#virtual-reality

1 messages Β· Page 50 of 1

upbeat holly
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anyone else hyped about the metaverse

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ITS COMING

pearl tangle
wicked oak
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that second one is actually quite a bit of an effort

pearl tangle
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similar numbers at $10

wicked oak
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its quite afunny game

granite jacinth
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Nope @alex

wicked oak
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not only about the trump, but in general

upbeat holly
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Check it out

granite jacinth
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Political Machine was out for awhile though

upbeat holly
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We are gonna have a digital dimension to the universe

granite jacinth
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I didnt like Second Life

upbeat holly
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This is CRAZAY

granite jacinth
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I doubt it will be all that

upbeat holly
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Another dimension! Created by us πŸ˜„

granite jacinth
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Second Life wasnt for me

upbeat holly
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sure but thats just one experience rite?

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Think about the meta!

granite jacinth
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But people were selling asteroids for $1million a piece

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Damn my phone and fat fingers

upbeat holly
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Yea its just people gaming the system of marginal utility

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there were similar sells in ultima online 5 years before

granite jacinth
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If Metaverse == Alterac Valley

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Then I could see some potential

upbeat holly
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lawl

granite jacinth
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You laugh because you know it is true

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$$$$$$$$

upbeat holly
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indeed

mighty carbon
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give me Westworld in VR!

upbeat holly
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hawhahaha

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o yea

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thats some meta for you

pearl tangle
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that was a different game with the asteroids

granite jacinth
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was it @ZoltanJr#21zol?

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Dambmobile

upbeat holly
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Westworld is the best series out there atm

granite jacinth
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@pearl tangle

pearl tangle
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and then that game shuts down and your million dollar asteroid is instantly worth zero

upbeat holly
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goddamn

pearl tangle
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yeah i remember that game was also setting up banks

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you could apply to create a bank in the game but you needed to have at least $400k in capital to fund it and another $1.5mill or something guaranteed

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i believe they actually converted over to Cry engine at some point and totally redid things too

upbeat holly
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its so myopic in vision though

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its like why even create banks lal you could create so many different economic mechanisms

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its like its YOUR space

pearl tangle
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entropia that was the game

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and the guy mortgaged his house to buy it

upbeat holly
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yea i remember

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cool historical event πŸ˜„

pearl tangle
upbeat holly
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dude will be famous 4 ever

pearl tangle
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nah people will forget about that pretty quick. im sure some kids have wasted more of their parents money on candy crush and shit by now

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microtransactions are insane money makers and 99% of their profits comes from <5% of the users

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south park actually has a really good episode which goes into pretty good detail about the psychology of freemium games

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the ium is latin for not really

upbeat holly
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yea there are good courses about it (MOOCS) like gamification those ideas

pearl tangle
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well essentially its all just mental manipulation and addiction targeting. exactly the same way MMO's work and poker machines

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none of them are actually fun, they are just addictive

mighty carbon
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if it's a compelling living world, why not to spend some cash inside πŸ˜ƒ

pearl tangle
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thats the same thing they say in the red light district :p

mighty carbon
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VR world is different πŸ˜ƒ

pearl tangle
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the vr red light district?

mighty carbon
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yeah, that works

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back to Westworld subject, they (guests-characters in the TV show) paid a lot of money to get in. And it was a time limited experience.

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Since software sells hardware, why don't you think similar VR metaverse wouldn't sell VR hardware today ?

upbeat holly
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hmmmmm

mighty carbon
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(sure, we won't have life-like graphics, same sophisticated AI as in Westworld; however, AI can be significantly better than in any of conventional games and stylized visuals would definitely beat uncanny valley graphics)

upbeat holly
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not sure i agree with your reasoning but great comment

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We probably will have lifelike graphics in the future

mighty carbon
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that software sells hardware? It's a fact

upbeat holly
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uh.....

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I mean....

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yea

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but

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the graphics part πŸ˜„

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I think essentially conventional power structures will gain a stake in the market and create hardware etc like microsoft and playstation have done etc

mighty carbon
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I like Crysis 3, don't get me wrong. But I also equally enjoy Darksiders (original, with low-res textures) and Quake

upbeat holly
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just how power works in the modern world

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yea sure there will be a place for stylized graphics

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I just dont think it will be the mainstream

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I think lifelike immersive experiences will be the norm

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just because of the rewards of such experiences

mighty carbon
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Overwatch is stylized and sold whole a lot more than Crysis series altogether, and probably than any of realistic looking games with bleeding edge visuals

upbeat holly
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I think it will be interesting to see how people communicate living on distant planets (mars etc) through VR

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and haptic feedback

mighty carbon
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Dishonored 1 and 2 - same story. Deus Ex HR / MD - same story.

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In other words, the best selling games have stylized visuals.

upbeat holly
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sure but what happens right now is not necessarily an indicator for the future.

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And its a good point, i think art can be more aesthetically pleasing than reality

mighty carbon
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future without us? That very well may be

upbeat holly
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thats why anime is so great

mighty carbon
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but I'd like to play it (and hopefully be a part of the team making it) before I retire πŸ˜›

upbeat holly
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its my plan @mighty carbon you cant have it

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tm

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C

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PATENT PENDING

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I think though it is a place where this great technology can be implemented

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or like simulating environments that havent been built yet, to think about design considerations and flaws,

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like space architecture or whatever

mighty carbon
upbeat holly
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Maybe even underwater habitats and so forth

mighty carbon
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that's true of course, but nothing makes money like entertainment πŸ˜ƒ

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(maybe food does too)

upbeat holly
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good point

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ok thanks for the talk, had a great time, i gtg now

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see ya later all

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and the links, they are pretty informative

mighty carbon
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(not sure if it's old stuff or something new)

mighty carbon
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when picking mobo for new PC build (for VR) what should I pay attention to ? (LGA 1151 Z170)

native cedar
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how do you start stereo on on a packaged shipping build? I tried executing it at begin play but on some pc works, on some others it does not

wicked oak
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by adding -vr as launch parameter

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you can add that -vr as launch parameter on steamworks

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if not steamworks, its the same on Oculus

native cedar
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as a commandline in the .exe?

wicked oak
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if not steamworks, its the same on Oculus

native cedar
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no wait I have to do it on steamworks

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okay

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I'll look that up, thank you!

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just to be clear, is it as easy as chaning a .ini file?

wicked oak
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there is a "bStartInVR"

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it works, but for me it crashes the editor

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so i just do the -vr

native cedar
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I thank you.

pearl tangle
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there is a checkbox in the publishing settings too

mighty carbon
pallid echo
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@mighty carbon Yup

mighty carbon
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thx

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hmm

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vs

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almost identical mobos

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Gigabyte has 1 more SATA Express and 1 more USB 3.0 port

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tough call :/

pallid echo
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I've personally never used a Gigbbyte mobo but I've built people computers with them and they haven't had any issues. I personally use Asus and haven't had any issues, plus amazing customer support πŸ˜„

upbeat holly
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hey moto im starting to make a VR build also πŸ˜„

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I uses ASUS Mobos and they are great too

real needle
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@pallid echo Asus is the way to go πŸ‘

upbeat holly
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I need to use my build for photogrammetry also

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wut u guys think,

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titan x or gtx 1080?

real needle
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Gigabyte is ok, I currently have one comp with their Gaming 5 Mini-ITX boards, they come with bluetooth and wireless which is nice

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@naive river 1080

upbeat holly
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why boss?

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πŸ˜„

real needle
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OR if you can wait a bit, wait for the HBM2s

upbeat holly
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how long to wait

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HBM2?

real needle
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Because Titan is the old architecture

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You can't use any of the new features they implemented for the 10 series

upbeat holly
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u seen the new 1tb ati card?

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ok nice, i like the 12mb ram though

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useful for scans and textures etc

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but thanks man ill keep that in mind

winged shale
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I have a Gigabyte Gaming 7 and it's wonderful

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Oc a 6700k up to 4.7 on air just fine, running DDR4 Up to 3200 MHz

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Very good sound too, high quality and user replaceable DAC if that's a thing you care about

mighty carbon
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I never had anything from Asus, except for my monitor

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Don't recall good memories about Gigabyte mobo I had long time ago πŸ˜ƒ

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I guess it's a matter of reliability and if I need 1 extra port

upbeat holly
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wut you guys think of the new quadro M4000?

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8gb

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looks like a sexy card for Β£800

silk lodge
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why would you go quadro?

jagged vale
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just got the vive, wanted to check is it normal for everything to look a little cross-hatched? I've adjusted the PD and the focus (the circular knobs where straps attach)

upbeat holly
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Dope πŸ˜„

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@silk lodge you think its a bad idea to go quadro?

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Tell me why

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pls

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πŸ˜›

silk lodge
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It really depends on what you're doing it for

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my first card was a quadro 'cuz I wanted to run maya

upbeat holly
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3d scanning photogrammetry,

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yea same

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i use maya for work all the time so yup thats an important one

silk lodge
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do you get benefits from quadro in that tech?

upbeat holly
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some but not loads.....

silk lodge
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or does gtx stuff run as fast?

upbeat holly
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gtx runs as fast

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faster

silk lodge
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you get double floating point percision boosts iirc

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that'll help with some rendering pipelines

upbeat holly
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o sweet

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yea that will help

silk lodge
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but you gotta research which pipelines use it

upbeat holly
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sure

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yea I just like to get peoples thoughts also

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westworld is such a classic lul

silk lodge
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yeah, but thoughts don't matter if it doesn't render on the stuff you use

upbeat holly
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i had no idea about the fp boosts

silk lodge
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nvidia cripples it's gaming card's cuda cores to force people to pay more for quadro cards

upbeat holly
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yea i heard

silk lodge
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I'm doing cuda rendering right now

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10xx series cards are more energy effecient than 5xx cards

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but the 5xx cards could render very nicely

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also it's nice to have 12gb vram

upbeat holly
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yus

silk lodge
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I can fit way bigger scenes in my cards

upbeat holly
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yup thats essential

silk lodge
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well, it depends what you're rendering

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you can just layer and composite most of the time

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and most of the time that's what you'd do

upbeat holly
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right on good to know

silk lodge
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i've had some 6gb scenes

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no way I could do that on 5xx cards

upbeat holly
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whats a 5xx card?

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like gtx 680?

silk lodge
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580

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6xx = 600 series

upbeat holly
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ok got you

wintry escarp
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for games work a 1080 would be better

clever sky
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Oh man...

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I'd forgotten that f.lux was an asshole for VR frame rates.

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So I've just been putting up with hitches in VR

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because I've got VR legs for dayyyysss

mighty carbon
clever sky
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I'll be interested to see actual final numbers rather than analyst predictions.

fresh laurel
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Same @clever sky

clever sky
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Especially given that they're providing numbers that contravene the figures that we already have available.

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I mean... I'm not saying that 600k for the Rift vs 400k for the Vive is impossible, or even highly improbable. I'm just noting that the Rift are currently behind the Vive in known sales figures... and that both of them are way way behind on the estimates (at least again, the known figures that are out, which are probably fairly off by this point).

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Could VR see a 3 fold bump during the Xmas period? I'd be hella surprised.

fresh laurel
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Same

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Also in b4 my PC crashes

clever sky
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hehe

fresh laurel
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Trying to test the upper limits of blender

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Importing Open Street map data is fun

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2.21 GB of it too

clever sky
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Nice.

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I wanna grab 3D street data...

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What city are you working on?

fresh laurel
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Alright blender stopped reponding goood

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I am importing a good chunk of NY city into Blender

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πŸ˜„

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WOO!

clever sky
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Oh well. Gotta bring it in, in smaller chunks

mighty carbon
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supposedly Vive and Rift are sold with $100 discount now

fresh laurel
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And windows crashed

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Blender did not

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LOL

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This proves that windows 10 is shit

clever sky
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Haha πŸ˜›

mighty carbon
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Although I am not seeing any discounts on Oculus' website

fresh laurel
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SOON!

clever sky
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@fresh laurel But the way it tried to rape/aggressively force you into upgrading wasn't proof? πŸ˜›

fresh laurel
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@clever sky - I upgraded day 1 to windows 10

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I was excited about 10

clever sky
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Haha. Same πŸ˜›

fresh laurel
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Rushed product IMO

clever sky
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But hearing about how they went about upgrading customers in the last month or two was hilarious and heinous

fresh laurel
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Yeah... That is really bad

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on Microsofts part

clever sky
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BTW, your free upgrade to Windows 10 will happen, unless you disconnect your internet for a month!

fresh laurel
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yep

clever sky
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Sike. Just kidding.

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We already preloaded the updates.

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You're still getting the upgrades!

fresh laurel
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Heh

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Anyway Going to try a smaller city next

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London

clever sky
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Haha.

fresh laurel
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Not smaller buy much

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But lets see where this goes

clever sky
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What's this for anyway?

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You gonna do a walking around on the ground experience?

fresh laurel
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Nope

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Going to import it and try to make a GTA like game. Old school retro kind that is

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GTA 1 or 2

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for referance

clever sky
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VR?

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Because I wanna play that!

fresh laurel
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Top down with a VR Option

clever sky
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Oh.

fresh laurel
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I want a first person experince in a city

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So when you get in a Car or what ever you put on your HMD

clever sky
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You're going to ask the player to put on and take off the HMD?

fresh laurel
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Yes

clever sky
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Well... I'm sure there's a niche out there that'll appreciate that!

fresh laurel
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I am looking at tank combat games as well.

clever sky
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With motion controllers?

fresh laurel
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Nope

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Gamepad

clever sky
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Aw.

fresh laurel
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Anyway

clever sky
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But it'd be awesome to operate many buttons and levers with motion controllers πŸ˜›

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Steel battalion style!

fresh laurel
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^

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That is true

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Lets try this again

winged shale
fresh laurel
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Ok it is working kinda

clever sky
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Cool

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Having a look now

fresh laurel
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178mb and no crash yet

clever sky
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@winged shale Pretty cool pretty cool. Are those big blocks the size of your planned space ship modules?

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So you'll be wandering around in that?

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wandering around in the cube space ship after you've assembled them

winged shale
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Yeah, that's kind of the first draft size. 3m cube

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But I'll also have some irregular modules too

clever sky
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So the gist is you go out in your space suit and weld big module blocks to your space ship?

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Some reason I kinda pictured been inside the space ship and welding smaller parts together πŸ˜›

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Like building a new gun, or repairing electricals, etc.

winged shale
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Yeah 😊 and you'll be able to weld small things too inside, but most of ship construction happens outside

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And yeah you'll do all of that too

clever sky
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Interesting! How are you finding vection with the ropeller?

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Seems to be stretching the limits of self-caused motion... but it seems to work for you?

winged shale
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It's perfectly fine for me, but I think I'm going to add a Google earth VR style remove the periphery of your vision thing, that kicks in and scales to your speed relative to your space ship

clever sky
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Probably not a bad idea!

winged shale
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Have some kind of hysteresis too so it's not just jumping around

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I'll have a setting for it

clever sky
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Intriguing to see the limits of vestibular expectation been pushed to this degree!

winged shale
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On low tolerance mode it will turn down lots of things, like angular velocity max and FOV elimination

clever sky
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Ah

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angular velocity max?

winged shale
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Yeah I'm having to push the boundaries of how this stuff is done

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And yeah some dampening on how much angular velocity you can incur maybe

clever sky
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Ah ok.

winged shale
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I don't have the answers, I just have a bunch of things to try and a wife who gets motion sickness easily

clever sky
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Hahaha... at least she's willing to try

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I assume

winged shale
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Yeah, maybe πŸ€”

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But I try to limit her exposure so she doesn't become adapted to it

clever sky
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If not, then just strap it to her head before she wakes up

winged shale
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Ahahahaha

clever sky
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heheh

winged shale
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'VR is just R now baby'

fresh laurel
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hehe

clever sky
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wakes up
"Aaaaahhhhh! WHERE AM I!?"
"Shh bby, s'ok. this is your r now."

winged shale
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She's just floating away in space

clever sky
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But at least she'll have the ropeller to keep her comfortable.

winged shale
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Yes! Can't get too far with that

clever sky
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Er... to comfort her

winged shale
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Hehe

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I think the primary reason it doesn't cause too much vection is that I only add linear force to your body when rappelling around

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So it doesn't turn you at all, just moves you

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Also maybe I'll fire some haptic feedback that feels like rope vibrations when it's stretched

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And when it winches in your hand

clever sky
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Yeah that'll be good.

lusty tiger
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question , I dont have my VR stuff yet but can i still develop stuff without it? Or is it hard to use like a FPS template and convert it to VR mode?

silver brook
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Does anyone know how I can get controller velocity ? I'm in the VR Template

real needle
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I'm currently using the default cable actor as well, but I tried the plugin and it's good. Just doesn't work very well in a networked game

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Do that on Tick

silver brook
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Im trying something a bit different

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To get the right controller on hit

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But I get a casting error

real needle
silver brook
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That seems to refrence the controller that does the hitting but I can't cast to it

real needle
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Attach parent returns the BP_PickupCube

silver brook
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Get ATtach Parent Returns the Motion Controller

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Since it gets attached to the motion controller on pickup

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Yet I can't cast to it for some reason

real needle
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You are casting to a blueprint, and referencing a scene component

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set BP_Motioncontroller as the owner of BP_PickupCube

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And then from the first cast node there, get owner and plug that into BP_Motioncontroller reference

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Have a look at the blueprint communication tutorial up there, it'll help you. Casting is very limited

silver brook
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Oh I think I just had to do Get Owner off of Get Attach Parent

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Now the cast is good

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but I can't get the velocity from it

real needle
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show me how you get the velocity

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And you have to set owner manually somewhere, it's not automatic

silver brook
real needle
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Check to make sure that when you "Get Owner" that it actually returns a valid owner

silver brook
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The cast is good so it must be fine right?

real needle
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No

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The cast not giving errors just means you're giving it the right data type

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It doesn't mean that "Get Owner" won't return Null

silver brook
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No i mean it literally moves on to execute my print log

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I ran it

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it was fine

real needle
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cool

silver brook
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but I get no velocity

real needle
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I've never had any luck with "Get Velocity" for motioncontrollers. You might want to do what I showed first, and cast that var

winged shale
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yeah you can't get velocity of a non-physics object

real needle
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there we go

winged shale
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especially one with late-update

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just store the previous position

real needle
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and get velocity from a component only returns relative to parent

winged shale
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and calculate it div by deltaseconds

real needle
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yeah there's a screen of the nodes further up

clever sky
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So anyone using a bunch of widget components in billboards? πŸ˜›

silver brook
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You mean you have to manually calculate it?

clever sky
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Got a weird issue where it won't use the specified widget on level load and instead use the default one.

silver brook
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I thought I saw people just getting it right off the controller?

real needle
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Yeah there's no automagic solution

clever sky
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Even though if I load the level directly in editor, it's fine...

silver brook
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I swear I saw people getting angular velocity and linear from the controller

winged shale
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that VICO thing is pretty cool

real needle
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If they had an object that was simulating physics, using constraints and such then that would work

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@winged shale Right!? Cloth sim is up on the github repo

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Will be included in next patch

winged shale
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unfortunately I want to keep perf in line, and I need MP support

real needle
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yeh, that's where it fell apart for me

winged shale
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I can probably fake it because I get access to each particle of the cableComponent

clever sky
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What's VICO?

silver brook
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so It seems I have to get it from a collision sphere

real needle
winged shale
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so I can dynamically find the stretch at the last node, and use that to modify my x calculations for the springing

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of the rope

clever sky
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Cool. Is that what let's people do stuff like highly deformable destructible cars?

real needle
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Nah, check it out

winged shale
real needle
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I've seen it

winged shale
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this makes me giggle

real needle
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I'd make a game with that as the main mechanic. Just a difficult hose to control

clever sky
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So why would I use VICO when Unreal now supports that sort of pipey thing? πŸ˜›

winged shale
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not physically simulated

real needle
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@clever sky It has a TON of more features

winged shale
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it's only aesthetic

clever sky
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Ah ok

silver brook
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Yea much easier to get velocity from the collision on the motion controller

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better IDK, but pretty easy

jagged vale
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what are you guys using for AA? or rather what's a decent starting point for rendering, forward+MSAA not good?

cobalt relic
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Depends widely on your project

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MSAA will probably be good but you need to forget about lots of engine features at the moment

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Truth it, right now UE4 has no solid AA method for VR

jagged vale
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sounds about right, thanks @cobalt relic

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before i get to my main project i'm making a simpler game to gain experience, i can work with this for now and my main project will take ages so features will come before i need them πŸ˜„

pearl tangle
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seems like its better to go for higher scaling on things and go with lower aa anyway

cobalt relic
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FXAA + 200% screen percentage looks quite good

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Temporal + 200% even better if the ghosting is okay

pearl tangle
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yeah and performance is about on par with 100%-120% with MSAA

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still a rather annoying time to be screwing around with VR compared to just doing something on a monitor thats for sure hah

jagged vale
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thats ok, we get to be the pioneers

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πŸ˜‰

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thanks for the advice

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i'm... not going to be sleeping tonight, happens when i think of an idea i want to prototype

jagged vale
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with OSVR will the SteamVR functions automatically work on all supported headsets?

pearl tangle
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pretty sure it should be fine on the osvr since its just the display and you can rig up the hydras and whatnot

clever sky
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I recommend Forward with 180-200 screen% and FXAA for text heavy (or high contrast thin elements) and TXAA for everything else.

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MSAA is just not performant.

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Which is pretty much what everyone else here is saying πŸ˜›

jagged vale
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ty πŸ˜„

native cedar
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yeah msaa is still unusable. Even rendering an almost-empty level properly on a 970 involves frame skipping

jagged vale
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almost impressive that they managed to make it cost that much πŸ˜‰

wicked oak
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makes a lot of sense

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msaa is supersampling after all

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on triangle borders

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so those borders get rendered 4 times

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its a good amount of extra "pixels" that have to be rendered

#

it scales worse with high polygon count stuff

#

and, after all, the pixel shaders of ue4 are goddamn huge

#

gotta be careful with msaa

native cedar
#

I think UE4 went deferred for a reason, it will take a lot of time before forward will do it's thing properly. Or maybe not. The VR showdown used to run on a forward renderer and the performance was much better

wicked oak
#

that one was on a Oculus one

#

less features

#

more performance

#

we have official forward, wich is a depth prepass tiled forward renderer, wich runs mostly the same shaders as the deferred counterpart, but without a gbuffer i think

#

official deferred, really fat gbuffer with a shit ton of stuff

#

Oculus fotward, wich is a less featured forward renderer, but it doesnt depth prepass

#

in my game, depth prepass easily takes 2 ms out of the 10 needed

#

so oculus forward would probably give me quite a speedup

#

you can also grab Nvidia builds

#

with multires and the like

#

that one is one hell of a speedup

#

much less pixels to calculate

#

i wonder if it actually goes with the forward renderer

pearl tangle
#

multi res makes a big difference

wicked oak
#

becouse forward + multires could let you do 160% superresolution AND msaa with the same performance as normal resolution and no msaa

pearl tangle
#

not sure if they have integrated in sli 1 to their branch yet

digital marlin
#

Anyone know if we can edit stereo with VR?

#

I'm scaling up my VROrigin and I think it's expanding the stereo.

hard light
#

'scaling up' VROrigin?

digital marlin
#

Yeah

#

So setting the player to a scale of 1 to 100

#

Basically changing a small person to a giant

hard light
#

ah okay

#

it's hard to suggest what's happening exactly, but I guess it depends on how the stereo camera offsets are calculated behind the scenes

#

IMHO, it should be scaling it with the player

#

hmm, tasked with implemented mouse+keyboard controls for use with a Vive HMD

#

it has presented an interesting conundrum

#

if you want to do yaw on the mouse as an example, you can rotate the player, but the HMD determines the camera location, which can be considerably offset from the pawn

#

you could rotate the camera, but then the pawn itself hasn't rotate with it

#

you can't have the camera as the root because the character natively defines the capsule as the root

#

fun times ahoy!

digital marlin
#

Yeah, it's an interesting one.

#

So, in my game, the player is a monster that eats things and as it gets bigger it scales up.

#

Right now these are constant values - so like 10 x the size, 50 x and 100 x

#

Right now we're defining that by the WorldToMeter variable inside the HMD.

#

The issue is the motion controllers scale along those same lines as well - so the hands stay the same size, and appear to be 10x further away or 50 etc.

#

That actually makes sense.

#

So maybe I need to set the relative scale of the hands? But it's not really a scalability issue for the MC's, but maybe it is 8\

wicked oak
#

just scale the components too

hard light
#

yeah, you need to scale your components too

wicked oak
#

the whole character dillema its why im not doing traditonal locomotion in my action game

#

it would super hard to not glitch the hell out of it

hard light
#

because when you're 10x taller, your hands are still normal sized xD

#

personally I tried to avoid locomotion entirely

wicked oak
#

on other cool things, ive got my PSVR game working

hard light
#

but this is a client project, so...

#

Β―_(ツ)_/Β―

wicked oak
#

with 2 psmoves

hard light
#

ah nice

wicked oak
#

its not been hard

#

just a couple days of trash compiling

#

until you get every setting right

#

but the MotionController interface is very neat

hard light
#

I've got the PSVR implementations, but haven't got dev kits and haven't really looked into it yet

wicked oak
#

you need nothing else but to enable the plugins

#

they go through the interfaces

#

and there ya go

hard light
#

neat

wicked oak
#

same for the headset

hard light
#

do you actually need a dev kit to get it working?

wicked oak
#

yes

hard light
#

fair, figured that would be the case

wicked oak
#

there is a strange way of sending the headset data to the pc

#

so you can use psvr and motion controllers from ue4 pc

#

through the devkit

#

i havent been able to set that up correctly, but i guess its so needed

#

runs well, actually

hard light
#

if deploying to the kit is fast enough, I wouldn't bother with it

wicked oak
#

doesnt seem to lag too much or having shitty framerats

#

its not lol

#

its like when you press Launch

#

it has to repackage most of the game

#

and any code change means a FULL ENGINE recompile

hard light
#

when I was working on the 360, it'd take several minutes to get the game onto the kit each time, so playing on PC through the dev kit was kind of handy

wicked oak
#

yeah, similar i guess

#

when did you work with a 360?

hard light
#

I used to work on the Fable series

wicked oak
#

nice

digital marlin
#

oh cool

wicked oak
#

this is the first time i tinker with devkits

digital marlin
#

Did Peter promise to pay you 3 billion pounds and then only pay you 30k?

wicked oak
#

and im my own boss, so i have no higher up to ask about stuff or a publisher to deal with testing

digital marlin
#

8 D

hard light
#

haha, I rarely had to deal with Peter, thankfully

wicked oak
#

lucky you

#

he is basically a walking meme at this point

hard light
#

he's kind of gone off the grid after Godus

wicked oak
#

that new god game...

digital marlin
#

He was such a legend.

hard light
#

which probably isn't a bad thing

wicked oak
#

he basically did a mobile style tap game...

digital marlin
#

Should have left it at B&W

hard light
#

his new game made a bit of a splash, but it's been much quieter without all the controversy

digital marlin
#

If he just shut the hell up things would go way smoother.

hard light
#

it looked interesting, but it's mobile, so meh

wicked oak
#

the whole thing is that it wasnt mobile

#

it was for PC

hard light
#

Godus isn't the new game

wicked oak
#

and CROWDFUNDED to be for pc

#

ah, wich one is the new one?

hard light
#

can't remember the name

#

it's basically about doing a very long distance hike

#

which sounds silly, but it looked interesting

#

it was almost a survival game, mechanically speaking

#

aha The Trail

digital marlin
#

That doesn't sound too silly.

#

Maybe a survival game with a goal?

hard light
#

if it were a PC game and not free to play, I'd probably give it a fiver and a couple of hours of my time

digital marlin
#

Hrmm

#

Sorry to keep banging on my issue.

#

Should I be editing the HMD at all, do you think?

hard light
#

no, I don't think so

wicked oak
#

no

#

you say that just scaling the root component of the character givesyou wrong settings?

digital marlin
#

Issue is if I scale everything up, the stereo seems to.. widen?

wicked oak
#

thats the whole point

#

if you dont, then it doesnt look like you are big

#

it looks like you are flying

digital marlin
#

Sure. Except when I turn my head, there's almost like a parallax happening with large objects

wicked oak
#

uhm

#

i remember ive done the scaling thing

#

but its worked for me

#

pretty sure

digital marlin
#

So just scaling the root component up worked fine?

#

I mean, it does scale up and it works fine, but rotating my head to the left means I can see around buildings.

pearl tangle
#

are you just trying to scale the person up and down?

#

what you are looking for is the world scale. its default at 100. adjust that and you can grow and shrink yourself easily

#

ah i see you are having the hands issue not the scale issue. I solved that 1 last week too actually, you just have to apply the scale on the correct thing if you are using the default vr template. I will have to look through my project though to see what thing needed the scaling though

hard light
#

hmm, it appears there is no way to manually set the camera rotation whilst using a HMD?

#

if you add relative rotation, it is ignored

native cedar
#

the camera will lock to hmd I gues

#

guess*

#

but you can change then pawn root rotation

#

there is certainly many more ways of doing this

#

on oculus there are many commands to reset the thingy

#

on vive it's a little different because it's room scale and if it's in a certain position&rotation in the room you can't just tell him it's elsewhere

hard light
#

it'll be because the HMD is locked to the camera rotation

#

you can't change the pawn root, this is incorrect

#

because if you do this, the camera is offset from the pawn and you don't get so much a rotation, but a rotation around the pawn

#

so yeah, the Vive setup is the problem, like you describe

#

if I unlock it in the character, it works fine, but then I lose translational head tracking

hard light
#

ergh, I found native functions to handle the stuff I want, but none of it is exposed to blueprint

pearl tangle
#

i have done that on 1 before but we do it during the scene transition so you don't notice it but we want to make sure the next scene has you facing forwards so we just rotate the vr pawn to have their current forward direction face where we want them to

wicked oak
#

you can math it up

#

you would make a pivot point from the location of the camera and rotate it there

#

but needs some math

native cedar
#

is multires in the nvidia funhouse branch enabled by default?

wicked oak
#

no

#

vr.multiresrendering 2 to enable

#

and vr.multires 1 to let shaders compile (this one is better enabled at the Rendering config)

#

dont use the funhouse branch, its older

#

they have the VRWOrks branch, at 4.13, wich has allll the neat stuf

#

for vr

#

unless you need the fire/water FX

hard light
#

@pearl tangle - needs to be done at run time using the mouse.

@wicked oak - yeah, in theory I could do the whole thing in reverse and calculate the transform for the character for a given transform for the camera, but this is a little unpleasant.

#

I'm just going to expose the additive offsetting function and see where it gets me

native cedar
#

I need to make heavy use of flex to simulate a very idealistic floating, molten gold

#

I found the funhouse branch to be the only one that suits my needs

pearl tangle
#

use the mouse to change the vr persons orientation?

hard light
#

yeah, using the mouse

#

horrific I know, but client work

clever sky
#

What's your client doing?

#

Creating an advertisement for motion sickness pills?

wicked oak
#

ambershee, add another component parent of the camera

#

that way you can use that component to offset the camera

hard light
#

@wicked oak - it already has one. The problem is the HMD camera's offset is from whatever it is parented to, and I do not want to wipe out the HMD rotation

#

basically in CalcCamera, it is hard coded to use whatever transform the VR system gives it

#

anyway, exposed the stuff that looks like it does what I need, so finger's crossed that after rebuilding parts of this BP, it works as intended

quartz pewter
#

i'm trying to implement a screenshot button on the vive, the only problem is that when i trigger the screenshot command, it momentarily skips to the Steam VR white dome environment before switching back to the game

#

is there any way around this?

native cedar
#

@quartz pewter I have tried that already

#

I ended up with a render texture

#

the thing with the screenshot is that the resolution and size are all messed up since the vive renders willby wobbly circles

#

so the best way I think it is is: implement an actual camera

quartz pewter
#

does that also avoid it cutting away from the game when taking the shot?

native cedar
#

indeed, a scenecapture is a bit heavy but it won't kill your fpses that much

#

the problem is that when you do a screenshot unreal becomes unresponsive for a moment, thus the vive stuff kicks in

quartz pewter
#

yeah, to counteract that i wanted to do a shutter animation, fading to black quickly

#

but obviously that wont work ha

native cedar
#

it would if you override the compositor cubemap

#

but I think a camera or a simple scenecapure from head would be much faster and versatile

#

I made a freaking birdwatching experience where you could take photos of birds and they would be pinned to a bamboo

#

the scenecapture part was about half a day of work

quartz pewter
#

ok, so i guess the idea would be: 1. press screenshot button 2. spawn scene capture actor 3. take capture with new actor 4. destroy actor

native cedar
#

or you could have a scene capture be there all the time and activate it when needed

quartz pewter
#

ok cool will give that a go

#

cheers

#

@native cedar do you know how you set the resolution of the capture through bps?

native cedar
#

should be the resolution of the render texture you capture to

#

I don't think you're able to access that in bp

#

or change it dynamically

clever sky
#

@native cedar Override the compositor cubemap?? What is this magic man you speak of? πŸ˜›

native cedar
#

@clever sky all I know of it, is that it's possible. It's what they did in raw data.

clever sky
#

Show us your tricks rawgods!

native cedar
#

btw you can have multiple render textures at different resolutions and change the capture destination in bp, so you can switch between -say- 512, 1024 and 2048

uncut galleon
#

@quartz pewter it's taking the resolution from the renter target texture. you can't directly create one in bps yet but can use a simple c++ function that you can put in a BPLibrary. or just have one or multiple rendertargets sitting there waiting to be used. switching them in bps is easy

sturdy coral
#

@clever sky for overriding the compositor cubemap:

#

virtual EVRCompositorError SetSkyboxOverride(

#

there is also a simpler way to fade to a color

clever sky
#

Oh yeah

sturdy coral
#

virtual EVROverlayError SetOverlayColor( VROverlayHandle_t ulOverlayHandle, float fRed, float fGreen, float fBlue ) = 0;

clever sky
#

I'm down for the easy way.

#

Ok ok.

#

I guess I stick that in an engine file or something? πŸ˜›

sturdy coral
#

so you can use that to fade the compositor to black during your shutter

#

you have to add it to the steamvr plugin

#

and expose it to blueprints

clever sky
#

Ah...

#

That'll be handy.

#

So when I do make that change, do I rebuild the project in C++?

sturdy coral
#

yeah

#

I think this will fade out the floor grid:

#

/** Fading the Grid in or out in fSeconds */
virtual void FadeGrid( float fSeconds, bool bFadeIn ) = 0;

#

the other color fade may wipe out the floor grid anyway

#

but you want to take as much stuff off screen as you can, in case the compositor itself gets choppy

clever sky
#

Yeah. I pretty much just want white.

#

Alright. I'm going to have to give that stuff a shot!

sturdy coral
#

the new timewarp stuff may warp in a black color, so black may be better than white

native cedar
#

so that does not require a source build, we're just editing the plugin code right?

sturdy coral
#

I'm not sure, but keep that in mind that black may get warped in from the edges

clever sky
#

Ah

#

ok. I see.

#

Well, I'll try both. If it's exposed via BP, it shouldn't be too hard to change

sturdy coral
#

@native cedar yeah, requires an engine build but not a source build of your project

#

if you expose it to blueprints

#

Allar has a pull request to make the steamvr plugin have a more public interface

#

if they ever merge that you could do it without touching editor source but you would need a source build of your project

native cedar
#

isn't that the current unreal issue

#

'oh so you want this feature, better recompile THE FULL ENGINE'

clever sky
#

Oh. So it's a full rebuild D:

#

how longs that take anyway? I haven't done one before.

native cedar
#

depends on your cpu

#

more cores is better

mighty carbon
sturdy coral
#

like 40 minutes to an hour

clever sky
#

Related question; is that what I need to do to integrate the nvidia stuff?

sturdy coral
#

if you already have a build, it is just updating a plugin so it will go in less than a minute

#

but if you haven't made a build yet you will have to do one first

clever sky
#

Ah ok.

sturdy coral
#

yeah would be a good time to integrate nvidia too

clever sky
#

Well, I built something to use the VRExpansionPlugin... and that took a bit of time.

sturdy coral
#

if you are on 4.13

#

or earlier

clever sky
#

Yeah. Migrated to 4.14 a couple days ago πŸ˜›

#

Guess I'll have to wait for Nvidia to update to 4.14!

sturdy coral
#

yeah

#

I'm guessing it may take a while if they do the whole forward rendering integration

#

but should be epic performance

#

if you can do multires/lens matched + forward rendering

clever sky
#

VR performance will be in a good place.

#

And then we'll just waste it all on screen res!

sturdy coral
#

my main scene looked a good bit worse with forward rendering, I have a tessellated ground material and you end up seeing lots of jaggies popping in and out all around it

#

and lots of specular aliasing, though there is a workaround you can do per-material that I didn't try yet

#

(converts high normal map variation into roughness)

native cedar
#

I'm lucky I still have a source build sitting around, I'll play with the plugin thingy thingy

quartz pewter
#

@native cedar ok no prob, how do i export the capture as well??

#

cant seem to work it out

native cedar
#

in the content browser you right click on the render target and there is an option to export it

#

there is probably a way to export it during play time but I don't know it

#

and it surely involves c++

pearl tangle
#

ok so unreal does not like playing 4k video still regardless of where its coming from

#

i managed to create a Youtube 360 video player in unreal but 4k is too much of a killer for it can only handle 1080 which is annoying since the quality goes to shit with youtubes compression below 4k

uncut galleon
#

@quartz pewter have a look at the victory plugin, there's some code in there to save images to disk from bps

spring pond
#

why won't my VR project start on my vive anymore 😦

hard light
#

have you recited the incantations?

spring pond
#

I see the dreaded dashed line title bar 😦

hard light
#

I don't think I've ever seen that

spring pond
#

hey, sweet our app is in the community spotlight in the launcher!

pearl tangle
#

dashed line title bar?

spring pond
#

For vive apps the title bar should look like a regular W10 window, but if it comes up dashed like the UE4editor title bar it means it couldn't find the HMD

winged shale
#

Oh man I had the craziest dream last night

#

I was in a DOOM VR thing

#

Er, DOOM styled

#

Finger tracking was a thing, and there was real haptic feedback for your whole body

#

You could like, drag a dead security guard around, take off his holster and buckle it around you any way you want

#

I wore it like a Miss America sash

#

And there was a revolver, so cool, just blasting shit and reloading it, but the best part was MP with the wife, blasting demons away together in a progressive experience

#

It was like what I expected Serious Sam VR to be like, or what HL3 VR might be

spring pond
#

Just wasted an hour of time because steamvr can't see the vive

#

stuff usually works well but when the steamvr stack fucks up it goes damn near nuclear

#

unplugs, plus in Oculus

wicked oak
#

make sure you dont have a mirror

#

or reflective stuff

winged shale
#

Whiteboard too

spring pond
#

no, like steamvr doesn't even start, despite uninstalling the USB/VR runtime and reinstalling

#

it just doesn't see the HMD anymore

#

it started with a 308, which goes away if i run steam as admin, but then unreal can't find the vive, but if i run as non admin, i get either a 308 or no HMD found

#

i give up, i'll just use the touch today

silk lodge
#

could be the rift is messing with the vive

spring pond
#

could be, i've usually been able to flip between them

hard light
#

hmm, packaged Vive project is rendering black - anyone have any experience with that

#

AH suggested it might be a config problem, but didn't specify where

silk lodge
#

@spring pond HAve you tried the remove USB devices button?

#

@hard light did you set it to run in vr? Also, is the default level correct? it might be running a blank non vr map

hard light
#

both good questions - the first is done via console command on level start, the second, I should check!

#

bingo, hah, good catch

sullen stirrup
#

πŸ‘€

hard light
#

usually when I get a project from a client you expect these things to be set up already xD

sullen stirrup
#

is there any reason you guys prefer enabling vr thru a console command

hard light
#

yeah, because I can initialise the game in different ways depending on whether an HMD is plugged in, and which one it is

sullen stirrup
#

well it doesn't differ that much from having 'start in VR' enabled and doing it manually

#

does it

#

I meaan, it's less stuff to handle manually

spring pond
#

@silk lodge yeah, i did the remove USB and all the usual tricks. I'll fix it later, I just want to get work done right now

clever sky
#

Whatcha working on Astonish?

#

Everspace?

#

Or The Tempest?

#

OrChikara? πŸ˜›

sturdy coral
#

@pearl tangle how are you playing the 4K video? Through a dynamic texture or through the media stuff?

#

I'm having the same issue with SteamVR as you guys potentially, I wonder if it was a beta update

#

If I add a chaperone component on my pawn and restart the editor, I'm getting an error that the component doesn't exist

#

but I can still play in VR fine

wicked oak
#

my artist made a new VR hand

#

what do you think?

clever sky
#

Nice. Though a bit similar to the mannequin hand

#

Suits your game well though.

wicked oak
clever sky
#

More human/gloved than the mannequin hand.

wicked oak
#

yeah, its quite slim

#

i used the layers from ShooterGame guy

clever sky
#

Not familiar with that

wicked oak
#

in the shootergame example, the characters there got some kickass materials

#

so i stole them

clever sky
#

Ah ok.

wicked oak
#

and modified them to fit my needs

hard light
#

I always find vive controller 'hands' kind of offputting, tbh

clever sky
#

Well, they're there for the taking!

hard light
#

feels wrong xD

clever sky
#

I'm not a fan off vive hands either.

wicked oak
#

i am

clever sky
#

Especially after I've gotten used to mannequin hands πŸ˜›

wicked oak
#

but not for oculus

clever sky
#

As long as you orient the hands correctly

#

it feels good.

wicked oak
#

for oculus i HEAVILY prefer a hand

#

becouse it gets way better aligned to your actual hand

clever sky
#

And set trigger to grip animation.

#

@wicked oak Yeah, you definetly have to adjust the mesh position for the Vive hands.

wicked oak
#

you know this hands rest pose

clever sky
#

I'd recommend making the mesh a child object to the controller

wicked oak
#

its human A pose?

#

so you have to move them to the center

#

(just oculus touch examples thing)

clever sky
#

the index fingers touching and thumbs touching each other pose?

#

and the rest of the fingers interlocked

wicked oak
clever sky
#

I don't know what you're showing me! πŸ˜›

wicked oak
#

the skeleton for the hand

clever sky
#

Your hand mesh with the skeletons

wicked oak
#

this is the same skeleton as the oculus example

clever sky
#

Hmmmm... what's that bone that's out so far?

wicked oak
#

thats the 0,0,0 location

#

the root bone

clever sky
#

Ah... then what's the rest of the bones doing so far from the root bone? πŸ˜› sorry, my frame of reference is the mannequin hand skele mesh

#

oh... that's the actor position?

#

And you chuck the mesh onto the VR actor itself, rather than using a child actor?

#

Anyway. I think we're both making similar points. Hands are fantastic as long as they're correctly positioned.

#

Seems like the method for doing so differs on the Vive and the Oculus tho

#

with the Oculus been a lot easier going by your reaction πŸ˜›

#

While the Vive in my experience... well that was a fun challenge!

wicked oak
#

no, the reverse

#

the Vive you add the Vive mesh component

#

without any kind of transformation

#

and it lines up PERFECT with the IRL one while in vr

#

thats why i like Vive wands on the VR world

#

they line up absolutely perfect

clever sky
#

Ah... so you prefer the controllers if they line up?

#

But the touch controllers don't line up with their touch meshes??

#

Automatically?

wicked oak
#

no

#

and anways, the oculus hand controller can do hand animations

#

wich is awesome

#

so making it work with hands its a plus

clever sky
#

That seems like a significant oversight....

#

Ideally you'd want both.

#

hands and controllers to line up easily.

wicked oak
#

you dont need both

#

having a Hand makes sure a wand model is not needed at all

clever sky
#

Depends on what you're doing. A good example of where having the wand show up would be beneficial is...

#

When you want to show the player what the controls are.

#

e.g. press menu, your controllers show up transparent/glowy

wicked oak
#

sure

clever sky
#

Another would be having physical collision on your hand... but then turning on the controllers when they're dislocated from the hands.

#

So the player gets the sense of solidity through the way their hands react, while still understanding where their actual hands are in relation.

fresh laurel
#

@winged shale - That is one crazy dream πŸ˜„

#

an awesome one too!

jagged vale
#

is it safe to assume the reason the motion controller track pads aren't used for locomotion because of motion sickness? meaning that if a game's camera wasn't influenced by them, in theory they could be viable for moving a character?

granite jacinth
#

@jagged vale not true at all

#

Track Pads are being used for locomotion in all different types of games

jagged vale
#

i'm seeing tons of games with teleport where the trackpads may have been viable

granite jacinth
#

And I am very motion sick prone, so it does take some getting used to

#

But, my experience hasn't been terrible

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I am tired of games with teleport tbh

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Just seems like a "copout"

jagged vale
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i only just got the vive, teleport is pretty much a veto from me already

#

exactly

granite jacinth
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But, in some instances TP does work and is the best choice

jagged vale
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the lab is my only real exception, but even that could have used locomotion

granite jacinth
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It depends on too many variables

jagged vale
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yeah

granite jacinth
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Best thing to do?

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Offer multiple ways for locomotion

stuck hamlet
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is there a way to make 1 cm seem like 1 meter in VR? like... scaling the camera maybe?

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obviously you wouldnt want to scale EVERYTHING in the scene up

granite jacinth
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@stuck hamlet World To Meters Scale

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Read^

stuck hamlet
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yep, thats what I would use

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thanks

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ah okay so its basically just setting the number of unreal units that equal one meter

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100 is default, which is equivalant to cm

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since 100 cm = 1 m

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simple enough

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Im considering doing something where you can zoom into a tabletop, so I'd turn it down to 10 to make everything look bigger when you are in the table top game

granite jacinth
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lol

sturdy coral
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@jagged vale don't use the trackpads alone, depending on what your users are doing with their hands you probably want to factor in controller orientation

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what it does is lets you turn your head independently without throwing off the direction you are moving in

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Onward does it like that and lots of upcoming stuff

clever sky
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@sturdy coral That's a pretty cool way of green screening.

jagged vale
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@sturdy coral noted, my game is looking down at a world though and moving characters inside it πŸ˜ƒ so.. bit different

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thats looking neat btw

velvet gulch
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@sturdy coral Look amazing, great job.

astral thistle
#

Is anyone else having problems with the ' get screenpercentage ' node not working?

jagged vale
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i tried it just to see what it did recently, only got 0.0

clever sky
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I hate to say it... but I make cool things in VR πŸ˜›

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I made these models right... and then I made toy sized versions of them and made it so you could pick them up.

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proceeds to spend the next hour fucking around with large model toys in VR

hard light
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good morning!

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anyone have any experience toggling in/out of VR?

clever sky
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In what sense?

hard light
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literally on a button press or similar - consider enabling / disabling the HMD and stereo rendering

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I've got a curious problem where the HMD position is being put in the floor after enabling the HMD

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however if you simply start in VR, it is fine

clever sky
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Hmmmm....

hard light
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makes me think something isn't being initialised

clever sky
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Sounds about right.

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What happens if you start in VR

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and toggle into normal?

hard light
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if you start in VR, you toggle into normal fine, but when you toggle back, you're in the floor again

clever sky
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That sucks.

hard light
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I'm guessing device position is being zeroed out, and not reset

clever sky
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What happens if you get camera location?

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of the HMD

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or even the device position

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Do a print string when you toggle to HMD

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If that's coming back as 0,0,0, then that's the problem πŸ˜›

hard light
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probably going to have to static debug the lot of it, yeah

clever sky
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If not, then modify actor location by the offset?

hard light
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was just hoping someone might have seen this before, it's not that unusual a thing to be doing, heh

#

oh lawd

clever sky
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Ah.... this is what it means to be a pioneer! πŸ˜›

neon egret
#

@hard light Hm, even if it's zeroed out, the Headset itself is just a relative Camera Location.
So it's really weird that this happens.
Did you check if the relative location is in fact 0 again?
Does the Actor itself move during that process?

hard light
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got a lot of stuff to log out, so will have to report back in a bit xD

neon egret
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Uh, welp

#

Just tag me with news

hard light
#

@neon egret - I'm thinking this issue is almost certainly to do with how HMD position is handled / initialised by the engine, more info to follow shortly

#

so yeah, here's what's happening:

If you start the editor, launch PIE, it starts in VR with the correct perspective, you can toggle to 'flat', then back to VR, and it's at the wrong perspective

If you exit the game, relaunch PIE, you start at the wrong perspective.

#

this looks like it's because the Vive's device position and orientation are being zero'd out

#

the first time the game runs, it is correct, but if you toggle out and back in again, it gets zero'd and is never corrected

#

basically, I think it forgets where the original tracking origin was and that's what fucks it up

pearl tangle
#

Just left the Epic office in London. Pretty cool setup there

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Finally got a chance to test out the touch controllers hah

hard light
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hehe

#

I assume you mean Guildford

#

it's a nice office

#

Lionhead used to be a couple of doors down, and 22 cans is next door, true story

clever sky
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How do you guys get in? Just tell them you're a UE developer and they invite you in? πŸ˜›

hard light
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I worked in the 'Sunderland' office (which is nowhere near Sunderland, fyi), which is nice enough but a real pain to get to

clever sky
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Oh you used to work with Epic?

hard light
#

the Guildford office was just Keith sitting at home in his underpants in those days

#

I worked for Pitbull, doing work for Epic, which is now Epic Games UK

clever sky
#

Cool

hard light
#

in short: Yes.
in long: Sort of.

#

@pearl tangle - so what are you up to now, heading straight back?

pearl tangle
#

Nah I'm in London city now working from our office here for the rest of the week

#

@clever sky in setting up enterprise licensing with my company and they are running the enterprise side of the business from here so stopped in to have a chat on that

hard light
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ah fair

#

I think toggling between stereo and non-stereo rendering may be unreliable

#

sometimes you get this going back to 'flat'

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(but not always, it seems to be pot luck)

clever sky
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@pearl tangle fair enough! Just funny that two guys on at the same time have been there, so I had to ask! πŸ˜›

pearl tangle
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Well amber lives over this way and is in game development so much more likely for him to be there than me hah

clever sky
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Were you there for some sort of tradeshow as well?

native cedar
#

Guys, is it just me or dynamic shadows in vr are a bit tricky?

#

they move as I move my head

#

at least some of them

mighty carbon
#

what are you smoking?!

upbeat holly
#

the good stuff

zinc violet
#

just.. wow

#
Xbox Wire

At Xbox, we’re continuously exploring new ways for you to get the most out of your gaming experiences by providing the choice to play how you want, where you want and with whomever you want. With the launch of Windows 10 and the Xbox app, we first delivered the ability to stream your Xbox One games to your Windows 10 PC over your home network – and now, we’re bringing that experience to life, in partnership with Oculus, completely for free. Today marks an evolution in our ongoing partnersh

#

sorry if that was linked already

#

that just sounds really silly

#

why would you want to play 2D games on virtual screen on a headset?

#

like 2D projected games, not 2D games

#

I guess if you want to experience the big screen or something

mighty carbon
#
#

what's the difference?!

#

(besides price)

#

this one is even less pricey http://www.newegg.com/Product/Product.aspx?Item=N82E16814127947 and seems to have the same specs as the other two

upbeat holly
#

hey dude

#

im looking into gpu cards also

#

so the difference is,

#

that the vendor (i.e. MSI / EVGA / NVIDIA) configures some of the capabilities differently e.g. max overclock, clock speed etc so its important to pay close attention to the specs so you now what your getting

#

(the type of ram etc)

#

Also the first one has something called ACX (a quick search shows this is a type of cooler design). So it probably has a custom cooler

mighty carbon
#

which one of those 3 is the best price/performance for VR ?

#

(not going to OC)

clever sky
#

@zinc violet If you don't have a big screen, VR is a pretty good way to mimic one.

#

I'd say that... come gen 2/3, I too might switch over to VR big screen, despite having a 100" projector screen

#

Depends on the resolution and FOV and comfort.

wicked oak
#

if you are low on cash, get a 1060

#

its 100 dollars less on average

#

and its still very good

#

its stronger than a 970

mighty carbon
#

well, I better just get 1070 and not worry about upgrading for another 10 years πŸ˜›

#

1060 has 192bit memory bus, and 1070 has 256bit. Pretty big difference.

upbeat holly
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@mighty carbon Depends what your using it with and for

#

im gonna go with a titan probably

#

but i work with heavy scan data and meshes

mighty carbon
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titan is OLD

upbeat holly
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yea but GOOD

mighty carbon
#

but it's not even optimized for VR

upbeat holly
#

yea but you need to sort whats marketing hype from real benefits

#

remember the whole SLI thing

mighty carbon
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eeeh, have you even worked with VR ?

upbeat holly
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yes thats my joab

mighty carbon
#

multiview and probably other VR features are only in 10-series GPUs

cobalt relic
#

SLI sucks, tbh

wicked oak
#

multiview is on series 9

#

multiview = multires

#

and multires is on series 9

#

not sure about lens matched shading

#

but i think it runs on 9 too

#

the 10 series is kind of just a smaller buil 9 series

upbeat holly
#

lol :d

#

wonder what the next ATI cards coming out are

#

I wanna try dem out

clever sky
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What's lens matched shading?

cobalt relic
#

If you were going to buy a Titan, I'm not sure AMD will have anything for you @upbeat holly

wicked oak
#

kind of like multires

#

but different

#

like a fancier version of it

upbeat holly
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@cobalt relic Yea sure, atm I was thinking maybe they would bring a contender

mighty carbon
upbeat holly
#

It depends on what you need it for πŸ˜„

pearl tangle
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why would it not be?