the Vive render chain gets bogged down and the gpu can't recover until SteamVR resets? Bonus points if CUDA is involved

shy merlin
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Whyyyy did i get an oculus instead of a vive

winged shale
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it will work if you use it through SteamVR but you need Touch

shy merlin
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ahh, have to have touch?

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I need to order mine

sullen stirrup
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how does movement feel @silk lodge

silk lodge
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In Launch Squad?

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or googly world?

heady parrot
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doesnt work with Touch either, I just tested ๐Ÿ˜ƒ

granite jacinth
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Vive is the best

heady parrot
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really? you go into that kinda discussion here? ๐Ÿ˜ƒ this isnt religion

granite jacinth
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Just stating the facts

heady parrot
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hah, troll

granite jacinth
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And why they would support the Vive

heady parrot
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#makeVRGreatAgain

granite jacinth
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First for sure

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VR has been great

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For 30 years now

heady parrot
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sorry Im not biting ๐Ÿ˜‰ I've been deving on both platforms for a very long time now

granite jacinth
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Where have you been at?

winged shale
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Holy shit it doesn't work through SteamVR??

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So they just flat out denied it, rather than let it work

heady parrot
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yeah, lame

winged shale
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Methinks Google is becoming political?

granite jacinth
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Could be

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But, why support a company like that anyway

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If more people were like that, then FB would change their ways

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Which is what's needed tbh

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words come out better please

hard light
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"this isn't religion"

I see you haven't been in here long!

winged shale
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FB is pretty creepy...

granite jacinth
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Exactly my point

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So, why support such a company

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By supporting their hardware

winged shale
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And I don't like how I have to log into my goddamn account to use my hardware

granite jacinth
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omfg

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why do I keep typing suppose instead of support

winged shale
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I have been so confused

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Master please guide me

sullen stirrup
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sorreh wasn't here, Launch Squad @silk lodge

silk lodge
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the mechanics and speed and timing are great

sullen stirrup
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does it eventually go through objects when sweeping?

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also, doesn't camera fading feel weird

uncut galleon
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is there anybody around here with some daydream experience?

mighty carbon
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I daydream at work from time to time

wintry escarp
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nop, only pixel is currently supported

winged shale
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If my damn free headset will get here anytime this year then I'll have experience

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Well speak of the devil

wintry escarp
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im waiting for free gearvr

wintry escarp
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I would have got a pixel for the dayfdreamvr but the pixel hardware doesn't justify anywhere close to the price

winged shale
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The software does, also the camera

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Also the Fi

silk lodge
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@sullen stirrup It doesn't go through objects - it follows the path your teleporter ball took, so you don't clip. The camera fading felt weird, but you can use 3 different modes including a total blackout

sullen stirrup
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interesting ๐Ÿ˜„

silk lodge
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did you try it yet?

sullen stirrup
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nopey, might do

silk lodge
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do it, and add me on steam, and we can play it later this week

sullen stirrup
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surey, send me a DM with your name and I'll add you asap ๐Ÿ˜„

uncut galleon
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@mighty carbon how are you going about handling the controller? right hand/left hand issue mainly

silk lodge
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@sullen stirrup You already know it!

sullen stirrup
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o/ ๐Ÿ˜›

uncut galleon
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@mighty carbon and re-centering without always looking down the x-axis, but instead in the general direction the headset is pointing during the re-centering

silk lodge
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@sullen stirrup what's your fav vr game?

sullen stirrup
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I'm not that much into gaming myself tbh, I like creating games rather than playing them

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o/

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I enjoyed budget cuts tho

silk lodge
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I found out the same thing. My pre vr steam library was about 5 games

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my pre steam game library was all the Command & Conquer games

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and a lot of freeware

pallid echo
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Budget Cuts is amazing

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The Gallery is really good too

silk lodge
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I think I liked budget cuts more than the gallery - possibly because I only played the gallery a month ago

mighty carbon
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@uncut galleon from what I heard developing with UE4 for Daydream isn't as smooth as for Gear VR

silk lodge
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I'm no longer amazed by throwing objects in vr

uncut galleon
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@mighty carbon haha, I should have turned on my sarcasm detectors I guess XD

dry fjord
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NEW IDEA: THROW GIANT IMPROBABLE OBJECTS

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is budget cuts out now?

pallid echo
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@dry fjord Did you ever see the game jam entry Sterling and I did called Kitty Bounce? And no, Budget Cuts not available yet.

inland acorn
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argh... these blendspaces drive me nuts

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(well.. not the BS but they overrule my Montages.. which makes my char behave weird...)

pallid echo
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What kind of animations are you using in montages?

inland acorn
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root motion sword

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works well.. but the idle animation from the blendspace blends into the parry moves... now my char is fighting the drunk monkey style ๐Ÿ˜ƒ

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i will kill this with a 'blend pose by bool'

dry fjord
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@pallid echo nope, gimmie!

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I had an idea this morning while doing my usual round of watching C-RAM live fire videos

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I should take one of those videos and turn it into VR

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with all of the hollering and swearing soliders and the mortar warning siren and everything

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but just shooting mortars is boring

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so then it'll open a portal to hell

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etc

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you'll end up fighting saddam hussein's giant skeleton as it climbs up from hell

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so pretty much an authentic iraq experience

pallid echo
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@dry fjord The game was literally about a crazy cat lady who was in a burning building and you had to help her rescue her cats. How do you rescue them though? She throws them out of a window and you as teh player use a trampoline to bounce the cats to their safety nets. I'm expanding this into 'Animal Bounce' so there will be horses, elephants, etc. that should never be able to make it out of a window yet alone be bounced around on trampolines.

dry fjord
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nice

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it's a natural progression really

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you have to ask yourself though, is VR getting too real?

pallid echo
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Not real enough

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Not till I finish implementing IBM's Watson into UE4 haha

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Close...

dry fjord
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you should use my fur shader on your animals and do them in The Secret Life Of Pets style

pallid echo
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You have it on the marketplace?

dry fjord
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yeah

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it's going on special on monday

pallid echo
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Oh! I've seen this before, had no clue it was you.

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Tis the plan already actually.

dry fjord
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hehe sweet

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special = sale

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I am in NZ mode

pallid echo
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I was gonna use NeoFur but the licensing for it is the stupidest thing ever.

dry fjord
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yes it is

pallid echo
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I hate per project licensing.

dry fjord
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it's nice to play with it for cheap but you can't ever use it without incurring accounting bullshit

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which means as an indie you're over-committing

wintry escarp
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yes their licensing is silly

silk lodge
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@dry fjord How well would advanced fur shader work in vr?

hard light
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it should work reasonably well so long as your materials are sensible

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but yes, their licensing is annoying per-project, but at the same time it's royalty free and inexpensive

silk lodge
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I'd really like to have high quality / realistic grass close to the player

hard light
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I don't know if you'll get grass out of it that holds up if viewed closely

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it's better for things viewed at a reasonable distance

silk lodge
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I might try some heavy lod 3D foliage grass

dry fjord
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@silk lodge it works fairly good. I need to try it more though

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my thing's not for realistic grass really

silk lodge
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I want really nice grass in beach ball valley, but I might just go with really trampled grass

dry fjord
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it's more anime styled

silk lodge
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or astroturf

dry fjord
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astroturf I can do ๐Ÿ˜„

silk lodge
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astroturf might just work with a normal map

dry fjord
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well, wait for cyber monday

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it's gonna be cheap ๐Ÿ˜„

silk lodge
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I might get it just for fun!

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and well, fuzzy things

clever sky
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@dry fjord Can you do lara croft style hair with your plugin? ๐Ÿ˜›

dry fjord
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nope

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it's fur not hair

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unless

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she has a buzz cut

clever sky
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What's it look like if you make it long?

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Troll doll?

dry fjord
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yup basically

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I'm going to add brush map support to it at some point

clever sky
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Super cute.

dry fjord
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is adorabubble

clever sky
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I'd buy it, but I have no idea what I'd do with it ๐Ÿ˜›

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Make a game about furbies

dry fjord
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well it's on special on monday ๐Ÿ˜‰

clever sky
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Maybe

dry fjord
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it requires a lot of work with your characters to get it perfect though

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if you want peachfuzz like a muppet, no problem

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anything longer and you start needing to think about growth maps

wintry escarp
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make it jump up and down so we can see the fur

clever sky
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Fair enough.

dry fjord
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I have one of that, hang on

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this is a shit video though

clever sky
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Dayum. The aussies worked on the polymer bank note for 2 decades before it was released ๐Ÿ˜›

dry fjord
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weird, we've had them for two decades

clever sky
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Well they were released in 1988

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Special edition notes or something like that.

dry fjord
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if you've ever seen US money you understand why they want to test them rigorously first

clever sky
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Why's that?

dry fjord
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they're shit

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paper money I mean, like the US notes

clever sky
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Don't think green backs will ever go polymer. The US is too proud ๐Ÿ˜›

dry fjord
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it's crazy

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they need real money

clever sky
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It's American, therefore defacto better!

dry fjord
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hahah

sly chasm
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Oculus doesn't send out touch controllers unless you have an official project your working on, right?

dry fjord
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nah they send them if you just ask

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if they try to ask you anything just say you know palmer and found his conduct deplorable. they will sort you out with all sorts of free stuff.

sly chasm
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heh

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who's palmer?

dry fjord
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the guy who gets you free stuff

sly chasm
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and did he actually do anything?

dry fjord
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long story short, he was the evangelical face of oculus

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before long all of his talk turned out to be without merit, his promises vanished and he became combative towards their user base

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he'd do an AMA and end up fighting with everyone

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then it came out that he took his cut of the money from the facebook deal and funded a really bad pro-trump political troll

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they were paid to go and start shitfights and abuse people on the internet for having any left-leanings

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basically like they all claimed CTR is, but much more sinister

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so it got political

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so once that came out palmer disappeared

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leaving a trail of destruction and broken promises in his wake

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he was easily the worst thing to happen to oculus, they could have had a more professional PR person backing them

sly chasm
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sounds bad (0_o)

dry fjord
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think Sean Murray but for VR

sly chasm
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well

dry fjord
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2016 has been a hell of a year

sly chasm
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Sean Murray was at least polite-looking

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but all jokes aside, would that actually work?

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I would kinda feel bad about blackmailing them

dry fjord
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of course it wouldn't work

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slap

sly chasm
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lel

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so back to the first question; you have to be working on one specific project?

dry fjord
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I think so

sly chasm
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ah

dry fjord
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you at least have to demonstrate that you're doing something cool

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same as epic, same as valve

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you just have to wow them

sly chasm
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is the touch even compatible with UE4 right now?

dry fjord
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totes

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it treats the touch and the vive controllers as generic motion controllers with various capabilities

dry fjord
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why the fuck is robo recall a rift exclusive?

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has nobody learnt anything?

clever sky
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Oculus paid epic to work on VR?

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Hopefully Epic makes Robo recall available via learning material ๐Ÿ˜›

dry fjord
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why did they take that deal? it just fragments the community and alienates half of them

clever sky
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Then some smart ass just recompiles it for Vive ๐Ÿ˜›

dry fjord
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yeah

clever sky
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Not unlike how you can recompile henry and show down for the Vive

dry fjord
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yeah

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does anyone know if kingspray has any way of getting it now?

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like early access?

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ah

silver brook
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Does anyone know if Simulate PHysics has to be on for Hit Events or Overlap events to work?

dry fjord
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nope

silver brook
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then I'm not sure why the game Object doesn't trigger it unless it is on?

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yea it just isn't. I notice when I turn it off collisions preset switches from PhysicsACtor to BlockAllDynamic is that what is throwing this all off?

mighty carbon
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Vive fans rejoice

winged shale
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not sure why this is big news now, it's been working well in beta for a month now

mighty carbon
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no idea, just saw it on reddit, decided worth linking here ๐Ÿ˜ƒ

winged shale
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๐Ÿ˜›

mighty carbon
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I'd like to hear from @wicked oak how that compares to ATW on Rift

dry fjord
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is that new?

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or is it out of beta now?

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oh yeah posted today

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cool

winged shale
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it's just out of beta

dry fjord
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excellent

noble swallow
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is there a way to push a PIE instance into an HMD that is connected to a networked pc, rather than the one you are developing on?

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frontend looks like it could do it

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maybe

winged shale
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it's all command line executions anyway

noble swallow
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oh really?

winged shale
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yeah like how VS is hooked up into unreal build tool

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I haven't tried or anything but my guess would be there's some kind of exec file that runs when you hit the standalone button

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because frontend is command based, or at least it was in previous versions of UE

noble swallow
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the build bit is

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for sure

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just generates UAT commands

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but there is some sections on device sharing

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im not sure what that generates

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the device manager page, I should say

winged shale
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it's not gonna just plug n' play, but it should be only a few lines of stringing some commands together to get it to auto-play upon build on a remote device by network transmission

noble swallow
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sounds like fun

winged shale
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yeah actually it does

noble swallow
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give me something to do in the evenings heh

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cause im too lazy to shift the kit hahaha

winged shale
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ultimate engineering optimality

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the hardest possible easy way out

noble swallow
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yeah

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haha

winged shale
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my wife said that when she was studying for some exam once ๐Ÿ˜ƒ

noble swallow
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its good for sure

barren rose
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I made a thing

jagged vale
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wonder if this would be a good tool for improving at vector math, anyone tried it? http://store.steampowered.com/app/547280/

clever sky
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@barren rose Dayum. Great stuff. What do you need for it to work? Just a web cam and green screen?

dry fjord
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neat

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vector math is just some basic rules to remember though

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I have more trouble with quats

clever sky
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quats are like squats

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In that they share 5 letters.

hard light
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quats are dark, arcane magic and nobody can tell me otherwise

clever sky
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What are the benefits of quats anyway?

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Accuracy?

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But how?

hard light
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the biggest advantage is that they don't use Euler angles ergo don't have problems like gimbal lock

clever sky
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So... they do full spherical rotation with a single number?

hard light
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quats aren't represented with a single number

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In mathematics, the quaternions are a number system that extends the complex numbers. They were first described by Irish mathematician William Rowan Hamilton in 1843 and applied to mechanics in three-dimensional space. A feature of quaternions is that multiplication of two quaternions is noncommutative. Hamilton defined a quaternion as the quotient of two directed lines in a three-dimensional space or equivalently as the quotient of two vectors.
Quaternions are generally represented in the form:
a + bi + cj...

dry fjord
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quats are three vectors

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you take your normal X, Y and Z vectors of 1,0,0, 0,1,0 and 0,0,1 and redefine them

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that gives you a transform that you can use to rotate an object

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it's incredible that somebody invented them BEFORE computer graphics were a thing

wicked oak
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quats are also mostly encoded as a axis + a angle of rotation

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wich makes it far easier to understand than all this "imaginary vector" thing

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unity rotators are all quats by default

neon egret
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Well, C++ mostly does it with Quats too.
It's mostly only BPs where Epic was like "Na, quats might be too difficult for the users to understand, so let's only expose rotators."

wicked oak
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honestly, quats should be the default rotation system i think

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they arent really that hard at all

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just axis plus angle of rotation

hard light
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hmm, the default VR template looks like complete and utter twaddle

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the camera is entirely free floating, and the project we've been given has problems where no matter what you do, the floor height seems to be wrong

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will have to go through, fix the default pawn, and then fix the teleportation ๐Ÿ˜

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(because if you fix the height initially, once teleported, it's even worse than before)

broken vine
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if you want to learn the maths behind video games, including quats

timber lantern
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Hi guys, im on a early stage of a VR game (my first game ever). Can some1 test it and give me some feedback? xD

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It a vr physics puzzle adventure

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Kind v 0.001 but i really would love some feedback

winged shale
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@wicked oak honestly the damn rotators could just be encoded in quats under the hood for every transaction

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that's a major failing in Epic's design imo

timber lantern
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rotators are buggy as fuck

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๐Ÿ˜ฆ

winged shale
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yeah because they're encoded as euler angles

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which doesn't make sense to me at all

timber lantern
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Its so sad to see u4 with such a core problem.

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I understand that fixing this will be a pain because of the constructed things that already use it as it is

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But sad ๐Ÿ˜ฆ

clever sky
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Anyone tried to use Widget Interaction components with level triggers?

mighty carbon
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@wicked oak have you tried Vive's ATW ?

clever sky
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I'm getting an issue where the laser pointer is blocked from picking up a widget if it's within the trigger volume.

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Like my menu that normally activates the widget interaction laser pointer thing... and normally finds and intersects with my menu plane

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When inside the volume, it'll just pass through my menu.

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Like... it's so explicit that if my menu is half way in the volume and halfway out

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that the part that's out I can intersect with the pointer, but the part that's in the trigger volume will just pass through.

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Ok. On further investigation, it seems to be blocked by query collisions

#

So if I'm inside any volume that does query collision, my widget interaction component will pass through...

timber lantern
#

Can you avoid that situation?

clever sky
#

I'd prefer to retain the ability to use trigger volumes and my widget menu if at all possible...

#

Without weird conflicts...

wicked oak
#

add your widget menu to ONE collision channel

#

and then, in your interaction component, tell it to only test trace against that one collision channel

clever sky
#

How do I do that second bit?

#

The options are... lacking D:

wicked oak
#

like this

#

4.14

#

you need to create your HudObject collision channel

#

on project settings

clever sky
#

Ah.

#

Ok. I guess I'll need to upgrade this project over to 4.14 D:

#

4.13 does not have that option :/

wicked oak
clever sky
#

Will have to wait for Mordentral to update his plugin.

wicked oak
#

what plugin?

clever sky
#

VRExpansionPlugin

#

Super useful

wicked oak
#

i dont like using plugins for things that i can write mysefl

#

as then i need to deal with updating them and learning what they do

clever sky
#

True.

wicked oak
#

i just code the stuff i need

#

on some cases, i just take what the plugin is doing and copy it on my project

#

like ive done with the teleport arc with splines that the 4.13 VR template has

clever sky
#

Yeah, long term that's definetly what I'll have to do.

heady parrot
#

You also have the option to participate in OS projects you know ๐Ÿ˜‰ contribute and fix things you dont like

wicked oak
#

that plugin is opensource?

clever sky
#

Yeah

wicked oak
#

yes, i have thought of releasing some of my stuff

#

but its too much hassle

heady parrot
#

I kinda presumed since its on Bitbucket

wicked oak
#

i cant just drop it as-is

#

ive thought of packaging stuff for sale on the marketplace

#

but still not sure

#

when i wanted to do that, code plugins didnt sell

heady parrot
#

same ๐Ÿ˜ƒ it takes a bit more cleanup and effort

#

so far I've just given away my stuff for free

wicked oak
#

and now, some of the stuff i wanted to add to the store as a code plugin is already done on blueprints

#

so why am i going to upload my C++ weapon system or combat combo system

heady parrot
#

some people prefer code ๐Ÿ˜ƒ myself included

wicked oak
#

its more mantainable

#

i seriously dislike blueprint code plugins

heady parrot
#

and faster.. if the BPs do any ticks, they are roughly 40x slower

wicked oak
#

on code you can quickly see it in visual studio

heady parrot
#

yep

wicked oak
#

ive thought on building a RTS toolkit on C++

#

as a game plugin, and selling it

winged shale
#

Really any BP delegates

#

@heady parrot

wicked oak
#

wanted to do an RPG toolkit but there are already stuff for missions and that on the store

#

some of them quite interesting

heady parrot
#

my worst nightmare is when people mix them.. base class with logic then a BP inheriting the class with a ton more graph logic ๐Ÿ˜ƒ

#

terrible to debug and trace through, and maintain

wicked oak
#

you mean C++ and blueprints?

heady parrot
#

yes

wicked oak
#

i do that constantly, normally i write the complex stuff on C++, and then assemble it inblueprints

clever sky
#

Bunch of programmers up in here.

winged shale
#

Yeah. My workflow is:
If I know how to do it already, c++
If I don't know, prototype in BP and then port to c++ immediately

heady parrot
#

I use that for one thing, to setup a flow.. ie call blocks of code in sequence, like when scripting tutorials etc

wicked oak
#

i add a shit ton of blueprint events

#

like a weapon system calling OnFire so i can do the sound+FX in blueprint

clever sky
#

I'm sorry if I love blueprints! I'm part of the problem! yarrgh ๐Ÿ˜›

wicked oak
#

but the actual shooting part on C++

winged shale
#

Yeah all those editor hooks

wicked oak
#

you filthy casual

heady parrot
#

I do the sounds and vfx in code, but expose properties so you can slot in those assets in the BP

wicked oak
#

i never do that, becouse i dont have proper assets

#

so i tend to do mix and match, maybe i do 2 fx or a scaled one

#

and tweak it a lot

#

so just slotting it its not going to work in my games

winged shale
#

Once the game is done, I'll hard wire it in, but having BP Hooks for making fx etc is great

heady parrot
#

might make sense for smaller games and teams, but if you are making a bigger game you need to maintain then yeah.. )

wicked oak
#

of course

heady parrot
#

EVE Valkyrie started off using quite a bit of logic in BPs.. in the end we had rewritten most of it into code

wicked oak
#

this kind of workflow is very nice for a small team

#

for big teams, all c++

#

with editor hooks

heady parrot
#

the one thing I prefer in BPs is the iteration time yeah. Even with hot-reload C++ compilation its not as quick

wicked oak
#

mostly becouse you cant easily source control blueprints

clever sky
#

Well... if you can afford the man power, why not get the benefits of faster code?

winged shale
#

I don't understand why they wouldn't encode BP in some kind of markup language

#

Instead of blobs

wicked oak
#

parser overhead?

heady parrot
#

they are working on that actually

clever sky
#

I guess they want BP for iteration time

winged shale
#

Yeah but they "compile"

clever sky
#

and then use the BP to C++ for actual packaging and production

heady parrot
#

I mean the persisted asset

wicked oak
#

but definitely yes, a proper blUEscript would be a good idea

winged shale
#

So porque no los dos

clever sky
#

Is that thing effective btw?

wicked oak
#

well, we already have BP to C++

clever sky
#

Converting BP to C++

wicked oak
#

but it does a state machine

#

it is

winged shale
#

It makes a fucking huge

#

Yeah

wicked oak
#

but its not readable code

clever sky
#

Ah ok

wicked oak
#

and of course its not as fast as actually well written C++

heady parrot
#

you tried the new BP compiler in 4.14? I havent yet

wicked oak
#

but its near

#

no, i havent done much tests with it

#

becouse i dont need it

clever sky
#

So it's definetly worth while packing it up into C++

#

for release

wicked oak
#

my blueprints are high level game logic or FX

winged shale
#

*nearer to it than BP bytecode

wicked oak
#

so total cpu time in blueprints is basically 0

#

yeah, its worth it if you have tons of them

heady parrot
#

but yeah I think Epic wants to change .uassets in general to something like JSON, saw a discussion on it somewhere

wicked oak
#

oh god NO

heady parrot
#

did you know you can copy paste BP graphs into text?

wicked oak
#

yeah

winged shale
#

I am always amazed at all the performance I can squeeze out of a modern machine

wicked oak
#

thats why performance is now on the multicore side, and on memory

heady parrot
#

if you want to really SQUEEZE you can do amazing things.. but the effort is usually too high

clever sky
#

What's more amazing is how much early developers had to squeeze out of old machines.

wicked oak
#

the actual number crunching force on a modern CPU is insane

heady parrot
#

you been following Handmade Hero? I havent for a while but did in the beginning, great stuff ๐Ÿ˜ƒ

wicked oak
#

to the point where most programs are bottlenecked on the memory

winged shale
#

I am always trying to optimize for caching, write like I'm programming an embedded OS, Then I'm like wtf am I doing I just saved 20 nanoseconds

wicked oak
#

if you can set a cpu in a math path with no branches and vector operations

clever sky
#

So when I do ticks in BP

wicked oak
#

it can do a shit ton of math

clever sky
#

is that a CPU load or a memory load?

#

that it's creating?

wicked oak
#

cpu load

#

keep in mind this "memory" load is about the CPU itself

heady parrot
#

now add programming the GPU on top of that.. now you're crunching numbers ๐Ÿ˜ƒ

wicked oak
#

it has to get data from RAM and from the caches

#

yeah

#

gpus are absolutely insane on CUDA/OpenCL

#

i learnt to use them for stuff like matrix multiplications

#

a x20 speedup easly

#

even if not as well coded, a x4-5 speedup easily

#

but gpu needs a specialized algorithm

#

something that can be done in parallel

#

so a "for 1 to 2000 doThis()" its fine

winged shale
#

The vector instructions in x86-64 are also extremely potent, good to learn if you're coding for PC

heady parrot
#

I need to dig more into GPGPU, want to do some fractal/procedural math on it and feed the results into vertex buffers

wicked oak
#

its real cool stuff

#

not that hard even

clever sky
#

@wicked oak So basically create arrays and have the arrays processed simultaneously?

wicked oak
#

for Cuda, you have NSight in visual studio

#

its a ridiculously powerful debugger

#

it gives you time per instruction

#

so like "in this instruction you are spending X on memory fetch"

#

i havent found anything that cool for CPU

#

@clever sky pretty much exactly that

#

cuda/opencl work like that

#

you send an array of stuff to the gpu

#

process it

#

get an array of data back

clever sky
#

Nice...

wicked oak
#

that is more or less how ue4 gpu particles work

#

its compute shaders, wich is a simplified version of cuda/opencl, but they work better with the graphics engine

#

it sends a "ParticleData" array to the gpu, does a calculation(shader) and then renders that

winged shale
#

Can you instantiate CL instances on ARM GPUs?

#

Like for mobile

mighty carbon
#

so, when using Rift on Steam, it works through Steam VR and thus there is no ATW/ASW ? (unlike when using Rift with Oculus Store)

#

just wondering if there is any difference between experience, if any, when using UE4-based app/game with Rift+Touch support on Steam and on Oculus Store

wicked oak
#

yes, OpenCL is multiplatform

#

it can also run on the integrated GPU no problem

#

but if you are doing games, might be better to use compute shaders

#

they are better integrated into the graphics stuff

mighty carbon
#

anyone?

wintry escarp
#

we all use cardboards, none of your fancy Rift shenanigans for us

heady parrot
#

@mighty carbon Last I checked SteamVR was a bit behind on Oculus SDK integrations, but it still goes through the Oculus runtime

#

ATW and ASW is implemented at the runtime level

#

so yeah you should get a similar experience in both cases

mighty carbon
#

@heady parrot aye, thanks. I was concerned that Rift games would run without ATW/ASW on Steam.

#

so that brings up old question about why devs hate Oculus, if one can make a product for Rift+Touch and sell it on Steam without losing any advantages Rift has over Vive ๐Ÿ˜ƒ

heady parrot
#

devs dont hate Oculus ๐Ÿ˜ƒ dont judge everyone by a vocal minority

mighty carbon
#

๐Ÿ˜ƒ

heady parrot
#

for most devs business is business ๐Ÿ˜‰

winged shale
#

@heady parrot can confirm, oculus does indeed use asw when invoked through SteamVR

mighty carbon
#

why does SteamVR have to be used with Rift?

winged shale
#

...what?

mighty carbon
#

I have no clue about desktop VR, so I am just wondering

winged shale
#

ohhh

#

it doesn't have to be

#

but for me it's easier to support only one API because I don't care about selling on the Oculus store

#

not even sure it's required that I use the Oculus plugin in UE4 to be eligible for Oculus store anyway

#

I like hardware agnostic libraries

heady parrot
#

what Im not sure about is all the platform options that are opening up soon.. My guess is they wont be supported on SteamVR

mighty carbon
#

basically I am thinking I could get Rift+Touch, but not go for only Oculus Store and instead start on Steam (since I already have publishing account). So, since experience (as far as performance) is not going to be any different between Oculus Store and Steam, I am wondering what's the difference after all (what will Rift users miss on Steam)

heady parrot
#

namely the p2p voip and other social features

mighty carbon
#

hmm.. VoIP kinda critical for MP ๐Ÿ˜ฆ

heady parrot
#

then if you want to have friends in your game, and go multiplatform.. and do cross platform, then you end up having to write your own systems

winged shale
#

p2p voip though, not just voip

heady parrot
#

Oculus has a neat VOIP solution that is pretty high quality, but Im pretty sure its bound to their platform

winged shale
#

it is I'm sure

mighty carbon
#

so in other words, Rift game on Steam will have to be half-assed ?

#

I guess my game would have to be developed for Steam using Vive and for Oculus Store using Rift, to keep all features offered per platform, and not be cross platform ?

winged shale
#

pretty much

#

but SteamVR is trying to rapidly put in hooks to the APIs that it abstracts

heady parrot
#

supporting Rift on both Steam and Oculus Store you'd have to go with the smallest set of features, ie Steam

winged shale
#

it just has to have a default behavior when it's not there, like in the case of the p2p voip

#

imo that's a pretty easy feature though

#

and really has nothing to do with Oculus hardware

mighty carbon
#

is there a comparison list between SteamVR features and Oculus SDK features?

#

like, what Vive users can have that Rift users can't, when using SteamVR ?

winged shale
#

nothing, that's the point of OpenVR

#

Valve's idea is that ultimately, isolationism is bad for the ecosystem

#

and that there's no reason to include p2p voip or extraneous features into an API designed for VR

#

because there are libraries out there that do it better, and are open source

wicked oak
#

steam has voip alreaddy

#

in steamworks

mighty carbon
#

so, in other words, if I make VR game for Steam, both Rift and Vive users will have same set of features (with Rift users still enjoying ATW and ASW on top of that, for now at least) ? And the only issue is simply limited cross-platform compatibility ?

winged shale
#

yes, but the big feature is the p2p bandwidth in VoIP

wicked oak
#

the point is that you have to add the whole steamworks api there

#

so its a shit ton of stuff

#

oculus also has stuffs

#

you can see them in the docs

#

they have leaderboards, matchmaking, stats, voip, p2p connection....

winged shale
#

Valve should just wrap all social API calls in Steamworks lol

wicked oak
#

good that ue4 abstracts a lot of them

winged shale
#

^^

wicked oak
#

with the online subsystems

#

but still, things like leaderboards or stats are super bad on the subsystem api

mighty carbon
#

ok, so I am lost.. What's the difference between Steamworks and SteamVR ?!

wicked oak
#

i had to build them myself in steamworks c++

#

steamVR is the vr part

#

steamworks is the stuff steam gives to all devs

mighty carbon
#

it's f#cking confusing

#

that's what I like about Gear VR - one platform, nothing to worry about

#

also Valve has no word about Touch in their SteamVR docs

heady parrot
#

they have very limited support yet. I think they're probably waiting on the final sdk

#

a lot of changes have been going on lately ๐Ÿ˜ƒ

mighty carbon
#

aye

#

I just remembered I had a game I was working on for PC, but it didn't pan out. I think it's a good candidate for VR ๐Ÿ˜ƒ

#

(and I think I'd rather get with a programmer to work on it)

#

what's better for performance - single mesh with several materials on it, or several meshes with one material and one texture atlas on it or instanced mesh with several different materials on each of the instances ?

#

(performance in VR)

heady parrot
#

@mighty carbon It depends on the size of your mesh and/or textures. In most cases a single mesh is probably fastest since you only submit one mesh to the GPU. The instances case saves you submitting but will result in multiple drawcalls

#

probably better to ask in #graphics though, I'm not an expert on this ๐Ÿ˜ƒ

mighty carbon
#

@heady parrot apparently 100 instanced meshes with the same material is 1 drawcall

heady parrot
#

yes but you specified different materials

mighty carbon
#

ah, true

#

so basically less meshes (or instanced meshes) and less materials would be a rule of thumb to keep performance up

heady parrot
#

well yeah ๐Ÿ˜ƒ and reusing as much of either as you can

mighty carbon
#

aye

#

my original game used modular pieces, so it should be fine

young cliff
#

Hello all, I have engine scalability working in the editor but it work in a packaged build. The config files of the build look correct in both engine/config and project/config. Does anyone know how to get these settings to override internal defaults?

heady parrot
#

are you calling any saving on the config? if so that works differently in a packaged game

#

the values are saved in the user profile folder. And once there you cannot override them by providing new defaults

#

when running in editor and non-shipping/packaged builds they get saved in the Saved folder, but that folder isnt used in shipping builds

halcyon island
#

yo

#

those who have switched to forward shading, things look way more awesome than with the blurry as fuck TAA. however, the specular highlights on metallic objects are now a small nuisance, any advice on improving this (short of going and altering the metallic on every texture map?)

heady parrot
#

yeah Epic has mentioned the specular being an issue.. I think they put something experimental in this build? where did I see this mentioned..

#

specifically specular aliasing

halcyon island
#

hmm

heady parrot
#

"Specular aliasing is an extremely difficult problem, and without Temporal AA it's definitely way worse. There are some areas for research but they're all unknowns."

#
#

or was your problem not aliasing?

halcyon island
#

i have that problem too. i have a cage that has bars that has a lot of aliasing now, but a bigger issue is on damaged parts of a metallic penguin robot

#

these parts are round surfces

#

it could be the aliasing though, turning TAA back on gives me some nightmares tho

#

its like someone just repaired our vision

heady parrot
#

TAA is smoothing over a lot of problems yeah.. people were seeing AO artifacts in FW that werent visible in deferred

timber lantern
#

Is it worth jumping to .14 for forward shading?

heady parrot
#

if you are doing VR then I'd say yes ๐Ÿ˜ƒ

mighty carbon
#

or wait for 4.15 ?

heady parrot
#

4.15 will have more FW fixes yeah, and is scheduled before end of the year last time I heard. mainly a bugfix release

timber lantern
#

Im mainly on vr now.

heady parrot
#

then swap over now ๐Ÿ˜ƒ there are some caveats with it you need to get used to

timber lantern
#

Hmm i will check it out

#

Thanks :p

heady parrot
#

the thread I linked above and the 4.14 release notes are a good place to start. It does come with some limitations, but oh so crisp

timber lantern
#

I want crisp XD

#

Thanks Siggi

heady parrot
#

good luck, I think you're gonna like it ๐Ÿ˜ƒ

timber lantern
#

They improved the cable also xD

silk lodge
#

TAA has a lot of benefits over msaa right now tbh you can use them both if you want

#

(just not at the same time!)

young cliff
#

@heady parrot I have verified in the packaged build logs, that the scalability settings are being set correctly. Now the problem is that the blueprint node "get anti aliasing quality" isn't returning the correct value. Again works in editor. I'm Trying to do the print string after the console command "scalability auto" hopefully this will work

heady parrot
#

My guess is it is reading an old value saved from a previous run

#

you can delete the setting file btw

#

Look under C:\users(your username)\AppData\Local(your game name)

#

or something like that

#

I had a problem with Valkyrie where the Oculus SDK was saving a setting out to an .ini file, and then I couldnt override it anymore ๐Ÿ˜ƒ

young cliff
#

@heady parrot Yes, the first time I run, the value is incorrect, then 2nd time I run the value is correct

heady parrot
#

was this after deleting? or what was the difference between runs?

young cliff
#

trying now

#

it works now!

#

thanks!

heady parrot
#

no problem ๐Ÿ˜ƒ just remember this will become a problem again once you call Save on the setting, from that point onwards you cannot override it with a new default. Only way I know to get around that is to rename the setting

timber lantern
#

Siggi do you have a sec? related to moving a proyecto to 4.14

#

@heady parrot ๐Ÿ˜„

heady parrot
#

sure, I'll help if I can ๐Ÿ˜ƒ we havent finished migrating our own project yet though

timber lantern
#

Im getting a few issues with the first compilation.

#

#include "ArchiveBase.h" is not working for example

heady parrot
#

whats the error?

timber lantern
#

Cannot open source file "ArchiveBase.h"

#

Seems like they removed or merged it with another include

heady parrot
#

yeah into Archive.h

timber lantern
#

If i remove it, i get no errors

#

Oh nice

#

๐Ÿ˜„

heady parrot
#

just search for the symbol

timber lantern
#

A few GameState changed to GetGameState()

#

Ok compiled

#

๐Ÿ˜„

#

Lets see how much is broken xD

heady parrot
#

yeah game state now base a base class

#

as does game mode

timber lantern
#

Thats nice

odd musk
#

it's quick enough to test out both

timber lantern
#

Compiling shaders with forward shading is taking WAY TOO long

#

thats normal?

odd musk
#

i prefer TAA with r.ScreenPercentage = 200

#

very crisp

#

but obviously it depends on what your card can handle

#

@timber lantern Yes it will take a while, but should only happen once

timber lantern
#

Ok, i really want to check this out ๐Ÿ˜„

#

3750 shaders left ๐Ÿ˜„

#

Thanks ๐Ÿ˜ƒ

heady parrot
#

Magicson9 yes its one time only

timber lantern
#

It looks so crisp

#

๐Ÿ˜„

heady parrot
#

yep ๐Ÿ˜ƒ

#

I also hate some of the ghosting artifacts you get from TSAA, so not going to miss it

timber lantern
#

The text is way clear also, am i crazy?

heady parrot
#

you're not crazy

timber lantern
#

๐Ÿ˜„

#

Nice update UE ๐Ÿ˜„

wintry escarp
#

so forward render is nicer?

heady parrot
#

yes ๐Ÿ˜ƒ very

deft badge
#

G'day all

#

Anyone know if 'keep simulation changes' is possible in VR?

#

or simulate (in VR)

granite jacinth
deft badge
#

Thx @granite jacinth but I can't eject in VR play mode as far as I can tell

granite jacinth
#

right, no idea if that works in VR, and technically, VR Mode is not simulation mode

#

I suppose that's why they have VR Editor though

deft badge
#

yeah, it's a shame. We are enjoying iterating in play mode (as a team) and we are working on VR stuff

#

Tried that too ๐Ÿ˜ฆ

#

kinda

#

Will dig further

deft badge
#

Got it working! Can make editor changes and 'keep simulation changes' while VR player is running

#
  1. Play in 'VR preview'
#
  1. Alt tab back to the editor
#
  1. move the editor window, so you can see the VR preview window
#
  1. select object in the world outliner (importantly not in the editor viewport)
#
  1. make changes in details panel, and see instant changes in VR preview
granite jacinth
#

Nice

real needle
#

I think it's shortcut "K"

deft badge
#

It is (K) but you need to have the item selected in the world outliner.

#

Again, it's important not to use the in editor viewport, or the vr preview window goes 'out of sync'

#

I will play around some more with it

#

Also noted that you can't move objects unless their mobility is set to movable. Mobility can be changed while playing. Obviously changing mobility, and then keeping changes affects performance

deft badge
#

k, further discoveries made in regards to the 'editor viewport' and 'gameplay viewport' becoming out of sync

granite jacinth
#

@deft badge you should document these steps and post it on answerhub as bug if you find it buggy

#

Or on forums/or both, if you feel something is off and should be better implemented

deft badge
#

yeah, this is not the most permanent medium

granite jacinth
#

I need at least one VR dev who is willing to stream for 2-hours for an upcoming VR Game Dev battle.

tawdry dragon
#

Has anyone had any luck with changing the vive mirror to 16:9 1920x1080?

#

No matter what solution I try, it just plainly ignores it

hard light
#

editing the default mirror mode in code should do the trick

#

that's how we did it, and recorded 1080p footage out from it

#

the section you're looking for is in SteamVRRender.cpp, around line 45

frosty robin
#

Does anyone have any idea why everything feels so damn small in VR? im using real world measurements for a kitchen.. but it feels like everything is like 20% too small when im in VR

#

i know i can use the world to meters in worldsettings, but it feels like i shouldn't have to

winged shale
#

Using Vive?

#

You can calibrate with a real object

#

Quickly write up a trace program that lets you measure in unreal units

frosty robin
#

Hmm how do you mean.

#

like i measure the distance between the controllers and put them on a real physical lets say 1x1m object and see what it says

winged shale
#

Sure that could work

#

Find a way to get a good consistent measurement

#

Careful to measure from the right place on the controller

#

A friend of mine recreated the room the vive was in exactly, to the degree where if you touched anything in the game it was there exactly

clever sky
#

@frosty robin not sure why. Everything feels quite to scale to me.

#

If your IPD is adjusted correctly

frosty robin
#

hmm maybe not.

#

but that shouldnt make stuff supersmall ?

clever sky
#

Is your world to meters setting at 100?

frosty robin
#

yep

clever sky
#

It's 100 units to 1 meter

#

i.e. cms

frosty robin
#

yep

clever sky
#

Hmmm. Check your device position

frosty robin
#

yeah

clever sky
#

See if its returning an accurate figure

#

i.e. roughly your ground to eye height.

frosty robin
#

it is.

clever sky
#

And if you drop a cube

#

1 x 1 x 1 m cube

frosty robin
#

im 178 tall and when im measuring it says 178cm

clever sky
#

scale it to that eye height

#

1.78 on the Z axis

#

See how tall it is in VR.

frosty robin
#

okay.. gimme a sex

#

sec

#

haha

clever sky
#

๐Ÿ˜„

plush sky
#

Has anyone else had problems with opening and collapsing a widget canvas that was a child of a vive controller? Whenever I start PIE and the widget is collapsed onStart the engine crashes. If I start with the opened widget it starts just fine ๐Ÿ˜„

clever sky
#

How do you collapse a widget canvas?

#

I didn't know you could do that... I just hid the bastard.

plush sky
#

That didn't work for me, I cast to the widget class and then again to the actual canvas. Then you can modify its visibility through a SetVisibilty node

clever sky
#

What's the difference between hidden and visibility at run time?

plush sky
#

Is use the states collapsed and visible. Collapsed means it does take no space at all and can not be interacted with in any way.

#

Hidden still takes up the space which might be a problem when interacting with other stuff

clever sky
#

Do you mean collision enabled - no collision?

#

Because it seems reading on answerhub, visible is primarily an editor thing and hidden is mainly a game state thing.

#

i.e. so you can see billboards and other such things without having them been visible in game.

#

If you don't mean collision enabled -> no collision, maybe try using that node in place of 'collapsed'

plush sky
#

Maybe I should have explained what I want to do ๐Ÿ˜ƒ

#

I want to open and close a Menu that is attached to a Vive controller

#

The menu should react to the right shoulder button

#

This are btw the Visibility options for a widget canvas. Using collapsed crashes PIE immediately in my case

clever sky
#

Oh.

#

@plush sky Have you tried not on the Vive controller, but simply on the actor itself?

#

@plush sky I'm doing something similar (i.e. pressing the menu button opens up a menu widget).
But, I've gone about it a different way; setting the widget on the VR actor and gettting it to activate and deactivate in there. Activating is a matter of unhiding it and setting collision to on (as well as turning on the widgetinteraction component).

#

There's no crashing doing things this method. Although admittedly, I haven't put the menu on the controller itself.

plush sky
#

@clever sky Mh your way could work just fine. Another thing I'd like to have is that the menu should follow the controller, by parenting the widget directly to the controller no additional logic was required. But getting the worldlocation + rotation from the controller shouldn't be a problem I guess. Thanks a lot, I'll test this right now ^^

clever sky
#

TBH, I'd recommend not parenting the menu to the controller.

#

It might seem like a better way to do it initially

#

but in practice, it forces you to use one hand to position the menu... and more critically you have to make the menu text small enough to fit on a hand held menu.

#

Where as the readability and visibility of text in VR is such that it favours larger text that doesn't vary as much with head position

#

i.e. a large menu that is set in the room scale (attached to actor).

#

Basically, the SteamVR menu and Oculus Home menus behave like I describe for good reasons!

#

OTOH, it's not a fixed rule.

plush sky
#

You're absolutely right, but the menu I require does not feature any text for that exact reasons. It's more of a top down map for the present level, enabling the player to teleport to the area that is clicked on.

clever sky
#

And the application is ultimately the primary determinant of design.

#

Ah, fair call.

#

Having said that, you may have misunderstood me earlier when I said I haven't put the menu on the controller itself. I meant in the sense I haven't tried this nor tested it. So it could actually work find doing the hide/collision thing even while parented to the controller.

#

I simply make no guarantees it will work!

plush sky
#

Which is very wise I'd say. Often the simple and small things will cause the greats errors ๐Ÿ˜ƒ

sturdy coral
#

how is the forward renderer working out for you guys? it is a mix for me, much sharper textures, but a lot of specular aliasing

clever sky
#

Seems ok. But have only tried it to a limited degree.

#

I'm getting a dynamic shadow bug though

#

where shadows from non-static objects appear in front of other moveable objects

#

even though they should be behind.

#

Causing the objects in front to appear transparent as a result.

sturdy coral
#

that sounds bad

clever sky
#

Yeah. Feels like forward rendering is not ready for prime time (i.e. actual game release).

#

But still better than previously, where it was rendering shadows a foot away from the object that it belonged to...

winged shale
#

Wait is contact shadows a fwr only feature?

clever sky
#

@winged shale I thought the patch notes said it was a deferred only feature?

sturdy coral
#

I don't think so, does it even work on forward?

winged shale
#

Yeah

#

No it wouldn't, I was confused by your phrasing

#

"But still better than previously, where it was rendering shadows a foot away from the object that it belonged to..."

sturdy coral
#

I thought it would need some gbuffer info to not apply to already shadowed areas

winged shale
#

Also no dynamic movable shadow sources

clever sky
#

@winged shale Ah, I meant in regards to shadow bug from 4.13 forward rendering.

#

'forward rendering'.

sturdy coral
#

one good thing about the oculus renderer was you could toggle it at runtime

#

so for different scenes you could use whatever was more appropriate

winged shale
#

Mhm

#

Seems like the new folks at Epic are losing sight of the modularity of their programmer predecessors' architecture in UE4

#

just a wild extrapolation though

sturdy coral
#

I think it is partly that the oculus branch didn't have to worry about shader permutations, whereas allowing runtime changes could double compile times for everyone

#

but I wish they would make runtime changes itself an option

#

so you only paid the shader permutation cost if you had it set to runtime switchable or something

#

for a lot of other graphics settings too

winged shale
#

That would be a nice build flag

clever sky
granite jacinth
#

@clever sky As someone who's seen something similar in action....serves him right.

#

Damn kids, too smart for their own good sometimes.

clever sky
#

Hahaha.

#

Haven't laughed that hard in...

#

days!

granite jacinth
#

Yeah, same.

#

It's even funnier if you have kids, and then think about all the dumb crap they did as a toddler.

clever sky
#

I live in the same house as my niece. She's not quite as adventurous. But she is accident prone.

granite jacinth
#

VR + Kids is an interesting combinatino

#

combination if you haven't tried it already

clever sky
#

Oh yeah. First time I put my niece in, she promptly fell over trying to lean against a cabinet.

#

Yeah, sorry honey, but you'll have to wait until you can hold the controllers to go back into VR ๐Ÿ˜›

wicked oak
#

when i was showing my game at a game show

#

tons of kid tried it

clever sky
#

How old/big were they?

#

the smallest ones

wicked oak
#

the smallest ones were around 10

#

i think even one or to 8 year old

clever sky
#

Ah yeah. My niece is 3.5 ๐Ÿ˜›

wicked oak
#

too small

clever sky
#

Yeah

wicked oak
#

i could only show it to people who could wear it

clever sky
#

Headset can't even fit on her properly.

wicked oak
#

a girl couldnt fit it

#

she was like 20

clever sky
#

But she bugs me all the time to try it anyway ๐Ÿ˜›

wicked oak
#

but meter and half in height

clever sky
#

Dayum, that's a small girl.

wicked oak
#

smallest ive seen

#

couldnt fit the headset on her head

clever sky
#

I've found you can tighten the straps further by twisting them.

wicked oak
#

not in a Rift

clever sky
#

Although you probably don't want to do this with any regularity.

#

No, not in a Rift.

granite jacinth
#

Who uses a rift?

#

๐Ÿ˜‰

sturdy coral
#

for real ๐Ÿ˜‚

granite jacinth
#

But anyway, targetting kids isn't a bad idea.

#

Especially if their parents are loaded

#

And around the holidays

#

Just saying.

sturdy coral
#

is PSVR getting much/any TV advertising time?

sullen stirrup
#

has anyone here tried that wireless thingy for the vive

halcyon island
#

anyone using precomputed lighting volumes?

hard light
#

I wasn't aware they were even a thing?

halcyon island
#

scenarios rather

hard light
#

ah, you mean streamed lighting scenarios

halcyon island
#

yes

#

go to the same level 5 tiems in our experience

#

have the environment streaming

#

basically have to duplicate the environment per level to build lighting when we build

mighty carbon
#

there was some discussion about that

halcyon island
#

helpful

#

ty

halcyon island
#

ok so i've set one of these up and it works

#

just awnt to check my logic here

#

i've got half the environment in a separate file, this is stuff like landscape

#

then some stuff like moveable objects are in every version as separate assets

#

in my 'HIDEOUT' level. so HIDEOUT NIGHT has about half the environment assets in a separate file called HIDEOUT ENVIRONMENT

#

now i have HIDEOUT DAY

#

this also imports from hideout environment, but uses a hideout day lighting scenario (in LI_HIDEOUT_DAY)

#

so when i load up hideout night, it is going to import landscape, improt lighting, then i bake the lights

#

the point is that now those lightmaps are now saved in LI_HIDEOUT_NIGHT right, not in the main level

#

meaning that my landscape won't have all the night shit baked on there when i want to use the day level

mighty carbon
#

I believe lighting scenarios are global and should be in the persistent level

last trail
#

VictorBurgeos, Just be sure to inform the kids (and parents) that at their age -12 prolonged use of VR is bad for their eyes, in particular the still developing eye muscles

#

GearVR btw works well with kids

#

Got my sisters kids hooked on it :p

granite jacinth
#

How do people mispell a name that's clearly spelled out?

winged shale
#

just got the new oculoveev cable

#

putting it in noooowwwww

granite jacinth
#

Oculoeev?

#

@winged shale ^

winged shale
#

oculus + wrong pronounciation of vive

#

something someone's dad probably said about 'all this VR hoopla'

#

anyway that new cable is the beez kneez

#

much improve

#

also trying on the headset without the cable (to emulate what wireless VR is gonna be like) was pretty magical, even without display on ๐Ÿ˜›

#

although I actually feel it needs a little weight on the back of the head in order to be comfortable

#

too front heavy without a cable

silver brook
#

Is there a way to add gravity to a VR player?

mighty carbon
#

people can use @ before name to make sure it's spelled correctly ๐Ÿ˜ƒ

winged shale
#

Or if on mobile you can tap their name to add a mention

mighty carbon
#

that "all inclusive" tip is a turn off.. Not every game/app needs to be designed for everyone to use it :/

halcyon island
#

hey regarding specular aliasing in 4.14 they suggest using the 'normal to rougness' feature, i'm not familiar with this

winged shale
#

I like it.

halcyon island
#

where is it accessed

winged shale
#

Also, why not include a greater audience for your game? And why is that a turn off?

mighty carbon
#

because if I want to make a game that isn't suitable for kids, I'd want to make that.. I don't want for kids to play that kind of game

#

if I want to make a game/app where guys can look at neked ladies, I am sure kids shouldn't be playing it and I am sure a lot of women aren't gonna like it either.

#

sure, PG/PG13 stuff sells more

#

but sometimes devs want to make something they want to make, not to cater to everyone

winged shale
#

That doesn't even make any sense in context

mighty carbon
#

Oculus implies stuff needs to be made to cater to all

#

I disagree

winged shale
#

What I think she is saying is that she feels like she is not represented as a woman of color in games. If your audience might include women, which perhaps a set much larger than you would think apparently, perhaps you might want to make the ability for your protagonist to be female. Also what stops women from wanting to see naked ladies? And of course if you're making an app designed for men, you'll probably make it designed for men. And if you make it designed for adults, you will not include child bodies as player characters. But if your social app supports just white people or just men for avatars then you are alienating a significant portion of your audience

real needle
#

@silver brook I think you can set the capsule root to simualte physics, but lock it in X and Y (otherwise you'll have a rather nauseating experience...)

silver brook
#

Cool I pretty much did something like that

#

Added a cube with physics I attach vr cam at runtime

#

Didn't lock it yet but I will

#

Just have to run manual checks now for turning off/on physcis when in air

#

and not

clever sky
#

@mighty carbon The article did phrase that portion poorly. But @winged shale has the right of it; if you're going to make a VR experience where the avatar is represented, provide options or risk alienation. Not everyone wants to identify as 6 foot tall white male shooter man. If you're not designing an experience that shows the avatar, then no sweat. You're just you.

real needle
#

@clever sky Do you also think that a player would associate with an avatar (negatively) if they can't actually see their own mesh?

clever sky
#

@real needle If you can't see the mesh, then there's no association to be had?

real needle
#

Well, if you see everyone else looking the same you probably get the idea of what you look like

clever sky
#

Well... if you're going to go that way in multiplayer, then generic and unidentifiable is best.

real needle
#

I currently have a mirror in the lobby before a match. I had it for debug but people really liked it so I kept it

clever sky
#

Like the Unreal Mannequin body is... too masculine.

#

But, floating HMD, hands, blob body is generic.

real needle
#

A genderless robot would fall into the second group id say

clever sky
#

If most of your userbase are males (and lets be honest, in VR right now, it's going to be), then you're not going to get many complaints about having a male avatar.

real needle
#

I'm hoping that griefing will be less of a concern if there's no gender

clever sky
#

But I imagine using a female avatar only would net a few complaints!

#

Yeah, genderless is good.

real needle
#

I like how art of fight does it, where one team is male and the other female. It's not perfect but it's pretty good

clever sky
#

Haha... yeah, but you also can't see your own body

real needle
#

And you never see your own avatar, which is why I'm assuming I haven't seen any complaints

clever sky
#

Yeah. So what you just said, didn't actually click with me while playing the game.

#

It's not bad. If you only see male avatars, I think you'd probably get more complaints.

real needle
#

Yeah and it is important to make as much effort as possible towards gender neutrality for VR. I know it's near impossible, but we can atleast try to start this new revolution with such ideals

#

Not impossible from design, but just because of the market

clever sky
#

It's also a great excuse to not worry about having representational avatars! ๐Ÿ˜›

real needle
#

Hehe

#

See, there's always a positive out of everything

clever sky
#

Hehe ๐Ÿ˜„

real needle
#

If you can't do something, just design something better

clever sky
#

Say again?