#virtual-reality

1 messages ยท Page 51 of 1

upbeat holly
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well the quadros......

clever sky
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@wicked oak Cool...

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Instead of splitting it into 5 sections, 4 on the outside... 1 full res in the middle... it splits it into 4 predistorted quadrants

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Clever.

upbeat holly
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i wonder how that works with Foveated rendering

clever sky
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@upbeat holly Works in place of it

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This is foveated rendering pre eye tracking tech ๐Ÿ˜›

upbeat holly
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sure

wicked oak
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the cool thing is that this only uses 4 sections

clever sky
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Except it's not, because it's not tracking the eye and taking advantage of that fact ๐Ÿ˜›

wicked oak
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multires is 9 sections

upbeat holly
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yea thats what i mean like will Foveated rendering replace it etc

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but its an approximation right? @clever sky

clever sky
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Nvidia already have foveated rendering working properly. Even fancier!

winged shale
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Quadro is BS. Not actually that optimized for much anything, just rebranding at a much higher price

mighty carbon
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I am not sure what you are going to use your GPU for @upbeat holly , but I am certain 1070 will be plenty for rendering in Blender Cycles, sculpting multimillion tris models, working with UE4 and enjoying VR, not to mention all conventional game should run smooth on 1070.

clever sky
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And uses a different technique again (although uses the multi-res base)

upbeat holly
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@mighty carbon Thanks man

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@mighty carbon I dont use blender, I use heavy scan data (100M+ polys)

clever sky
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@winged shale Surely there's some sort of specialist use for an additional XXGB of vram?

upbeat holly
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yea

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exactly

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need dat RAM bosss

winged shale
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Yeah but that's about it, not worth 600 to 5000 dollar price increase

clever sky
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When you could be running in quad SLI

upbeat holly
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yea it depends on the job tho right, if you need it you need it

clever sky
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for the same price ๐Ÿ˜›

upbeat holly
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yea but SLI is like blehhhhhh

winged shale
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It is better on Pascal

upbeat holly
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lal

clever sky
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Hey, if your specialist application needs dozens of gigs of ram, then it might be able to take advantage of SLI too ๐Ÿ˜›

upbeat holly
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nah its cant

clever sky
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What about neural net stuff?

upbeat holly
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๐Ÿ˜›

winged shale
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But there is no reason to use a 5000 dollar Quadro instead of using a bunch of GP100 In NVLINK in a server style computer

clever sky
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I'm pretty sure Nvidia advertised a big CUDA box with multi-SLI titans a few years ago

upbeat holly
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ye

clever sky
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Yeah... the quadro is a really dumb buy nowadays.

upbeat holly
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but you need the space for the server farm

winged shale
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No you don't

clever sky
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But that's more a result of Nvidia stepping over its own toes with its enthusaist consumer cards.

upbeat holly
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if its at a premium then maybe quadro do better?

winged shale
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There is no farm if it's one box

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It's just the size of a computer

upbeat holly
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ye but how many do you need for the same as 24gb tesla?

winged shale
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One box.

clever sky
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What kind of application would need that much ram but not the commensurate processing power to go with it?

upbeat holly
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o rly?

winged shale
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You can stack the cards with NVLINK

upbeat holly
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do you have a link?

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I would be eternally in your servitude

winged shale
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On mobile look up gp100 nvlink

mighty carbon
mighty carbon
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that's what's new in Pascal

upbeat holly
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sweet

neon egret
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Yo, idk if that's an already existing, needed, non-needed, non-wanted, etc PR, but I added one to add a new WindowMirrorMode for the Vive, so
you can have a horizontal mirror, instead of the vertical one:

https://github.com/EpicGames/UnrealEngine/pull/2972

winged shale
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Just their base server which is super overkill

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128gb of HBM2

upbeat holly
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lol

wicked oak
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@neon egret do you know how can i do that with Oculus?

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there is a bug monoscopic window (3), but it has corners

neon egret
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The rift should already have a working mirrowmode

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I think it's 4

wicked oak
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i would like to zoom it

neon egret
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I read that MirrowMode 4 works for the rift :x

wicked oak
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i couldnt fix some problems with navigation on my AI (they can jump and fall from the map) so i added a killswitch

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the things you do to upload a playable alpha....

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just checking every second if there is a navmesh below

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no navmesh 3 times, receive 99999 damage

neon egret
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Shouldn't kill Z take care of falling actors?

wicked oak
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they get stuck in level geometry

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and i can just do a killz in such vertical levels

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i can addd killz volumes, but i would need to add a good bunch of them

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you were right, oculus does have mirrormode 4

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is basically the vertical one but more zoom

clever sky
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@wicked oak is it better to add a kill switch to the actor, or a trigger volume that does the same thing as actors overlap it?

wicked oak
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i need it to work asap, so....

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it has a TODO fixme

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for later

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the killswitch is so i dont add to add a shit ton of trigger volumes

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and they get stuck on places like ledges

clever sky
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Fair call!

wicked oak
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uhm,. gonna try launching them forward

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when that happens

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as a "intermediate" stuck check

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if they still cant return to a navmesh, kill them

pearl tangle
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for the guys that have the Oculus Touch already, whats been your experiences with non gamers using them? I just tried them out today and definitely much more complex to get used to than the vive controllers, feels a lot more like learning a new game controller

hard light
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I've not used it much, but that was also my general impression; I found it a fair bit less intuitive

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they're also kind of lightweight?

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I don't think they had enough heft to them, but that's subjective, I guess

pearl tangle
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yeah they weren't uncomfortable to use but did feel more complicated. it's odd that the capacative sensor for the thumb is not on the thumbstick itself actually

hard light
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cables and moving parts

pearl tangle
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robo recall was good fun to play around with but definitely noticed the small play area becoming a big problem with it when i would try and move slightly and it would go be out of range

hard light
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I've only done standing with it, but yeah, we had problems with the Oculus cameras doing 'room scale' here before

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they're just not built for that, and as such they don't have a wide enough field of view

pearl tangle
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i know they are now saying they can do room scale with it but the cable is incredibly short on the headset so you end up buying a bunch more cables, a third or fourth camera and the controllers and suddenly you are now $250 more expensive than the rift

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yeah i would be interested to see how it goes with having the cameras on opposing corners of the room rather than both in front

hard light
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I feel like they're trying to play catch-up with the Vive and implemented it in the easiest / quickest way they could

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as a result it's a little half baked

clever sky
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Gotta remember that lag time.... they'd been working on this stuff for yonks

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And then Vive dropped with its room scale

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and Oculus were all... fuck

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But then, this is what happens when you put Palmer in charge of the controllers!

upbeat holly
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๐Ÿ˜„

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Thanks for the info guys

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i knew something was up with the way it was being marketed

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but still Oculus touch and Zbrush style VR is a critical part of the future

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CANT WAIT

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Looks so damn sweet

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need to sculpt in VR

fallen wind
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Hello, I just got a Vive, set it up, and it's working fine in the steamvr demo and games, but when I try to run the UE4 vr starter bp setup, and go to the motion controller scene, the hands are just stuck in the floor while the head tracking works fine, any idea what might fix this?

clever sky
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Surprised to here that you guys think the 'touch' is more complicated though... all the impressions I've gotten so far is that it's... 'more transparent in your hands'.

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Maybe that refers more to the way it feels than user friendliness.

upbeat holly
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@clever sky I mean just look at it, the whole button setup thing is kinda outdated

clever sky
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How so?

upbeat holly
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its not a natural way to think about controlling something right?

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its like

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a trigger button type thing i could understand a lot more

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I think it takes more cognitive computation and therefore longer to use a button type control setup

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you want to keep those type of things to a minimum

clever sky
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It has 2 triggers...

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are you talking about the face buttons?

upbeat holly
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ye

clever sky
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That doesn't really ring true with my own understanding of HCI

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buttons are useful

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tactile is useful.

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Much easier to feel out.

upbeat holly
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I trust you more than myself ๐Ÿ˜„

clever sky
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๐Ÿ˜›

clever sky
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I mean, both the touch pad and the touch style stick/button setup

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have their pros and cons.

upbeat holly
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I dont like touchpads too slow

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needs to be faster...

clever sky
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But what I am seeing are novice VR devs trying to mimic stick/button functionality with the touchpad.

upbeat holly
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Its really more to do with the cognitive process, there are more factors involved with understanding and using a touchpad than a stick trigger type thing

clever sky
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Well... depends on the design...

upbeat holly
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YEA

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totally

clever sky
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Problem with the vive touchpad is that it's a big smooth dish.

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And to be honest, the haptic isn't detailed enough to render it as multiple smaller buttons

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without you looking.

upbeat holly
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yea that sounds crazy

clever sky
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So it works best as a big button.

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But then that limits functionality.

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They really should've added some notches to the cardinal directions

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so that you could feel out the directions.

upbeat holly
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hmmm good idea

clever sky
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I mean, it's a pretty neat input device, a lot of flexibility to it. But it's also sitting on prime real estate.

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I think at this point in time... touch is probably as intuitive as VR controllers are going to get. And that's considering hand tracking alternatives like leap motion.

Which is to say that VR controls are going to have a learning curve, no ifs and buts ๐Ÿ˜›

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Problem with hand tracking is that they need to be in view.

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And lack haptics totally.

upbeat holly
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leap motion is cool i have it, doesnt work with multi screens tho

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really really fun tho

clever sky
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Yeah. I've got the leap motion too ๐Ÿ˜›

upbeat holly
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there is an add on for haptics i think like finger buzzers type things

clever sky
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Haven't used it much. Not enough support, and I'm not particularly interested in supporting it myself ๐Ÿ˜›

upbeat holly
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ye ikr

clever sky
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It's a nice supplementary control scheme.

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Problem even with that though

upbeat holly
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Its necessary for full immersion in the new metaverse

clever sky
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is where you gonna put your controllers when you're trying to use just your hand?

upbeat holly
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you know where

clever sky
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I don't want to know where.

upbeat holly
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I think you do

clever sky
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Anyway... it's problematic using just hands, as soon as you want to use 'tools'.

upbeat holly
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yup indeed

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although some vr haptic tools could become REALLY awesome

clever sky
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VR haptic tools?

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like Dexmo gloves?

upbeat holly
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yea i dont know those but probably

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Like imagine a sword controller....

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shaped like an actual sword

clever sky
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Haha...

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That reminds me that I velcroed my Vive controllers

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on to my wooden training katana

upbeat holly
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hwahawhaha

clever sky
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for use with ZenBlade

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That was good fun.

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Super dangerous and not exactly stable though

upbeat holly
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needs to be a startup

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Oculus Sword

clever sky
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Check out this motion controller I designed before Vive announced...

upbeat holly
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link pls

upbeat holly
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nice!

clever sky
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It has all the buttons!

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Also called the grip button!

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And the best part is not clearly visible unfortunately...

upbeat holly
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its gun shaped also which also helps

clever sky
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But it has a clip-in attachment system on the bottom.

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The red button on the bottom back side is the release button.

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The attachment system is for batteries and accessories... accessories like a bloody huge haptic feedback thing.

upbeat holly
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or a silencer

clever sky
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These guys... they make a haptic feedback motor that gives a realistic recoil to guns.

upbeat holly
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i need it

clever sky
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Imagine that thing attached to the controller. Fuck yeah.

upbeat holly
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o sweet god thats awesome

clever sky
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But no, we don't have controllers like that. D:

upbeat holly
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have you seen the immersive warehouse thing?

clever sky
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You mean Zero Latency?

upbeat holly
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yup

clever sky
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Been there

upbeat holly
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they need guns like that ๐Ÿ˜„

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you like?

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score out of 10

clever sky
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It was good fun. At the time.

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Went before the Vive release

upbeat holly
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lol

clever sky
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back in October last year.

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Uhmmmm.... I had a great time.

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But in the retrospection of a full year of VR, it was a pretty shit experience ๐Ÿ˜›

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I imagine that they've improved a lot of it.

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Like at the time the gun was tracked with a single bulb

upbeat holly
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So its for basic bitches?

clever sky
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Looks like the PSVR move controllers, but apparently it's a custom bulb

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And that shit.

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Lost tracking sooooo sooo much.

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Not lost tracking, it's tracking drifted.

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It was 45 degrees (not a typo) off target.

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Also, although it had nice heft to the controller... it didn't actually feature haptics!

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So disappoint! ๐Ÿ˜›

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Also the game itself was trash. Simplistic stuff, basic scoring.

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That was reported after the game was over ๐Ÿ˜›

upbeat holly
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yea sure its sad but necessary to appeal to a wide audience right?

clever sky
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Probably. Was too easy. Apparently we kicked its ass in the group I went with.

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I guess it needs to be playable by normal people!

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To be fair, I imagine that they've improved the game a lot. They probably only had a few months of dev time on the game at that point.

upbeat holly
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i dunno it still looks like doom from the 90s

clever sky
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And they have added a second bulb to the gun.

upbeat holly
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Starcitizen VR thats wat i need

mighty carbon
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doesn't Touch or Vive sticks have haptic feedback ?

clever sky
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As for the most important part... the locomotion. Felt great, as long as you had enough space...

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It's... it's a lot more like giant room scale.... than it is unlimited locomotion.

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I mean, because that's precisely what it is.

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So the game had to fit the movement within the warehouse... for indoor sections that was fine. But for out door sections, the limitation was very obvious.

upbeat holly
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๐Ÿ˜„

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@mighty carbon i think they do yea

clever sky
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@mighty carbon Yeah they do.

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But the quality of the haptic is to be expected for the size of the motors.

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The strikerVR thing I linked to has a kick that is equivalent to an M-16 or similar AR.

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Like... you could use that for more than just guns. Like a sword swing and hitting something - that'd be a convincing whack.

upbeat holly
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hwahahahaha

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still need a sword controller

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katana for sure

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need to fulfil my inner samurai fantasy

mighty carbon
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true, but the problem is A. Striker VR isn't even ready B. even if it was ready, it would be cumbersome to use since you already have hands full with motion controllers.

upbeat holly
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Wouldnt it replace? @mighty carbon

clever sky
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Well the point I was making is... if you had a controller like the one I designed and stuck that striker VR haptic on it, it'd be a pretty decent sword controller.

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Because of the haptic and because you can't see the controller when you're in VR!

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But it'd have enough heft!

upbeat holly
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Yea but i want to grip it like a sword right?

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not like a gun

clever sky
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It's a straight handle!

upbeat holly
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needs to have authentic turtleskin grip

mighty carbon
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@upbeat holly if supporting app/game is all about shooting and never letting go of the rifle, yeah. But it's VR, so I personally want to experience it with and without rifle during the same session

upbeat holly
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OOOO

clever sky
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Just orient the hilt to the handle and it'll feel decent!

upbeat holly
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so what if

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you had to put the gun on your back

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or in a holster LAWL

upbeat holly
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@clever sky yea but can it be done?

clever sky
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Yes and no? Yes, it's technically possible. No, the devices don't exist right now, nor will they without significant funding...

upbeat holly
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๐Ÿ˜›

wicked oak
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holy wizardly

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how do they get normals for the cutout?

mighty carbon
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I don't know, but UE4 lags a way behind

clever sky
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That's legit impressive as hell.

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Dammit UE4! Do more VR better!

wicked oak
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you can do that on ue4

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its just stupidly hard

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becouse you would need to open a second window, in a multiplayer setting

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so the VR headset is the "server" and the secondary window is a client

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then you move the client wich is set as spectator where you cant

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of course, doing that would completely murder your vr performance

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but you could do it on LAN

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no issues there

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but then you have to have your game fully work MP...

clever sky
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Is that how Unity does it?

wicked oak
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no

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unity does render 2 windows im sure

hard light
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Unity has mirror modes implemented properly; it basically has a mirror mode where the 'flat' view is a completely different camera with different controls (a bit like split screen)

clever sky
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Ah.

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We're getting that with UE4 at some point? ๐Ÿ˜›

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Anyway, headed to bed. Nite.

mighty carbon
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o/

upbeat holly
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see ya

pearl tangle
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mixed reality is my first question in the UDN hah

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been trying to get a better setup for that without running multiplayer for ages

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you can also modify the engine source to pull in a different render to texture target relatively easily too if you wanted

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definitely the owlchemy guys have pushed it a long way

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the dynamic lighting stuff looks a little bit odd though

winged shale
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Guys! Rock the vote! Go vote on the UE4 VR board on Trello to get VR mixed reality to be a thing!!
https://trello.com/b/gHooNW9I/ue4-roadmap

silk lodge
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wait, they're actualy considering it!??!

winged shale
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FW Renderer makes it easier to instance another lower res camera

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That's a link to the card, let's upvote it like we're deplorables

silk lodge
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but FW renderer isn't htat great =/

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lol

winged shale
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It's getting better all the time

silk lodge
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yeah

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a lot of people use deferred in unity though

winged shale
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MSAA isn't great, FWR for only having worked on it for a few months is pretty darn good

silk lodge
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and don't tell anybody ๐Ÿ˜ƒ

winged shale
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FWR +TXAA looks pretty damn nice, despite missing dynamic light shadows

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Also with it the way it is I got my frame times down to 3.5ms from 9ms

silk lodge
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hmm

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I wasn't seeing much improvements

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but I had a heavily optimized scene for dr

winged shale
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It's like the early days of game dev, we work with the tech to make things look awesome, let's be the original VR hackers and come up with non-brute force ways to make games better looking within the constraints!

spring pond
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I love the fwd renderer. Huge win for us, so crisp

ripe vault
wicked oak
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can i get some feedback on this?

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its a gameplay video of my game

winged shale
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Dope as shit. I had a dream last last night about a DOOM VR multiplayer thing, and this reminds me of that awesome dream

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Maybe if the enemies were more reactive, like shooting at the shield guys maybe they flinch more each shot, until they're vulnerable

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The flying death Valkyrie thing also should flinch, you should feel some kind of agency by harming these undead

wicked oak
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im on it, in fact

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for a different game, i did physical animations when hitting them

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check this out

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the enemies

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but those enemies are unreal whiteguy with a different texture

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so i could reuse its physics asset

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the skeletons and stuff have their own, so physical animation goes wrong real fast

winged shale
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Hmmm

wicked oak
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trailer doesnt show, but sword blows to enemies actually make them flinch and stuns them

winged shale
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Also the sounds are a little cheesy, maybe do some randomization and attenuation

wicked oak
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ill have to add random ones if you do enough damage

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oh hell yes

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they are a goddamn disaster

winged shale
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Hahaha

wicked oak
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they are already random

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and already have their attenuation

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they are just fucking trash

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ive done them myself after all, by editing some from other stuff

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or marketplace packs

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ill have to hire a sound engineer to properly do them

winged shale
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Hehe. Also don't forget the power of ambient sound in your game, I can't tell if it's there but it's super important

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Helps you spatialize yourself a lot, like the air should be ringing with very low volume pink noise, and any huge walls should have a slight windy when you get close to them

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Otherwise it looks badass. I would play the shit out of it if it had multiplayer co-op and an infinite mode that I could play without it getting too repetitive

wicked oak
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might grab the ambient sounds of ShooterGame

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it has some legit nice ones

winged shale
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Yeah. Lol for flooritorium I added a fridge loop and it made the game go from unsettling to comfortable in 1.6 seconds

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Also lol unreal white guy

wicked oak
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well, he is white

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and he is a guy

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guess where i grabbed the animations on the blue guys in the gameplay vide

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ok the video is now on youtube

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it even gave it a cool preview image

winged shale
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Nice.

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Does Unreal give out those awesome headers?

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Like the first few seconds of the video

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Makes it seem very legit

wintry escarp
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still waiting for my free gearvr

lusty tiger
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question , getting my vive this BlackFriday . I want to start now developing. Am I able to load up the FPS shooter template build some stuff then later on implement the VR pawn?

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like if i want to test out collision detection and stuff like that shooting a gun should i just use a FPS template then add the VR pawn later?

wintry escarp
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far as I know switching ue4 to vr is just a matter of enabling the relevant plugin

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you can easily start now

lusty tiger
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so what was i reading about keeping the scale a certain way or something

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i just wanna start making some stuff while i wait but dont want it to be out of scale too small too big etc

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so i was gonna base it off the

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FPS template

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unless thats not the same size of VR templatwe

winged shale
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You don't want to have anything set in stone.

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You need to play with stuff and learn what works and what doesnt

lusty tiger
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mk

clever sky
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@lusty tiger What do you mean keeping the scale a certain way? You mean like keeping it scaled to real world dimensions?

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You should (and actually all VR devs should) pick up an ergonomics handbook.

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That lets you know the sizes and proportions of things

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That are reasonable to most of the population.

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My interior design background helps out a lot here ๐Ÿ˜›

digital marlin
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nah

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Anyone played with OSVR?

pallid echo
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Yup

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Not really worth it unless you like messing around with hardware.

digital marlin
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Yeah we got one in the office.

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The headset and the individual lens is awesome

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Vive - pls..

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Not a bad effort - would like to see Leap integrated properly, but I suppose the next version will build off that.

mighty carbon
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does Valve still send out Vive to devs free of charge?

jagged vale
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epic ran dry, not sure if valve themselves do

mighty carbon
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yeah, I know about Epic ๐Ÿ˜ฆ

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well, maybe Oculus will still be friendly to VR devs next year ๐Ÿ˜ƒ

jagged vale
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doesn't hurt to just ask them now

mighty carbon
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I don't have VR GPU

jagged vale
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but you'll need to have a registered organization/company or something

mighty carbon
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planning on getting it Q1 or Q2 of 2017

jagged vale
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i haven't tried a rift, but i'm getting the impression that the vive is the better headset, and even though it's price is higher you get a lot more (motion controllers, room-scale equipment)

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so.. might be cheaper all things considered

mighty carbon
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eeh, Rift is better

jagged vale
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it'd have to have room-scale for me to consider it, they're by far the best games

mighty carbon
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and eventually SteamVR will have all important Oculus SDK features

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I don't have room to have room experience

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nor care for it with wired VR

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standing on the spot works equally well with Vive and Rift

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and right now best games are on Rift (especially with Touch and titles like Robo Recall and Lone Echo)

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aesthetically Rift/Touch is better than Vive IMO

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Once games from Rift migrate to Vive, it will be more of a personal preference than technical differences

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(right now Rift has ASW, but Vive just got ATW-like stuff, so who knows how it measures up against ATW and if Valve will get ASW-like feature out soon)

jagged vale
#

with the way people talked about the wired experience i really expected it to be a big deal, but i don't mind it at all, it's a non-issue, and i don't have any out of the ordinary setup

#

i figured i'd be buying that wireless addon if it actually worked well, but nope

#

i also don't really want to support oculus when they're promoting a closed environment, valve/vive are actively supporting VR and it's future

mighty carbon
#

lol, politics ๐Ÿ™„

#

you support Microsoft, don't you?!

#

Oculus supports high quality VR and its future even more than Valve does

#

that "freedom" and openness comes at a price, and we, indies, are paying it

#

btw, Oculus works on Steam just fine

#

so, no one stops you from using Rift exclusively with Steam and not with Oculus Store

jagged vale
#

have you used both vive and rift then?

#

you're still buying their headset fyi lol

mighty carbon
#

I have nothing against Oculus

#

I've been using / devving for Gear VR.. Just want to get into desktop development as mobile VR is just pain in the ass to work with.

jagged vale
#

i thought since you said rift is better you had used both ๐Ÿ˜›

mighty carbon
#

I don't need to use them to see what I like

#

plus I trust vblanco's feedback on VR HMDs, since he has all of them

winged shale
#

That's... Bullshit?

#

Just try them at the stores, there's Vives at the Microsoft stores in malls, and there's Rifts at the Best Buy stores

#

And there's lots of people out there that want to show you the magic of VR, just find one of them

clever sky
#

Motorsep, You'll change your tune so quickly once you get used to roomscale.

#

It's like the difference between black and white and color, or SD and HD.

#

Ain't no going back!

winged shale
#

Nobody with a Vive wants to play seated experiences with it

digital marlin
#

Let me put it this way.

#

I have two (2!) rifts in my office.

#

In boxes. The Vive is setup.

#

I think Vive won the first round, but it's almost pointless to argue.

#

Rift will come out with something soon and we'll be like, 'Whoa!' then Vive will do it and etc etc.

granite jacinth
#

PSVR is the best VR anyway

mighty carbon
#

I don't want to try them in store - thanks to that eye herpes

digital marlin
#

lol

granite jacinth
#

Don't know wtf you newbs are talking about

#

Have you seen the amazing VR Experience in the PSVR?!

winged shale
#

Yeah. At my lab we had a Rift just sitting in its shipping box for months. They sent it to us. For free. And we didn't care because we set up the Vives. Then we opened the box, tried it out, and it's gathering dust still.

granite jacinth
#

You have to UPGRADE your brand new PS4 to a PRO version

#

That's how awesome and unique it is

digital marlin
#

lol

mighty carbon
#

@winged shale I want to play seated when a game calls for it, and I'd play standing if, again, a game calls for it. But I am don't have a room to walk around.

digital marlin
#

Honestly, we need ALL the platforms to work.

#

otherwise we're fucked.

granite jacinth
#

VR is fucked anyway

#

AR/MR is where the real money will be

#

AR more than MR imho

#

Everyone has a PC in their pockets

#

Just add some AR cameras to a phone and viola

#

AR in everyone's pockets

mighty carbon
#

@digital marlin if you are not planning opening Rift boxes, do you mind sending me one ? ๐Ÿ˜‰

digital marlin
#

@mighty carbon haha they're not mine. The business. We do tend to use them from time to time, but we're not deving with them at the moment. We'll dev for both.

mighty carbon
#

I don't see how AR/MR will be any better, for gaming, than VR

winged shale
#

@digital marlin Indeed. I'm developing for both, because the ecosystem needs it. And because my game works for both play types.

digital marlin
#

Nah I see it as a marketing thing TBH

#

er.. content creation, I mean, not marketing per say

mighty carbon
#

I have no desire to go out in public and "play". I'd rather play games at home, where no one bothers me and I don't interfere with other people

winged shale
#

I would argue that VR will turn into AR. You can add light, but it is very hard to take it away.

mighty carbon
#

btw, maybe VR is fucked .... 20 years from now ๐Ÿ˜ƒ Meanwhile there is a lot of time to make money with VR ๐Ÿ˜ƒ

winged shale
#

With proper sensing, HMDs can just reconstruct the world to whatever you want

jagged vale
#

i think it's too early for anyone to have a firm handle on whether VR is fucked or not

winged shale
#

And I don't think VR is fucked yet.

digital marlin
#

yeah absolutely

#

What I'd like to see - wireless, no-blur peripheral vision, & lighter

winged shale
#

It's so coming soon

digital marlin
#

For sure.

#

That's why I love it. who knows what's coming next

winged shale
#

VR wave 1 was only for devs and early adopters. VR wave 2 is consumer wave.

jagged vale
#

if VR becomes a lot cheaper and more mainstream, i think it's cinematic/story-telling potential would go through the roof

#

games aside

winged shale
#

Wave 2 is either the consumer wave or it's going to stagnate. I'm worried about this Christmas season and all the moms buying their kids Oculus Veevs

#

And all the asses who have only tried out Cardboard and say that they think VR is bust.

#

Or the kinds of people who frequently say "Killer app"

digital marlin
#

Yeah

#

Yet mobile is a great gateway if it works.

winged shale
#

Daydream I hope will be that gateway

#

Getting my headsets Monday so let's hope it's cool

#

I'm going to spend some fuck off time and make a couple of Daydream apps, I want to contribute the best I can do quickly to the ecosystem

digital marlin
#

Any ideas yet?

jagged vale
#

getting new computer chair tomorrow or monday, then i can get to work on my VR ideas ๐Ÿ˜„

digital marlin
#

Tell you what - the IKEA VR experience was a hugely missed opportunity IMO

#

How do you not replicate the sims with Ikea furniture?

winged shale
#

Yeah, one is "Santa the Snowman," it's this trippy as fuck thing where you use the Daydream remote to pelt kids with snowballs as they try to steal your presents

digital marlin
#

lol

winged shale
#

And another is "Dusk" and "Dawn", both of which are cinematic relaxation tools in the same app that basically respectively trash you or bring you up, with environmental effects to complement the mood

#

Dusk will say stuff like, "where did you go wrong" and "why does everyone seem to ignore you"

#

"you're not as smart as you think you are" all this stuff just floating in space with you, voice acted and everything

#

And the stars will all wink out slowly

clever sky
#

People he shitting the bed about VR's future? Who's the shit stirrer?

#

reads through comments of course, our good friends Vic and Motorsep! ๐Ÿ˜›

winged shale
#

And everyone's gonna be all "why the fuck did anyone make this what the hell man this is horrible and I feel bad" and others will praise it as a modern VR art, and none of them will know that it's just for the lulz

#

Muahahahahaa

winged shale
#

^gif

clever sky
#

Yeah. Wonder what they were doing

winged shale
#

Richie's Plank Experience

#

He tried to grab a thing in the background by jumping for it

clever sky
#

Ah

#

If you jump in VR, you jump in real life!

digital marlin
#

lol

native cedar
#

does VRworks have multires aswell? Any difference between getting ue4.13 multires branch or ue4.13 vrworks branch?

pearl tangle
#

pretty sure it should have it in there yeah. You can do a diff on the files and see if its in there or not

native cedar
#

it is there

#

weird

#

they made a branch with all the features and another with just multires

#

is lens matched shading and single pass stereo actually any useful? According to what they say everything is a #massiveperformanceimprovement but the only difference I really saw was when I enabled multires

pearl tangle
#

well they did the multires branch before they did the vrworks 1

#

have they got the VR SLI in the vrworks 1 yet?

#

i haven't played around with the single pass stereo and things but probably dependent on the content and stuff that you have as to how beneficial it is or not

fallen talon
#

yeah, SLI is in the vrworks graphics branch

#

I wonder if it is possible to work via repo with cross engine version (regular non-source ue4.13 and vrworks 4.13) or if everyone has to have the exact same engine installation

#

that'd be a pain in the arse

wicked oak
#

the problem with the vrworks branch

#

nothing is explained

#

at all

#

so there are all this extra commands

#

but you arent sure what do they do

#

or how to use them correctly

#

ive tried to do it at random, but got problems when mixing some of them

native cedar
#

is there anywhere where one can at least read the list of console commands?

#

or do we have to figure out by typing randomly

clever sky
#

Does anyone else read VR-SLI as 'Ver-sly'? ๐Ÿ˜›

native cedar
#

Sorry to disappoint you, nay

hard light
#

I read it as 'very silly'

pearl tangle
#

i will have to have a play with it once i get home and see how much of a benefit the sli gives with 2 1080s

native cedar
#

meh, nvidia vrworks 4.13 branch failed to build with vs2015

pearl tangle
#

hmm 4.13 should go fine on 2015. Might have to change around some of the build options

native cedar
#

setup.bat asked me to overwrite some files and I said yes, I'll try saying no

#

build configuration is the standard x64 development editor

clever sky
#

You guys with a Vive should try The Torus Syndicate. Great shooter. A bit short right now, but fun as hell.

winged shale
#

Anyone tried Calcflow? Looks like just the thing I need to visualize my vector maths

clever sky
#

I was going to mock it... but honestly looks like it could be useful

#

for grasping at tougher 3D maths concepts.

#

Save me hours sitting down at a desk sketching vectors badly ๐Ÿ˜›

#

But also it looks kinda basic at this point. Almost more like a few maths toys

#

I wonder if you can export those vector fields though.

#

Could use it to create interesting particle effects in Unreal

hard light
#

Torus Syndicate, you say

clever sky
#

Yes ๐Ÿ˜› tried it?

hard light
#

nope

#

had to google it

#

google came up with some insurance company called starstone instead !?

#

it looks alright

clever sky
#

Hahaha D:

hard light
#

the assets look familiar

clever sky
#

It's not getting much hype.

#

But the mechanics are solid.

#

Yeah, they're synty studios simple assets.

hard light
#

aha

clever sky
#

All over the damn place. But they're fairly solid and better yet, easy as hell to make new assets that fit that style.

hard light
#

yeah

#

it does put me off a bit when I recognise the assets in games though

#

especially when similar games use the same assets xD

#

seems VR is rife with that

clever sky
#

Yeah. I've used those assets in my own stuff!

#

But setting aside the simplicity of the assets, it's pretty consistent, and most importantly, the core mechanics work well.

#

I designed the reload mechanic they're using now! ๐Ÿ˜›

#

By which I mean, I bitched at the devs and they cribbed my notes.

hard light
#

lol

pearl tangle
#

hah yeah i think a lot of the vr games at the moment are using purchased assets for the bulk of things because everybody is just trying to get something out while the market doesn't have much in it

wicked oak
#

for sure

#

guess what its 99% of my game

pearl tangle
#

will be plenty of things which only get a few thousand sales or so. will be interesting once the touch stuff comes along and there are some high quality, funded stuff coming out for the platforms

wicked oak
#

pretty much all the static mesh assets on my new game are taken from marketplace, and most of them from infinity blade asset pack

#

the weapons are marketplace too

#

only thing not marketplace is the characters

#

but their animations are still marketplace or ue4 examples

#

except a few ones that i made myself

#

no other chance when there arent artist in the team

#

or enough budget to hire ones

pearl tangle
#

yeah they definitely come in handy for that

#

the infinity blade 1s are quite helpful for a lot of stuff

wicked oak
#

i posted a video of the game yesterday night, you can clearly see that the assets of the maps are taken from it

#

good thing, as they are lowpoly, they work fine for VR

#

until you place 3 thousands of them

pearl tangle
#

link?

#

instancing is going to help you out plenty then for 3000 of em hah

wicked oak
#

see the cathedral thing at the end of the video

#

that thing has 6000 static mesh actors

#

of many types

#

and no, instancing doesnt help much

#

im trying to HLOD it

native cedar
#

6k meshes is a lot

wicked oak
#

its a fuckton of them

native cedar
#

how did you even get the video

#

my suggestion would be clustering the meshes

#

in our project we have a mesh for all the windows, a mesh for all the chimneys and so on

wicked oak
#

it runs at 90 fps

#

and it runs on psvr

#

im using HLOD on it

#

but its still not optimal

#

6k meshes for the whole map, but around 4k of them are on the big building at the side

native cedar
#

other than going heavy on lod, using instancings, or clustering I have no idea of what could be done

#

maybe you could have them all get culled as bigger, less detailed cluster meshes appear

wicked oak
#

thats exactly what HLOD does

native cedar
#

isn't hlod just a system to have lods and culling on instanced static meshes?

pearl tangle
#

yeah HLOD is the way to go

native cedar
#

the solution I suggest would be to have a whole different mesh appear, that would represent a group of instanced meshes

pearl tangle
#

yep thats the difference between LOD and HLOD

#

well yeah you can do the mesh combine which also helps

wicked oak
#

thats what HLOD does

#

its an automated system

pearl tangle
#

but it doesn't simplify the mesh at all

wicked oak
#

it clusters meshs

#

and merges them into one

#

and it does simplify them

pearl tangle
#

nah it doesn't merge them in the same way as the mesh merge does

wicked oak
#

so it first does groups of meshes, and then when you get far enough from a group, it merges them together

#

it does it in a more aggresive way

pearl tangle
#

HISM is what i mean not HLOD

wicked oak
#

ah

#

HISM doesnt work on VR well

#

with instanced stereo

#

i tried it

pearl tangle
#

if you have hism on and instanced stereo off hows that go?

wicked oak
#

only one eye renders

#

i think normal instanced mehes also give problems with vr

#

i think it was HISM the buggy ones

#

but i think normal ism did bug too

#

thats why im doing HLODinstead of instances

native cedar
#

my idea would be using a whole different mesh to substitute the HLOD meshes when they are far

pearl tangle
#

oh yeah i remember seeing something about that. don't think instanced meshes had the issue actually

#

well thats what an LOD does

wicked oak
#

@native cedar thats how hlod works XD

#

you have a bunch of meshes

pearl tangle
#

you just use a billboard instead of combining them all into a mesh

wicked oak
#

you get far from them, and a combined mesh appears

native cedar
#

wow really

wicked oak
#

get even MORE far, and another combined mesh holding smaller combined meshes appear

#

its automated

#

but hella slow

native cedar
#

I thought HLOD was just having lods on static meshes

#

like when they are far they load a lower detail model

#

they don't combine

#

I feel so silly right meow

wicked oak
#

nono, thats just your usual LODs

pearl tangle
#

which unreal can now do automatically too

wicked oak
#

the problem is that get far, and you have a bunch of ~100 polygon meshes

#

but each of those is a drawcall

pearl tangle
#

kinda kills the instaLOD plugin that I had been using before

wicked oak
#

becouse ue4 doesnt batch

native cedar
#

if they are instanced they should be part of the same draw call

#

ain't that right?

wicked oak
#

so then with hlod, instead of having 20 meshes at 100 polygons, you have one that its all of them

#

and THEN that one is also optimized to a lower LOD

#

and all textures combind

native cedar
#

then the answer is simple

#

FOG

#

FOG EVERYWHERE

pearl tangle
#

that

wicked oak
#

already do that

pearl tangle
#

or just use HLOD :p

wicked oak
#

the thing is that i want to keep the kickass view of the hUUUUGE building

native cedar
#

I don't get it. You want to keep the building not culled, the meshes are being combined properly, so that view would be n meshes combined instead of 6k, but that is still not enough?

clever sky
#

@wicked oak Totally get you.

#

I spent all day trying to make my hero shot work too ๐Ÿ˜›

wicked oak
#

just merging it doesnt work

#

i need culling and LODs

#

merging it into one mesh would net me a 10 million drawcall

#

10 million triangles!!!!

clever sky
#

Still a goddamn mess, but at least I have 3 big roof top buildings a space ship and a cityscape in view

#

at kinda playable frame rates.

wicked oak
#

this is fully playable

#

it only lags when there are tons of enemies and FX on screen

clever sky
#

Fair call!

#

As long as it works!

#

It doesn't matter what's going on behind the scenes

wicked oak
#

i still want to improve it

#

my other map, the reddish one

#

its at 6.5 ms rendering itme

#

on its worst corner

#

but yeah, FX can make it drop frames

#

the other map is near 9 ms time

#

with no enemies

clever sky
#

I see

#

Need some of that overhead

#

er

#

head room

wicked oak
#

yup

#

the red map is fine

#

but the other one is on the absolute edge

#

seems to run ok on ps4, i guess becouse im rendering at 60 fps instead of 90

#

and the overhead is on CPU drawcalls

#

wich the ps4 does in parallel i think

clever sky
#

Getting a weird spike in render time

#

happens when I rotate my camera past a certain point

#

Any idea how you'd go about diagnosing?

#

Jumping 12-15ms then falling back down...

wicked oak
#

profilin

#

and see what that spike is about

clever sky
#

So...

#

how do you do this 'profilin' thing? ๐Ÿ˜›

#

I think it's about time I learnt...

pearl tangle
#

You tried combining the meshes, exporting over to 3ds and cutting out all the back side of them since you are only seeing it from 1 perspective?

clever sky
#

Me?

#

My scene isn't rednering a huge number of polys ๐Ÿ˜›

pearl tangle
#

nah not yours. ambers

#

been waiting for nvidia to release their Turf Works 1 for ages to do just that

wicked oak
#

so fuzzy

lapis glen
#

That looks so nice!

pearl tangle
#

yeah the grass itself is not amazing but hes done a good job with the fire propogation and cutting etc. not sure if his fire propogation goes across other actors though or if its just foliage

wintry escarp
#

anyone here tried TrinusVR ?

clever sky
#

Hmmm. Wonder how well it'll work with VR.

#

I want to run around in grassy fields and set fire to things.

pearl tangle
#

yeah hence why i want to build a lawnmower game for it. then you set fire to the lawn mower blades and spray fire everywhere haha

#

never heard of it. got a link @wintry escarp

wintry escarp
pearl tangle
#

oh right i remember somebody mentioning that before

#

never tried it out. interesting idea but can't imagine the performance is very good

pallid echo
#

Not sure how it is now but Trinus used to not be all that good.

#

Performance was horrible but it worked.

mighty carbon
#

Pretty cool move by MS and Oculus

#

Btw, happy Thanksgiving to US folks

#

We need VR app for that ๐Ÿ˜œ

dusk vigil
#

Dude 'playing' the old sdk demo with gamepad + DK1 == WTF

#

Image doesnt seem to have anything to do with the article

#

and running 2d games in a headset... well, I sincerely hope they just wouldn't even talk about stuff like this and focus on the real deal

mighty carbon
#

Huh?

#

You can play PS4 non-VR games in PSVR on a large virtual screen

#

So, why is the same deal bad for XB1 and Oculus?

wicked oak
#

you need 2 devices

#

you CANT plug the rift into a xbox

#

you have to stream the game from the xbox to a pc, and then do that thing

#

and that, you can already do that

#

you can already stream xbox games to pc

#

just go and use steam VR

#

to do exactly that

pearl tangle
#

yeah i dont see any benefit to the xbox rift streaming thing at all

#

it was a cool gimmick to do the things like that before but you can already do it with steam vr anyways

#

i think what would actually be helpful is to be able to play xbox games on a pc instead of being able to stream xbox games running on an xbox to a pc

zenith charm
#

Whats the best way to go about different heights? have a int/float set and then set the Z height to that of the device if you teleport or anything around?

digital marlin
#

If you can plug the occulus into the Xbox that'd be big.

pearl tangle
#

different heights? shouldn't that just happen when a shorter person puts on the headset?

zenith charm
#

Ah probably, I'm adjusting the main vive template but its all the defaults in terms of teleporting and whatnot, it has the set origin to "floor" for the vive and when I teleport it puts the headset to the floor and not the height of me for example. if I add a Z value close to my height it looks right so thought that might be needed

#

unless something was broken on that and I wasn't aware

winged shale
#

The Xbox doesn't have enough USB ports, let alone 3.0

mighty carbon
#

Project Scorpio might have all of what Rift needs

mighty carbon
#

Lol

#

I can see all those devices in VR Arcades, just not in every home

wintry escarp
#

I cant see them anywhere

mighty carbon
#

Why not?

wintry escarp
#

guaranteed someone who weighs 30stone would want a go and make a lot of noise about being to f. off

mighty carbon
#

Well, put weight limit labels

wintry escarp
#

you under estimate how dumb people are

#

"what do you mean I cant ride the roller coaster cos the safetly bar wont fit down, I want to see your boss"

#

arcades are dead here, just gambling machines in them now

zenith charm
#

Lots of arcade places have weight limits set and that's been fine. wouldn't think this would be any different than those

wintry escarp
#

I think last new machine I ever saw was dance dance revolution

zinc violet
#

@wintry escarp trinus kinda works but it's hit and miss

#

for example if you can stream it with nvidia gamestream, the lag isn't horrible

#

it's own compression is really bad

#

but if you use gamestream, you don't get lens correction

wintry escarp
#

5ghz wifi help?

zinc violet
#

so then you have to have the lens correction done on pc side separately

#

you'll need good wifi too

#

unless you want to run a cable from the phone

#

but that may or may not work for your phone

#

but the way you compress things makes the biggest difference for the lag

#

if it's a sw compressor on trinus, it'll not be great experience

#

well, it's a hacked together VR thing, it'll never be great

#

but you'll get some results still, and 3 DOF tracking with phones cheap sensors ๐Ÿ˜„

mighty carbon
#

If there was a resort with VR stations like in the video above, good food and amenities (outside of VR), I'd book a ticket :)

zenith charm
#

/vent Hate wasting whole days on the most simple of things/bugs I tell ya lol

#

If I set my vive on the floor then start my game it sets the floor correctly I guess and its ok, but thats not how the template VR project is and works fine if you have the headset on before you start it, really odd cause I didn't change anything there

clever sky
#

That exo thing looks kinda cool, but also kinda stupid.

#

Stupid mostly because of loss of 360.

#

Whatever other value it's adding, you're losing in kind by been stuck on the spot like that.

mighty carbon
#

Perhaps

#

Just saying that if there was a resort with VR that allows 360 and what that exo does, I'd be visiting that place :)

clever sky
#

With the right exo design it'd be cool.

#

But essentially, it'd have to allow for room scale unimpeded

#

for it to be only beneficial compared to current VR.

#

And I honestly don't know how that's physically possible.

#

You're always compromising on something.

#

Maybe some sort of steel wire to hoist you and the suit in the air

#

But I don't know how you turn in that case.

mighty carbon
#

I am sure someone will come up with something :)

clever sky
#

I think maybe the best theoretical exosuit setup would be something like the one described in Ready Player One.

#

Gyroscopic ring

#

But even then... how do they twist you around

#

without the support struts getting in the way of your hand.

mighty carbon
#

What I'd like to have is Rift/Vive FPS template with proper networking, motion controllers and Chaperone already set up, so I could focus on making my experience and not fight core setup.

clever sky
#

So you want to get a Vive and use the VRExpansionPlugin.

#

Done.

mighty carbon
#

No plugins

clever sky
#

Well, you're going to have to wait on Epic then.

mighty carbon
#

UE4 should have all that natively

#

And I am getting Rift :)

clever sky
#

Well, the chaperone stuff should be setup for Rift when the touch controllers come out

#

So that'll do too.

#

What's wrong with using plugins btw?

#

Because honestly, I think you'll be waiting a while on Epic

#

to get the standard FPS character functionality back into VR.

#

Even though it's all already been done with the VRExpansionPlugin.

spring pond
#

The chaperone is independent of Unreal

#

Guardian works fine with 4.13 / 4.14 on the release touch software

clever sky
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@spring pond You want a chaperone you can control from within Unreal?

spring pond
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what do you mean by control? all you can change about guardian is the color and get the dimensions

clever sky
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Control, as in you can turn it on and off at will, change its colors, change occlusion, etc

spring pond
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you can't turn the guardian off

clever sky
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Oh ok. I thought 'The chaperone is independent of Unreal' was a complaint rather than a statement of fact ๐Ÿ˜›

spring pond
#

nah, it just works for what most peole want to do, unless you want to dynamically size elements of your game to match the playspace there isn't much you need to do

#

is the person that wrote that VRexpansion plugin here on discord? I've been looking at it for the last few days. Almost wanted to use it but decided to stick with our own architecture

clever sky
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He's not. He's most contactable via the Unreal forums

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also responds to reddit messages.

spring pond
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yeah thats what i thought

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thats cool. It's a good plugin!

clever sky
#

Anyway. I made my own custom chaperone bounds

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that I could control. Which is why I asked the question ๐Ÿ˜›

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And it's surprisingly very useful

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Not least of which is that you can occlude the bounds

spring pond
#

sure i didn't mean to come across dismissive, everyone has different requirements

clever sky
#

The real chaperone bounds are rendered independently on top, and they obscure depth information. Actually not that useful when trying to gauge if you're in or out the box.

mighty carbon
#

The reason I don't want to use plugins is that sometimes they are poorly written and break with new releases of UE4. Plus what happens if main programmer of the plug-in gets hit by a bus?!

clever sky
#

Not sure how it is for the guardian system, but I imagine it's similar.

spring pond
#

@mighty carbon The plugin is open source, so you can fix it / learn it yourself

clever sky
#

@mighty carbon Learn to code and replicate the functionality you need?

spring pond
#

that VR plugin is a couple thousand of lines at most. It's not hard to learn if you concentrate

mighty carbon
#

I am designer/artist, not so much C++ programmer

clever sky
#

Like... it's either use the plugin, make the functionality yourself, or don't do VR FPS, or make an extremely compromised VR FPS.

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I'm a designer too.

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Get your hands into it.

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into the muck.

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Best way to learn as a designer IMO.

mighty carbon
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Jack of all trades .... no thank you

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Life is short, better focus on what I do better than programming

clever sky
#

I mean, you can be a pri-madonna about it all, but if you're not in a team, or you can't afford a team

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Then you're basically just complaining because you can't get someone else to do the work you need to do to make the stuff you want.

mighty carbon
#

I'll figure something out

clever sky
#

You'll use your mental energies to will Epic into doing it for you ๐Ÿ˜„

mighty carbon
#

I am just puzzled why there is no way to do setup with BP only

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I did it for GearVR

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(No motion controls of course)

clever sky
#

Mainly because moving the root motion capsule indpendently of the actor location requires rearchitecting low level components

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and Epic are too busy/lazy for that

mighty carbon
#

I see

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Does that plugin work with Rift?

spring pond
#

yes

clever sky
#

The core of it for sure.

spring pond
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I have been using a rift 95% of the time for the last few weeks to get ready for touch launch

clever sky
#

Well there you go. ๐Ÿ˜ƒ

mighty carbon
#

Aye, I guess I have no choice but to try it :)

spring pond
#

the button binding in the example project is not what you want for the touch, but you can rebind easy enough

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worst case you throw it out in a few days

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and throwing out a few days work is something you need to be comfortable with doing ๐Ÿ˜‰

clever sky
#

Do you need starter tips on getting plugins to work? ๐Ÿ˜›

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Because I sure as hell did.

#

And you're probably going to hate it... but first thing you need to do is...

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download visual studio

spring pond
#

ya, you need visual studio

clever sky
#

You need it to compile the plugin.

#

Once you've downloaded and installed visual studio; you download the repository file off the VRExpansionPlugin page on github

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Unzip it. Place the contents into a directory called: /Plugins/VRExpansionPlugin

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Then copy that directory over to your project.

mighty carbon
#

Oh

clever sky
#

Make a new C++ class (right click editor new C++ class actor).

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Compile it.

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Which will launch visual studio.

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In the right, you should have a directory structure of your project.

#

Find the one that says (projectname).Build.cs

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And then in the line
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "VRExpansionPlugin"});

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add that last bit

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exactly like that.

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Now you build the solution

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Which is under build > Build Solution

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Wait... and done. You have a working plugin!

#

Sounds like effort... but much easier then actually building all the features yourself in BP

drifting verge
winged shale
#

seems a little dramatic

drifting verge
#

it pops up every 5 seconds on mine >.>

winged shale
#

I've been killed... to never returrrnnnn

#

change behavior that causes it to pop up?

drifting verge
#

it deserves to be deaded!

#

I could rotate my headset I guess ?

winged shale
#

yeah I don't really have that issue, but I keep my Vive on the floor of the vive space when not in use

drifting verge
#

I don't specifically want a message when I'm modeling in 3ds xD, problem is I'm developing at my desk.

winged shale
#

is your workflow pipeline loop that tight that quitting SteamVR is not the answer?

#

also does it pop up when it's minimized

drifting verge
#

yea, that's from the minimized one

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workflow consists of model change -> programming -> vr

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then blueprints in the desktop mode of the vive

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when it's just small changes.

#

just becomes inconvineint quiting steamvr.

winged shale
#

yeah I understand

drifting verge
#

also do you know if you can scale the desktop window in steamvr ?

#

(only just got a vive today)

winged shale
#

have you tried settings->general->SteamVR windows always on top

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and turning that off

#

what do you mean by scale the desktop window

#

like, the device mirror?

drifting verge
#

nah, you can control the desktop from inside the vive

winged shale
#

or the thing that shows when you run a UE4 instance in editor

#

ohhh

#

right

#

no

#

I don't think you can scale it

drifting verge
#

xD good enough

winged shale
#

I usually just walk up to it

drifting verge
#

I'll just keep it to one screen then

winged shale
#

back into a corner, then enable it, then walk to it ๐Ÿ˜›

drifting verge
#

normally on 3.

#

sounds good to me

winged shale
#

yeah.. I've switched to a 4k monitor instead of multi-monitor because of the performance hit. I can just pretend like it's a 2x2 1080p monitor setup

#

windows has those nice options for putting windows in the corners

drifting verge
#

yeah, I use that often with 1050p screens

winged shale
#

well, congrats on becoming one of the hopefully-not-so-few

drifting verge
#

of the vive ?

winged shale
#

yes

drifting verge
#

thanks ๐Ÿ˜ƒ

#

work got it for me to fuck with

#

xD

winged shale
#

cool. working on anything interesting?

drifting verge
#

just some arch vis stuffs

winged shale
#

that's a good place to be. a lot of firms switching to showing clients drafts in VR are going to have the upper hand for a little while

#

looking good too, you can barely tell those are cardboard figures

drifting verge
#

they aren't ๐Ÿ˜‰

winged shale
#

whoa, you made the shaders for those? or are those photogrammetric

drifting verge
#

wait, the trees you mean ?

winged shale
#

no the people

drifting verge
#

ah, yeah, they're 3d scans

clever sky
#

Haha...

#

The quality on those models are so high they look like cardboard cutouts ๐Ÿ˜›

winged shale
#

yeah

drifting verge
#

I made this one breate

#

xD

clever sky
#

More to the point, they've baked the lighting information into the photo textures

drifting verge
#

yep

clever sky
#

So they won't be integrated properly into the scene D:

#

Also need those contact shadows!

#

Luckily we're getting a contact shadow patch soonish

drifting verge
#

got 'em

clever sky
#

Oh yeah

drifting verge
#

does some weird shit in the distance though

clever sky
#

4.14 updated with contact shadows for deferred

#

But I left deferred to go forward D:

winged shale
#

one of us

#

one of us

clever sky
#

I'm not sure it's the better choice TBH!

#

But I do like specular on transparency.

winged shale
#

I'm just learning to adapt to it

#

no dynamic shadows yet? That's fine I'm not releasing it soon anyway

#

I'll try to pre-bake in some stuff if I can on the interiors of ships

#

I'm having to spend this week working on art because I'm traveling, and my wife won't let me uproot the Vive ๐Ÿ˜ฆ

drifting verge
#

once the travel vive comes out ๐Ÿ˜‰

clever sky
#

Yeah, get a good looking tool in there. Will help motivate you with the rest of the work ๐Ÿ˜›

#

The current banana slug ain't cutting it!

drifting verge
#

need to design a case for a mate to cut for this thing.. this vive's going to multiple court cases..

winged shale
#

hehe. Hopefully I'll get something going for the kickstarter in spring, so I can buy a fancy pascal notebook and a wireless kit

drifting verge
#

actually, the original box is nice enough, just a bit on the 'I'm a waste of space' side of things.

clever sky
#

@drifting verge Is that the original original box, or the original second revision box?

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Because the second version is much smaller than the original

drifting verge
#

uhh

clever sky
#

Which was nuts

clever sky
#

I think that's the second one

#

It's definetly the second one.

#

Oh wait

#

No, that's the second one.

drifting verge
#

if this is the first one

#

then it's not this.

clever sky
#

That's the first one.

#

Can't find a comparison shot easily

drifting verge
#

nope

#

one from reddit

clever sky
#

Yeah

drifting verge
#

cbf opening it again

clever sky
#

You can see it's substantially smaller

drifting verge
#

there is so much space under the foam though

clever sky
#

Yeah.

#

The blue bit is wasted space too

drifting verge
#

blue's accessories box

#

where the link box and cables were.

clever sky
#

Ah yeah

#

Ok, maybe not wasted space ๐Ÿ˜›

#

You mean under the left foam tray?

drifting verge
#

yeah

#

there's a shit tonne under there

clever sky
#

That's where you pot and snacks go.

drifting verge
#

that's just ..empty

clever sky
#

For best demonstration.... use this... and this, then these after.