#virtual-reality
1 messages Β· Page 49 of 1
Different topic: You guys know that fade to black thing that most devs do for teleportation?
I think it's shit.
Like everyone is doing it, and it gives you a 'smoother' feeling right. But most devs don't realize that it's also more disorientating.
Because you're blacking out the frame, and elimnating memory cues from previous to current location.
Like, a classic perceptual test is to do a test involving image differences. Without a blanking card in between, you can see what varies instantly when something changes.
Like a house with a chimney, and the same house with the chimney photoshopped out.
If you put a blank card in the middle, even if only for a moment, a lot less people are able to tell what went missing.
So it is in VR and teleportation; you put a fade to black in the middle of teleportation, and the brain drops half the place cues. It needs to recourse to higher level cognitive pathways to reorient itself.
Taking longer
Dash to teleport is the best in this regard.
I agree!!
@clever sky If you can't do something because of a, b ,c, design around it (and make it better)
More iteration usually leads to better results, even though you thought your initial idea was the best
I'd largely agree with what you're saying.
On the flipside, you should be mindful as to the nature of the initial idea in the first place.... a half assed implementation is not the same thing as a full proper implementation.
Discarding entire lines of inquiry because initial tests didn't pan out is...
Not great for your design π
have you played new Doom @clever sky ?
or any other FPS that isn't "inclusive"
Wait... it's Doom 5 now isn't it
DOOM 2016 on any platform
What about it? Context is important. Doom has history to it. It targets a heavily male demographic.
so?
The main point to be aware as a dev is; understand that you can target specific audiences while alienating other demographics.
what if I want to make game that targets males, for VR?!
Don't be surprised if your male only shooter game only resonates with a male demographic.
Feel free to.
Just do so with awareness of what you're doing.
sure, it's common sense
If you believe in more inclusivity, then you might want to be more careful about design choices.
If you don't, then whatever?
I was just saying that since when designing a game for specific demographics became bad?
About the same time the industry realized it was limiting its potential customer base
by repeatedly targeting one demographic and excluding others.
And that diversity in representation in both the people making games and the people buying them leads to better outcome in general for the industry
As an individual, you make an informed choice when you consider what you do (whatever it is you want to do) when you consider that context.
If you don't consider that context, then you're making an uninformed choice.
That's fine. I think most developers operate like that.
But on the flipside, developers are running businesses.
if it appeals to wide audience, awesome π
And it's foolish to not consider some compromises away from exactly what you want, to a broader consideration of prevailing market sentiment.
but I never design anything thinking "hmm, will X demographics like it?"
Well I have... and it basically amounts to; ok, this works for me... but does it work for everyone? What other options can I give those people?
It's not like I'm compromising my core vision here. Only making small concensions to ensure that more people are happier with the experience.
And I'm not talking about social equality stuff here. I'm talking about movement options to cater to a wide variety of motion sickness sensitivities.
aye
and disabilities, it's at least important to consider. https://www.reddit.com/r/Vive/comments/5c648x/climbey_for_a_guy_13_years_in_a_wheelchair_all_i/
Yes. My solution caters to people in wheel chairs too π
Seems I've got some heavy VR-sickness after using the Vive for a few weeks
Hand-eye coordination, balance are both off
Dizziness
Anyone ever experience this before + what helped?
@uneven moon That's the first time I've heard of anyone been affected to that degree... are you talking about temporary or permanent changes?
In terms of dizziness, that's pretty usual; usually we call it motion sickness.
But the hand eye coordination been degraded is very unusual indeed. Unless you simply mean while dizzy.
Anyway... if it's a basic case of motion sickness, your best bet is simply to take your time acclimatizing yourself with VR.
Ensure that your computer is up to spec, so that it can run the experiences smoothly. Frame rate drops and judder can be sources of motion sickness.
Games with teleportation should be fine for motion sickness.
But games with free movement (like analog stick style movement) can cause a lot of motion sickness.
Your best bet will be to stop and rest whenever you start feeling weird in VR>
After a while, you acclimatize with repeated use and exposure.
Temporary changes, and yes only while I'm dizzy. I've been playing around with Google Earth VR a lot and that has a LOT of movement while standing still
Won't be doing VR for a bit
I generally feel uneasy
In the 4.14 changelog it mentions: "Planar reflections of a partial scene, composited into reflection captures" -- how do you actually achieve this, is it through the actor include/actor exclude lists? Is there any way to just only include anything moveable?
My PC is up to spec, yeah. Running with the GTX 1070, no lag or judder whatsoever. How long does motion sickness last for you if its ever happened?
I see there is a distance thing as well that you can use to exclude far parts of the scene
@uneven moon I've never had it mor than a few hours after but I don't generally get it except from really bad stuff
only uneasy part of google earth for me was when you transition the world from top down to face-on
What symptoms did you experience?
And yes that, but flying around while standing still was a bit uneasy for me and I don't normally get motion sick in VR
bad choppy judder makes other things feel bad for a while, even scrolling on choppy android or something can kind of bring memories of it
I don't get too much from things with movement, mainly just things with performance problems
disorientation?
but moving things can feel a little like you feel after getting off a treadmill after being on it for a long time, like the world is still moving
things like that?
Yeah I have that kind of feeling
But it's taking a while to wear off
Slowly
you are using the comfort mode in google earth?
No
yeah, you probably should, if you hit the trigger at the same time as the touchpad someone said it will also make you fly slower
and double tap pad to fly faster
Yea very true, I didn't realise that for a while so I got really disoriented flying around and scaling up and down quickly
yeah it might be something with the scaling
Also, I'm unsure as to the question you had earlier, sorry
when I first tried the VR editor it made me feel a little off afterwards
I think it was the first thing I used that smoothly changed scale instead of snapping
Yeah same with the VR editor, it was strange processing that scale difference
It's not natural, but interesting
Surely negative implications
We'll have to see haha
@uneven moon when I first tried VR a few years ago with the DK1, I noticed something that I called "rift shift" at the time: the real world feels unreal. Like my hand motions did not correspond properly in space.
I think it's just something that goes away after a long time developing, I haven't felt that way in years. Although Thursday I had an awful kind of vertigo happen while I was sitting down randomly. Not even near a HMD for days... Just a lot of stress. I wonder what physiological changes we're going to see in people with long term VR exposure? The neural plasticity of our retina and ganglion cells certainly changes with use like when using glasses to correct myopia..
@uneven moon You should definetly keep comfort mode on if you're new to VR.
It's not as immersive as without it, but it's also not as nauseating.
Also, using trigger pull is generally a better movement technique in Google Earth
i.e. point at the landscape, pull trigger, then pull the map towards you while held.
It does a loose version of what I call the 'self-caused motion illusion', which generally means you won't expect actual motion, as your brain thinks you're causing the visual motion direclty with your hands
@winged shale I think our neuroplasticity in general will allow us to adapt to a wide variety of shifting conditions without substantial permanent effects. It's mainly physiological damage that effects us more permanently.
e.g. Something as fundamental as vision can be messed with quite stably; wear a pair of glasses that flip the world and after a day, you'll be operating perfectly fine.
Take them off after a week, and it'll take about the same amount of time to readapt.
I had terrible headaches the first few days after using VR
my guess is that it was related to my eyes trying to focus on objects and failing
did you give up using vr or did the headaches stop
using some poor guinea pig for your vr
those that have switched to 4.14 or just know
how do the scalability settings of anti aliasing correlate to the 2x 4x 8x MSAA settings typically used to set MSAA
likeg what is 'medium', what is 'epic'. i assume they are specific settings
is there a way to have the s7 on power saving mode without the stupid message being visible all the time?
Not a fan of this new GeForce Experience app. Bad enough they wanted my personal info to login but they completely broke Shadowplay. Cant record VR gameplay in UE4 anymore.
Anyone know a fix for this?
nm, I think I found the issue. Seems it doesnt like it when you set the VR preview to full screen. Leaving it windowed makes a full screen recording.
dahell
Still not fully fixed. Might have to rollback to early GeForce Experience π¦
@wintry escarp Got used to it, still have some eyestrain though
@runic wave Have you found and set your IPD properly?
You might be outside of the 60-70 range, and then there's not much to do unfortunately...
motorsep: no just on the S7, when you enable power saving it keeps a stupid msg box reminding you
hmm.. dont recall seeing that on S6
https://www.youtube.com/watch?v=5RpHwpjVasQ Currently working on a PaperBoy inspired arcade game for Oculus Touch and HTC Vive. I'm quite pleased with how well the bike steering turned out.
cool, but how about motion sickness ?
Quite comfortable and I'm very sensitive to simulation sickness. Had a few nausia triggers caused by going up on the curbs but we managed to get that all fixed yesterday. Not bad for 5 days worth of work though π
π
That's a tricky intersection to get past, lol. The delivery route extends every 7 days assuming you haven't lost all of your customers by then. Day 7 has a "boss fight" along with coin pickups for collecting the weekly payment for the route.
We've got a few other game modes planned for it as well but focusing on the Paperboy type first.
yay, paperboy in 3d
Thanks! It was always a favorite of mine. We're having a blast working on it.
anyone using light scenarios in 4.14
normally these squares would mean i had to bake the lights post changing the terrain or something
but now i can't make this go away
Hey guys, if I am doing a Multicast (from server) and I have a pawn reference I pass (self from a clients pawn), how do I get each clients version of that pawn to spawn something on? Does that pawn automatically point to each clients version of the pawn? it seems that only the triggering clients pawn gets the spawn on it
@leaden jackal looks like good fun π
Thanks. Made a new gif showing the handlebar controls: http://i.imgur.com/1stmTat.gifv
Do you play seated?
Thats how I've mainly been playing
I may never leave Elite if I get that app
Amazing.
I might actually play some elite with that app.
Then I'll realize that I don't like Elite as it is anyway π
Lol
Seriously though
That'll make my virtual apartment an amazing place to chill.
Blah π it's Rift only at this stage
Anyone know if the Motion Controller Component is working in multiplayer yet?
Bugfix: Fixed Motion Controllers on remote clients using data from attached motion controllers. Can now replicate motion controllers across the network without having local devices interfere.
thats from the 4.13 changelist, but i can only seem to get one character to do it
Dayum. 3D widgets kill forward rendering?
I've got a tutorial level with about 30 widget billboards.
And slate 3D is spiking 10-20ms every few frames
Switched back to deferred.
And UI doesn't even register on GPU π
eXi is asking there: 'What exactly do you need in terms of "VR Multiplayer Setup"?'
So, whoever works with MP in VR, please post/email him what you would like to know so we all could have nice PDF reference a la UE4 Network Compendium
@clever sky wtf noooo
Sup
wait so there's no problem?
I was about to get realllllly sad about it all
ahead of you mate
@mighty carbon No one has been able to figure it out. lol
So you not sure what you can't get working to get smooth MP in VR?
Player Replication just doesn't work. @mighty carbon
Motion Controllers don't replicate and only way to supposedly hack around it is to set everything on a tick however even that isn't working anymore.
Any one I have talked to said they can't get it working and end up having to use the VR Expansion Plugin that is on the forums.
Whatever is in that plugin makes it work.
For you I guess lol
I just don't like the fact we are supposed to be able to do it without a plugin yet we can't.
Agreed. ^ lol
That's the one thing I like about Unity. SOOOOOOOOO many example projects out there.
But....
UE4 is better lol
But the funny thing about it is everyone is happy to recommend and jump on VRTK
But VRExpansionPlugin having a harder time getting traction π
I think it's mainly that it's not as easily plug and play
Mordentral does not do a good walk through for noobs π
'yeah, just compile this thing, oh btw, you need to put all this stuff in the correct folders yourself, and you should probably know how unreal plugins work before using mine.'
But totally worth the effort of figuring it out.
@pallid echo have you filed bug report?
Hmm..
could you do wipeout in vr or would it cause sickness
What's wipeout ?
WOW. Down to 3.91 ms average scene render with forward shading on base clocked 1080
should have my vive in a few hours, much excite π going to play through my large list of vr games / vr apps and think about how i'll be implmenting vr for black wool
omg a fedex truck, yay
what was it with deferred rendering?
Has anyone heard of any ETA out of nvidia as to when the Multi-res branch will be upgraded to 4.14 ?
Anyone else having an issue in 4.14 where bHMDEnabled is basically always true, even when playing a non-VR viewport session?
Howdy all
From the 4.4 release notes
Anyone know how to enable this? :
NEW: VR LOADING MOVIES
The engine now supports loading movies on Oculus, GearVR, SteamVR, and PSVR. These run on the rendering thread, and can mask framerate hiccups as you load up your content. To use the splash screen, you can set a texture using the "Set Splash Screen" node, or choose to automatically have it appear when you load a map with the βEnable Auto Loading Splash Screenβ node.
@wintry escarp not big on racing, but the only way to find out is to make a prototype and test it π
@wintry escarp You can try a wipe out like game with Redout
whats redout?
@deft badge Yep the Set Splash Screen node works great. It accepts a texture file, but it does also support movies. Look up what an Unreal Media Texture is and you'll find a process for creating movie textures in Unreal, which are playable in the splash screen node.
@wintry escarp http://store.steampowered.com/app/517710/
@frosty geode I'm getting no movie playing during loading. As in, I've created a working movie material which shows in the world (for testing)
But during loading, a get a black screen in from of me, with no movie π¦
I've tried making the material a surface, post process and UI
No difference sadly
Ah, hmm. Have you checked to see a static image works? I found that it was a bit janky, I had to mess with the set show splash boolean a bit and the show splash node to get it to show up
@deft badge You guys are great, talking about the exact thing I needed for my own project π
No sarcasm either!
While we're on the subject; if you don't use a movie file, and just go with a texture... what are the requirements for the texture?
Can it be a 360 sphere?
Nice! I think there's also a node for clearing splash, you could try calling that node before the set, just to see if that works
Actually if you want a 360 sphere it's better to just go with adding a new stereo layer
So what does splash screen do? Attach a texture to your face?
It's not attached, it's a couple meters or so in front of you
Ah...
but stereo layer has settings for being attahed or not, for 360, I forget what other settings
So the splashscreen overrides the cut to SteamVR on level load right?
Ahh, I haven't tested this, I think it's supposed to though yeah
I tried game instance but couldn't get that to work. Our team just switched to 4.14, so we're currently deciding the best implementation of this.
I mean I've got a media player var on my game instance.
And I kick of the play node in it's init event
That seems to be working in the level that uses the media texture
We have a main load blueprint that is almost always spawned in a persistent map we load before any level, so when we'd like to use a stereo splash screen instead of a 3d load scene we're just going to call it from that main load blueprint on those persistent maps
ah hm, maybe i'll go back and try it again
So... splashscreen doesn't override the SteamVR compositor
But it does have the curious propery of blacking out my HMD in editor when I tick 'show on set'
Even though the texture is completely white...
And continue to black out the HMD even after unchecking, until I restart the editor...
Good to know I'm not the only one π
I still can't get anything but a black rectangle screen showing. I tried using just a static texture. Then nothing appears at all. (no rectangle)
k, tried a bunch of different textures. One of them worked. Not sure what the dif was, possibly no mip levels
if its just using a material you should be able to create a stereo material for the movie easily enough
does it actually stop you getting kicked back into the compositor side of things 100% of the time? haven't had a chance to play with it yet
I haven't managed to stop compositor from showing up. Best I've managed is to get a white square floating in compositor π
And even that isn't currently working
a white square inside the compositor?
Yep. Big white square because that's the texture I used for the splash screen π
So a floating window rather than a 360 thing
I'm looking for the default Input mapping Touch vs Vive, been searching through the documentation but haven't found anything yet. Any clues?
thats odd that it still shows it in there but with the steam vr stuff in thebackground though
you should be able to find some images pinned in here with the controller mappings @dusk vigil
hah well it was interesting that you managed to do that i nthe first place
Thanks ZoltanJr!
i did figure out that you can actually map a youtube 360 video onto a sphere as a material using the UMG web browser component
im trying to figure out the best way to demonstrate multiple different projects to clients and stuff at the moment. whether I try and get all our unreal stuff running on the 1 version and just create a level selector and then create a 360 video player in there for those things or whether I just try and use the Vive home or create a custom VR launcher application or something
What's the best way to create a laser pointer that mimics the steam VR menu?
I tried myself... created a beam particle with a target point set in the actor
Got that working, cool.
Now for the laser point; the sparkly bit at the end to let the user know it's hit.
Move that to the same location as the hit location that the target beam end point goes to.
And... the beam has a 1-2 frame lag on it!
Wtf!
Is there a way of doing a beam looking thing without it been so laggy?
if you are setting a target point in normal game code it isn't going to be late reprojected
I would just do a big static mesh, and scale it lengthwise based on where a trace hits
Yeah, that's what I was thinking too...
then do and texturing and stuff for the sparkles in worldspace
so that they don't get weirdly scaled like if you did it in UV space
But then... how do you get the laser component to face you?
or would you just do a cross mesh with 2 planes?
That... would look weird.
there is a laser pointer mesh in engine
just make a static mesh, browse and turn on engine content
You mean the cylinder?
when you select your mesh search laser, in view options turn on engine content to make sure it shows up
Found it
Cheers. I'll have a play with it.
there are probably material params to affect the translucency and stuff
Yeah.
but yeah, by attaching it you will get the low latency update from the controller, make sure you actually attach it and don't just try updating it's location from the game thread. scaling will be done from the game thread and will lag a frame but that shouldn't be an issue
Hmmmm....
What's weird is I'm updating the point position with set world location
and using the same coordinates as the beam end point
Even though I've parented the point to the laser beam in turn parented to the controller...
Shouldn't they both be updated to the same location?
you are seeing the end point lag the beam or vice versa?
if the point is attached, then when you rotate the controller, it will get the low latency update even though the depth of it along the beam will get updated one frame behind
so it will still seem to be low latency
UE4 Oculus Touch controller mapping
I don't know about the beam specifically since it is a particle system
So the best bet is to not attach.
I don't care that much about the lag
except that it's very obvious when things aren't working if they don't match up π
what I'm guessing is the beam particle uses endpoints that you set in your game code?
so those wouldn't be low latency
Yeah
You can set the beam particle target point to actor specified.
So I've called the node on tick
yeah so the beam is lagging and then the end point meshes aren't (as much) because they are attached and get the late reprojection
yeah so just set the endpoints as unattached actors or something and set their position in world space and it should match up
or move from beam to the static mesh
So basically everything attached to the controllers get some sort of priority boost. Except beam end point because that's another function from another thing?
yeah
Cool. Ok, at least things are a bit clearer now π
after the game thread has run and all the draw calls are queued up, at the last second there is an update to the HMD location/rotation matrix and the controllers too (if 'low latency update' is checked)
the beam may get rotated but it's endpoint that it uses to draw itself was still set from an earlier period of time during your game thread
where the other stuff has just been updated with the latest tracking data at the last second
anything in the attachment chain
the beam is in the chain, but it's endpoint is something separate
n/p
ok 1070 in a laptop is definitely not as powerful as the 1070 in the little zotak zbox
bloody thing died on me when trying to start it for an event though
Rule of thumb, laptop GPUs are usually 50% the power of the desktop version
I think nvidia said they'll drop that shady naming
I don't know how many people I've seen said "But I have a X, it can run Crysis", only to find out they don't actually have a X
I've heard people claim that the 1000 series laptop cards are the same as the desktop cards, but I have been skeptical
yeah from all the benchmarks I have seen the 1000 series is about 10-15% lower down than the desktop. but I had the zotak magnus en1070 and it was running just as well as the desktop 1. but this laptop 1 i got as a replacement had to drop settings a lot more
I can still run all my stuff ok with it but bloody annoying the zbox died on me
not quite sure what happened with it
the laptop 10X0 cards are the same silicon as the desktop aren't they? Just thermal constraints mean they don't run quite as fast
I don't believe they're actually the same, but they are a lot more similar than models used to be
It's still annoying that nVidia uses the same denomination. A laptop 1070 is not a desktop 1070, not could it be
They should call that a 1060 and be done with it
I think they're supposed to be the same die now, yeah
Obviously not the same supporting equipment for power / memory / etc
if they called it a 1060, then you're just comparing it with a 1060 :p
A 1065 then
they should really just have a different numbering system for mobile / notebook
That's what I meant, I didn't know there was a 1060
if they stopped calling them 10XXs, then people would stop comparing them as such
Stuff like that is why I hate marketing. You just know it's supposed to be misleading
case in point, the 965m vs the 970:
http://www.videocardbenchmark.net/compare.php?cmp[]=2954&cmp[]=3113
Performance and price comparison graphs.
still, it's great we can get VR capable GPUs in sensible sized laptops now.
you'd think by the numbering system that a 965m is somewhat similat to a 970
Lugging my desktop to our last UE meetup was painful
but it isn't, it's way, way less capable
that "M" its quite huge
10XX at least are quite close
but the desktop one has faster mem and clocks
It just happens to be 20% slower
And now they don't even have the M
So it's still misleading imho
to be fair, even at 20% slower, the laptops with a 1070 are incredibly brutal
it shocks me that my laptop with a 1070 runs faster than my overclocked desktop with a 970
its also a 1800 dollas laptop...
thats one kickass desktop you can build at that price
When you start enjoying your own "art", you know the Unreal renderer is nice π
Did anyone have issues with bloom?
mine seems to stick to the screen
like a sticky glow effect
(working on HTC Vive UE4.13)
Yeah bloom is extra bright on the Vive we noticed
It's also expensive
it is, kinda
but necessary for the current project, I was hoping to find someone who had the same issue
well im able to run my vr stuff on the 1070 on here but have to bump the scaling back down
ive had the exact same issue myself
but on the zbox en1070 I was able to run Raw Data at maxed settings for everything with scaling a 150% so much better than i could run on my full watercooled 980 desktop
"hardware clear"?
I owe you three pennies
@wicked oak I got this asus gl502vs for 1600 euros. the zbox without any ram or hdd cost $1200 usd then i put 32gb ram and a 512gb PCI-e m2 drive in it so came out around $1800 USD
but this thing only has 8gb ram and a crappy hdd in it for that price so gotta pop them out
I use a skybox
but I think hardware clear will solve
I'm just going to run a packaged build and see if the sticky bloom issue is there
shipping build vs developer build can sometimes have some interesting differences
yes it was somehow the clear thing not clearing the bloom, even if I had a skybox
so for anyone who wants to go bloomy on VR, you better have dat hardware clear option enabled
its due to the steamvr cutting parts of the screen
on VR you pretty much need to do a clear
Bloody splash screens
How'd I get you working??
And how did I break you??
Why you so mysterious??!
are you sure you didn't just imagine it?
Well... that might be possible. But only if the rest of my days memories are similarly corrupted π
So... highly improbable!
idno. sometimes you just get corrupted sectors and the rest is perfectly fine
watch out though because once you start getting corrupted sectors it will usually start to spread
π
in 4.14, don't you just use the 'set splash screen' node?
You'd think so right?
But I don't actually know where/how, because setting it in the level blue print worked then didn't work...
Don't know if its set in the level your transferring to or away from (I tried both)
Ideally, I'd like to stop compositor from coming up on load.
figures xD
But right now, I'd be happy having a screen come up that says loading, even if you get punted into compositor (which is what set splash is doing when it works).
Because quiting the game looks an awful lot like loading the next level π
pff, if you quit in VR, you quit in real life!
(to be fair, I hadn't even considered that as a concern)
once I'm quitting a game, I'm taking the headset off, so..
i think the better way to do it is actually with level streaming
so you have a persistent level which is your "loading screen" so that it is always there. And you just put the player in that location and then bump them out to the other location once you have finished streaming in the other content
would depend on what you want to do with your actual loading screen though I suppose if that works the way you want it but it should avoid kicking you out because it's never actually loading a new level its just streaming in sub levels
Yeah, I'll probably have to do it that way Zoltan. Just means I have to figure out level streaming π
Kinda frustrating, because all I want is to white out the compositor
nothing fancy!
I have a fade to white transition on level load
Because you enter a door with an intense white glow
then it kicks you into compositor.
Then it loads and fades from white to alpha nothing.
"New: Added support for getting the HMD Device name (e.g. "OculusRift," "SteamVR," "PSVR," etc) through Blueprints and C++."
FINALLY
@clever sky I also am looking for something simple to avoid level streaming, or worse having to implement multiple levels without streaming.
@native cedar Have you found anything?
@clever sky nay, I know that it's not something you do in unreal, and that every pc has to handle his compositor differently. This means that you can't implement a custom compositor on a build, it's a thing in the Vive settings and you ue4 game can do nothing about it
you can somehow use the compositor framework in c++ but I don't know much else
you're probably far more ahead than me
Then how the hell did I get a splash screen up in Unreal on level load? π
That's what spins me out!
It worked and then... didn't!
maybe the compositor did not kick in at all
Nope. It was definetly there.
okay
I've got a garish beach background.
if the guys from Raw Data did it, then so can we!
And it loaded along with a white square that I was using to test the splash functionality.
Exactly!
There is a command to change the skybox texture
We were running our first public demo with the Vive yesterday. We were demoing own content and we had two major issues with some things of SteamVR.
-
The "White Room": it's shown between maps or when no VR is running. Can this room be customized? We'd like to make it cool. Put our logo in there, remove the white ceiling and have some sky there, stuff like this. Is this possible?
-
"System Button": on the controllers the system button brings up the Steam menu. However, there seems to be no
Ooh nice
Wait... skybox?
Like the level skybox? Or the steam compositor background?
I'd assume steam compositor background, given that your skybox is a thing entirely within your control already π
the thing you see when the application freezes is not just a texture
it is more than a texture, I think a skybox
you can change them with the right commands, I don't know much more
yeah the raw data guys do it the way i mentioned. steaming levels rather than loading levels
the 'skybox' appears to be a cubemap
there is no point trying to change the steam compositor skybox because if they are using an "environment" with a 3d model in there instead of just a skybox then it wont do anything
yeah a cubemap, sorry
That's true!
and you wont be able to block the environment
But then.
What the hell is Valve doing that
lets them change load scenes
Using Unity for starters
they are actually loading up different programs entirely
Whaaaa
some of the stuff in the lab is built in unity, some is built in source. they are loading up different software in there from what I have read
that doesn't sound right
I was looking at potentially doing that with unreal as well to avoid creating my own 360 video player and just load up another player from within an unreal hub
yeah it sounded very odd to me too but read it in a couple of places before
I've seen people creating seperate executables for the different programs
So I believe it.
different short cuts in SteamVR anyway.
It is correct. Notice how it launches separate windows of experiences that were made from different times
yep but it kicks you into their "loading hub" while it's doing that. which makes steam not think the program has locked and is loading something else
Hahaha.
Fuckin' Valve whatcha doing to us
If you're going to make the back end, don't hack around it with fuckin magic!
Give us something easy to work with ; ;. Some of us only have months of experience in dev!
looks like the Lab is 3 binaries
only the secret shop and robot repair are seperated
the rest is all the main app
Robot repair and secret shop are source 2 and the rest of the lab is unity + valve render
They're still doing something to prevent it from dropping back into normal compositor
Well that makes sense.
i know in unity you can access the skybox side of things too, has anybody tried it since environments got added?
Secret Shop is clearly also unity
I feel like the lab just pushes a special graphic overlay to the chaperone, but I don't know if thats an SDK feature
why clearly?
because you can see it from it's file structure
ah gotcha, haven't bothered poking around in there
Maybe even robot repair is unity, i might be wrong there to. The DOTA client's VR mode is obviously source tho
but thats not a part of the lab
Robot Repair seems to be Source
i still haven't tried out that dota 2 spectator yet either. does look quite impressive. Robot repair was done ages back so probably 1 of their first 1s in there
Man. I need to get good with the C++ side D:
The DOTA spectator mode is so so. It's really awesome in a lot of ways, but two things I have trouble with: when spectating a game teleporting around sometimes you get disoriented and miss the action. The other problem is the sky/distance fog break my immersion
The theater mode if you have friends would be amazing tho, all the stats and hero health/inventory + the regular screen all in one big space is really dope
DOTA spectator is really cool for DOTA fans. It's a kinda cool toy for the rest of us.
But... unless you're a fan, it's not that interesting? π
of course it wouldn't be. It's not going to suddenly make you love dota
even as a DOTA fan I'd rather just watch games from my HDTV
Yeah.
I think the main problem is you lose out on the directed action
while following them in VR mode.
I think there's a button in there that lets you teleport to the caster view?
But it doesn't seem to frame the action properly (doesn't rotate you, or maybe just not following quick camera movements).
Should be something like a caster camera to let you know what they're looking at
caster camera floating around like that Mario 64 flying turtle camera dude.
i have never actually watched a dota/lol/dota 2 match or anything before. played lots of dota and hon and dota 2 but never 1 to sit and watch other people play something
In some way I wish you could just stand over the map like a table and just lean in
I am too old and don't have time to get good at DOTA as much as I love it, plus most of my friends don't want to play, so I watch the majors/international and don't really play much
i thought you could do that? doesn't it have the little tabletop view there?
It's very flat.
or is it just marker showing the positions?
And the features are not very tall.
And up close, the characters and animations are janky π
yeah the community is not exactly welcoming with mobas
^^^
we have a DOTA slack channel at work with enough people on it, I'm sure I could play with a bunch of adults there should I want to get back into it
especially if you just want to have fun and don't really care about winning. was really annoying with HON when everybody was so concerned about their Kill to Death ratio
That's kinda the problem with deep games.
And then once you had voice chat in there oh boy did things get worse hah
The core player base just keeps playing and leaves no room for newbies to come in and try things out.
Like... it's kinda like modern sports. Except instead of leagues seperated by age allowing younger players to skill up
They've kinda just thrown everyone in together.
i used to love playing as techies purely for the fucking with people fun of it. not sure if they have added him into dota 2 yet
i saw blizzard is trying to do a proper sports league type thing with overwatch and have teams in different cities and proper salary for players and whatnot
Will be interesting to see if they can pull it off.
Personally, I think building an more mainstream audience base needs the audience to be able to emotionally attach more directly with the players.
And modern e-sports just doesn't provide that. It attempts to. But ultimately the distance created by the abstraction of the player from their avatars
Means it's going to only appeal to people that can 'get that'.
Where as in sports, a lot of people look up to the player who is also their sporting representation. One and the same.
So... it'd be cool when VR matures and you've got full mo cap
and easily customizable avatars
I mean... current e-sports is more like... advanced real time chess.
yeah i don't really get it because im not a spectator regardless of what it is. I enjoy playing pretty much any sport but i never sit at home and watch them on tv or care anything about the players
It's got an audience, but not nearly as large as actual sports
but most e-sports players seem like even bigger douchebags than the professional athletes
Haha...
I wouldn't know, because like you, I don't watch sports!
of any kind!
The last competition event I watched was Alpha-Go vs Lee-Sedol
that sounds like eSports people
esport also has an issue with the fact most people don't have any idea how the game is played
see dota for the perfect "no idea what's happening" game
ah, e-sports douchebags
take all of the ego boost of the acclaim, then attach it to someone with literally zero social aptitude
@pearl tangle lol. Goddammit you're killing me here! π
Alpha-Go is a neural net AI that Deepmind/Google has been working on
And it plays Go, which is like super hardcore asian chess.
Go isn't that hardcore
but it is particularly difficult for a machine to play
it requires a type of reasoning that computers don't really do
Because when Deep Blue beat Kasparov people were all like - meh, that's just computational power, not real intelligence.
it's more or less the same with Chess, but Chess solvers are raw computational power, like you said
Even though Chess was held up like the bastion of intelligent activity until that point.
On the other hand, Go isn't a game that can be computationally solved for; as there are more permutations possible than atoms in the universe.
ah gotcha. yeah go is a lot more open than chess is
By a ridiculous magnitude.
IMHO - are chess players really that good at reasoning, or are they doing the same as solvers, and have basically memorised board states and plays through experience ;)?
yeah same concept as guys that do rubix cubes in 5 seconds
All of the above @hard light
So anyway, Lee-Sedol is the Gary Kasparov of Go
and people interested in these things were all like - when the machines beat the best human Go players, then we know, we're really at the dawn of real AI.
And of course Alpha-Go beat Lee Sedol in a 5 match line up.
hah i don't think that indicates AI at all though
4-1 I think.
Well. It's certainly something.
Whatever it is you want to call it.
A significant proof that the field has advanced in a very powerfully robust manner.
its good programming but still not pushing anything on "intelligence"
People call "AI" the stuff that animates enemies in games, so the phrase has no actual meaning unless you define what you consider AI π
well everybody in game dev knows that game AI is just a state engine. it's never actually making it's own decision about something
you say dawn of real AI, I say 'evolution of computational ability'. Chances are we'll just get to the point where we have ridiculous computational ability, but not necessarily anything revolutionary in terms of decision making
I don't think it's particularly fair to call it merely 'good programming'. The people behind it certainly can't play Go to the same level as Alpha-Go.
And it's not doing brute force probability lookups.
But beating Go champions certainly qualifies as a form of intelligence, imho. More so than chess, which was more about analysis.
It requires learning
Exactly
@clever sky - the Go solver is likely an application that develops itself
in order to do that, those implementing the software need only an understanding of the rules
Self-learning is my personal threshold for "intelligence"
yeah but you don't need to be good at something to create a program to do it well
So the real programming is in designing the neural net system. Then after that, the programming if you can still call it that, becomes much less like traditional programming and much more like traditional educating.
i would assume its a neural network 1 which has run through thousands of games against good players. haven't looked into it
well a neural net is fairly simple to put together from a programming standpoint. defining the reward system for it is the interesting 1 since with GO you don't really know if you have done a good or bad move for quite some time potentially
Like I said everyone has a different threshold for talking about intelligence. Some people refuse to call anything AI unless it's Vision from Marvel movies
Anyway.... like someone said above... it's a moot conversation unless you want to define intelligence.
Like... there's a dictionary definition. But there's a broader philosophical argument on the nature of intelligence that continues to rage on even in this age.
I guess it depends on when you can say that a computer rationally made a decision from a given set of inputs
more importantly; without an understanding of those inputs prior to the fact
yeah from a game perspective it's quite different from a scientific perspective where intelligence is essentially a perception of self
or whether that is scientific or philosophic or ethical who knows how you define it
What we should be careful of when defining intelligence, is not to keep moving goal posts on its definition so as to define intelligence only in human terms.
@pearl tangle would you say a dog has intelligence ?
Otherwise, we kinda end up missing the possibility of the rise of truly intelligent machines, all while lovingly gazing into our own navels.
yeah i would say a fish has intelligence too because they can learn and react to external stimuli and understand how it affects their life
Why not apply the same threshold for computers, then ?
i had a fish that used to get depressed if i didn't feed him at the right time
you can but the computer doesn't have an awarness of itself. it's not sitting there going "holy shit i hope somebody doesn't turn off the power"
The fish isn't self aware though
can you tell?
Kinda (not really).
Yeah, you can, it's called a mirror test
The test for self awareness is recognition in the mirror
Self-awareness is the capacity for introspection and the ability to recognize oneself as an individual separate from the environment and other individuals. It is not to be confused with consciousness in the sense of qualia. While consciousness is a term given to being aware of one's environment and body and lifestyle, self-awareness is the recognition of that awareness.
Dolphins are self-aware
it avoids pain, it knows what its body parts are, it has an instinct to pass on genes
Given that children under a certain age will also fail the mirror test...
found this incredibly interesting actually
Imgur: The most awesome images on the Internet.
I don't think we can say that the mirror test form of self awareness is the critical marker of intelligence.
incredible how quickly the chimp realises how to use it and how the world works with it. better than a lot of 6-7 year old kids i have tested in vr with
Plants have intelligence, too. See sunflowers etc. So it's still a question of threshold.
What do sunflowers do?
yeah and open and close and bloom at certain times.
But to be fair, most people wouldn't recognize that degree of reactivity as 'intelligence'.
But that's kind of the problem!
we have the grass plants in australia which only release their seeds if there have been fires. depends what evolution does though to genes moreso than intelligence
Self-awareness intelligence is kind of a holy grail, just like general AI. So it's a bit unfair to call anything beneath that "not AI", imho.
And if we're using learning as the bar for intelligence... does that make DNA intelligent? It learns over many generations.
I would say Go AI are intelligence, and chess AI isn't, for example
Because one needs teaching
yeah like moluscs can open and close when they detect currents that indicate a predator nearby. but nothing to actually really understand or perceive that
well you could make a neural network to play chess though too
So... maybe there are broader forms of intelligence than we intuitively are aware of? But at this point, we're stretching the word so much that it might be better to use another term.
Information processing and transference?
Typical chess AI is just a solver that returns the best move to a given state
It doesn't even need an internal state
though it makes implementation easier
Of course you can create a chess AI that works like the GO AI
There's a reason we call them 'solvers' rather than 'AI'
yeah but nothing is stopping you from training a neural network to do it. the best form of AI is 1 that you can put into different scenarios and it will figure it out
It just won't be better
so you could use the same ai to solve chess as you could to solve go, just like how our brains can learn new tasks all on their own
a piece of software that solves variations of the same problem and nothing else, is a solver
The point of Go is that no solver can be built, so it's a better test of intelligence than chess.
saying no solver can be built is a naive assumption
@pearl tangle That kind of AI needs to have its own internal motivation systems and feedback loops to cause it to prefer one state over another.
we just lack the computational ability to do it in a reasonable time frame
thats exactly what a neural network is @clever sky
We don't actually want that kind of AI yet... if we fail to control it... hoo boy.
all you do is give it a reward for doing something. it just needs to figure out what the reward should be for the other task
some of our largest software development companies can't even control their own twitter bots for 24 hours :p
the other 1 that deepmind was doing before google bought them was the 1 that could play any atari game
Not really. You give it the motivation
that was rather impressive
oh yeah a client came to us today wanting to build a facebook chatbot with 4 different personalities that ties back into their gigantic ass CRM to provide better information to those people.... and they want it done by the 1st of January..
With humans... our goal states are set through internalized feedback loops
By the 1st of January you say?
Yes, we can deliver it in 1/1/2020.
1st of January, 2020?
a chatbot with multiple personalities....
hah, beaten to it
Haha. same date!
hmm maybe you are both chat bots
Having some trouble getting VR Camera position
I believe you.
Believe me.
I am definetly not a chat bot too.
@silver brook what's the prob
that's what a chat bot would say
He's a good coder. He's know what he's talking about.
where is Palmer ?!
He's on the Yangtzhe river! Like some sort of toll troll looking for a boys soul.
rumors say he has a quite huge pepe style smug now that trump won
Pepe is innocent #pepeslivematters
anyone using the new streaming light scenarios in 4.14
?
did they include examples in their build?
as in did they update the showdown example
I am a chat booty
hmm
i can't seem to fix this issue with baking light maps in 4.14 w/ streaming
normally when i see these squares n terrain it means terrain has been edited since last bake and ij ust bake again
but now with the lights straeming to level it doesnt' work
make a test case, report it as bug on AH
that's what I've been doing for other things
sometimes it was me not doing something right, sometimes it was obscure engine bugs
one thing i wonder is
could it be that i have two sets of lightmaps now
since i am baking the new ones in the LI_streamingScenario
but maybe still have some data from the old bakes
r is that crazy
what is AH?
AnswerHub
Light streaming seems like it needs a better interface.
Bake the light, give me a thing I can use like an asset.
Then I can switch it on and off as needed
... unless that is what it does already, because I haven't researched the issue.
does that
i do recall seeing something about 4.14 removing the light baking stuff from the level itself and storing it somewhere else now or i could be thinking of something else
you can do that, yes
my map has 190 lightmaps in the LI_mapMorning file
and 0 in the actual map
these are streamed in
this is a good process
however i am now getting artifacts in my lighting build
i don't know why
road to dynamic lightmap streaming
?
that sentence of mine, it made sense in my brain
Palmer, stop it
Hey guys
Has anyone had experience with UE VR and Unity VR?
Which one do you think is better and why?
I am guessing (s)he wants to choose what engine to use for VR
well considering this is a chat room for unreal i would imagine people would be rather biased in here
the oculus forums or the steam vr forums are maybe a bit less biased
where do you all go when you want to request an asset that doesn't exist in the asset stores or on turbosquid/etc. ?
or do you just build it yourself
it'd be cool if there was an Uber for assets
lol
i think if you want to pay to get shit made for you and can pay custom price you will find people pretty easily just posting that
issue is that its prob not worth it for artist if they can't sell it on a store 20 times and you want to pay the turbosquid price
mmm good points
like making an awesome car in less than 8 hours
pretty tough
paying less than $20 an hour
pretty unreasonable
thus your min price for car would be like $200
that'd be really cheap in a real production
but prob if u are browsing turbosquid or w/e, seems expensive
right
there're times when I'm working on a project and it'd be so much fast to break out a few of the components / assets / particle effects for others to help with
faster*
well yea, it should be more than 2x as fast to have 2 people do it rather than one if their skills are more specialised
you should just get godo enough taht you can find someone to help you
if you are serious about it
Those services exist, but just at a larger scale
loads of AAA titles outsource art to external firms. Especially the lower-cost, but decent quality Chinese/Indian firms
just look at the credits in a really big game π
sure at that level its standard
even here in canad
canada
companies just bit on the assets
bid
hollywood makes movie, companise here bid on doing the grunt work
cos of currency/tax breaks
interesting
yup π
and I can confirm what @spring pond is saying
das my joab
So you guys prefer unreal to unity for VR content
why?
@wraith atlas go to DrawCrowd, ArtStation, etc. and find artists you like. Some advertise freelance services (for indies too) . Try Polycount forums. Custom art isn't cheap though.
@mighty carbon awesome thanks for this!
also places like upwork etc
personally, I found almost everything I need for my next project on various asset stores. I don't plan making too many assets myself, because at the end of the day, after long dev cycles I might find myself not making enough money. So, what's the point in wasting time making all that myself?! (for non-VR project)
Upwork is a waste of time
I tested the waters advertising there a while back for a Vive developer
most of the responses didn't have a Vive (and claimed they didn't need to), and a couple of others were using clearly fake names
For VR projects it's a bit tougher as no one really make VR-ready art yet. So it's either getting assets and modifying them or making your own.
Finding VR devs is hilarious right now
so few people with good experience, we don't even bother with VR specifics, we just assume they will learn that part
yea agreed but....
VR ready art is pretty much the same as game art with more polys etc
(i work in VR)
art side
there are plenty of VR devs, they are however most likely to be engaged with their own projects
I'm willing to do contract work myself - but most people are not willing to pay for it, it would seem
(probably because most VR projects are at the lower-budget end of the scale)
for reference what sorts of rates do you all charge?
Mines $35 a hour
my rates vary, but around Β£200 per day is pretty standard
it goes up for working on-site away from commutables, and for shorter durations etc
I find I get a lot of work though
cool π
Β£200 a day is a bout $35 a hour
This is standard rate for newbies to the industry
Cant wait to get more xp and level up
some people man make YUGE amounts
I'm pretty experienced - but I haven't found people willing to pay much more than that
Ive seen people making way more......
I think yea it depends on the needs of a company
atm we are in a lull waiting for cpu power to catch up with what we can do
I've been working in VR for about two and a half years now though
but BIG things are coming
(and games for a lot longer)
Sure but it also depends on skill level etc
cool stuff dude
can we see a portfolio etc?
I don't maintain a portfolio anymore since almost all the work I do is under NDA these days
(also, I'm technical, so there's not so much that can be easily portfolio'd, heh)
@hard light ambershee you are a senior developer working only for 200 a day?
aye, work hasn't been forthcoming
ok....I understand my stuff is all under NDA too dayum
ouch
but im working right now, things very exciting
$200/day?
Β£200
actually im over in london from tomorrow night for a few days. working from amsterdam office at the moment. where are you guys located?
I don't touch anything for under $1200 a day
@hard light & @upbeat holly got links to your portfolios by chance ?
yus 1 sec
actually my hourly rate in Singapore is $350USD
we're up in Manchester, so we're about 3 hours away
ah well then I will not be going that far for a beer hah
aye, it's a bit of a trek, haha
sweet Zoltan!
I am heading to the Epic offices on Wednesday morning to catch up with their enterprise guys there
you are only worth what you can convince somebody else you are worth
Guildford is even farther south; we're about 5 hours away from Epic's offices
Sure thing I understand
yeah im staying in london central but catching the train out there wednesday morning
yeah, makes sense
im like ambershee. majority of my work is hidden away aside from the VR stuff that I do
I also get that I could maybe charge more but I like the current client and want them to succeed etc
thats awesome @pearl tangle - some of their youtube videos on enterprise applications look sweet
what kind of projects do you do?
i do a range of things. background is more in web development before i started playing around with VR quite a lot
https://www.youtube.com/watch?v=DATHF2bRsqY&list=PLTNzog4U0ELVKsG0A8C8_pg6729u6hfx2 here is my reel from H2 2016 for VR stuff
well less of a reel and more of a playlist from a bunch of things
I am keen to find out what sort of things they can help out with on the enterprise stuff if I am going to be forking out the extra licensing for each user to get in on it
we are going to smash stuff up
cool reel
how long did it take you to make the fiji and johnnie walker ones? @pearl tangle
and whats the sort of rough range you quote to a company for those? I'm considering doing some more of this work professionally and interested in how companies are thinking and paying for VR
@hard light so, you got no portfolio online?
no, like I said before, I don't have a portfolio
the past 6 or so years of my work has been under NDA, so there's little point
so 200 GBP a day is for art work or programming work ?
I don't do art
oh
I sit somewhere between design and code
got it
Im the art side
and yea 200 a day but this is the starting rate so π
good times ahead π
Ambershee is prob working in vfx physics sims etc
that type of thing is a mix of design and code
I seen some awesome examples tho π
crazy stuff with like car crashes etc
so cool
not my area though
one dayt
I WILL CONQUER
hmm.. Why physics is bad in UE4 ?
nah, it's eternally problematic, I hate working with it
the industry is moving fast, physics sims are always improving updating etc which means lots to learn
I recall car physics is horrible and even in 4.14 it's not working correctly. But what about other things? (single rigid bodies, raggdolls, etc.)
I really want to get in using UE for VR, as a personal hobby thing
uh i seen good things for all those including car sims too
some plugins were available
rigid bodies are okay
but there have been so many stupid bugs it's not even funny
for example there was (probably still is) one bug where if you teleported a rigid body, the mesh would lose it's root and just fall off the actor
yea ofc thats the nature of emerging tech they arent neatly packaged π
so the mesh itself must be the root
this isn't exactly emerging tech, this is simple rigid bodies and has been in the engine since day 1 more or less
the bit where it loses the root is probably something incredibly simple like a one line issue - I've never delved too deep into it, but it really shouldn't be an issue
hmmm well i dont know enough about code to comment π
in C++ you can manually reattach the mesh to the root after teleporting it, but in BP you have no such luxury
ah well
this said, I really want to do a fishing rod with the motion controllers if I get time
awww yea lol
I'm not into fishing at all, but it seems like a fun little project that's mechanically interesting
yep
i love the eagle VR sim
they have the whole body simulator thing as well hahaha
looks amazing
you have to flap your arms to fly π
hah, that seemed a bit over the top to me xD
obviously :p
Palmer, stop it
agreed
@wraith atlas Fiji was a long 1 because of all the creative stuff to go with it and also going over to Fiji to film the video. Actual development was about 5 weeks. Johnnie Walker we also created a daydream/cardboard app as well but that version of the 360 video was another 5-6 weeks build or so
price range pretty varied between the 2 since we also have the creatives and the filming and whatnot. Just on the VR dev for the Johnnie Walker stuff is probably a couple hundred grand
awesome thanks, how many people did it take to do the VR side of both?
interesting
http://store.steampowered.com/app/515040 << non-VR, but how the fuck these kind of games become popular and highly rated?!?!?!
lol
Nah
You ride the coast
It is easy to make money when it is about something big/popular and add a crapton of stupidity and comedy
Children and adults with the mentality of children love it
$$$$
Other than let's say MSFT Flight Simulator or whatever it is called now, what actual real world sim game is popular?
We have "sim games" like Prison whatever and the Sims
40k owners at 3 dollars
yep 100-140k USD
Nice little chunk off change
for what im pretty sure is a template on the unity store just with trumps face on it
Imagine if they had tripled their price
Or gone NMS pricing
But would it really have sold so many at higher prices?
Who knows.
doubtful
id say they are making more money off the trading cards they throw on there
Timing + a little bit of luck = winner
seems like there is actually a lot of people who get cheap games just to get trading cards, so shitty devs throw them in there and then make 5% off every card sale
I miss good ol' days when games were games (around Classic Doom era) and there weren't whole a lot of them on PC
Lol
trading card is a good business indeed
I miss the golden age of Indie Games
that has sold the same number at $5