#virtual-reality
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the difference between Hololens and Meta is that you can work more closely with the hardware if you want to since you can do it through UWP
Meta is locked to Unity
whats uwp?
hah yeah locomotion stuff works ok for us. Not so great for people not familiar with the tech at all or a bunch of old businessmen
unless they do a plugin for another engine / platform, you're stuck with it
Universal windows platform
Well... I'd be curious to try a good AR on site experience.
UWP = Universal Windows Platform (a complete waste of time)
but unreal does work with it, just need to get the proper 1 for it
there is a branch for it yeah
But I honestly don't think it'd be as amazing as a lot of people are expecting it to be. A lot of demos from Magic Leap are carefully curated.
And well... Hololens is out and not exactly setting the world on fire.
Good enough to play around with as Zoltan says
But I think... given that AR kinda relies on mobile computing...
LOOK AT THIS PRERENDERED CONTENT
yeah give it 5 years though and it will be quite incredible
o yea
it's full potential is going to take a lot longer to reach.
thats why Im so happy that im here in the industry
5 years and the computer in your pocket will be as powerful as our current desktops anyway
building the metaverse
That's the hope.
and different rendering techiques and software more suited and we are set
look at how quickly things have changed with how we actually run vr stuff. dedicated drivers, different rendering methods, foveated rendering, multi res etc etc
the day the music died :p?
@naive river I'm all about defining the UI & design paradigms now that we'll be using in the future ๐
Im on the actual 3D content but yea we are in this ๐
we got there with VR, because VR was fairly open, allowing a lot of people to just dig in and do things
yea OS ftw
they also made the kits quite accessible, even if they were a bit shit to start with
if AR wants to get there that quickly, it needs to capture as large an audience and do the same
I think there are some critical niche use cases
The big companies all want to make it closed as hell
Pull off the Apple thing for the next computing paradigm.
Blah blah blah... Magic Leap doesn't show anything because why?!
I think it's telling that we haven't heard much from Apple about this stuff. Even though it's kinda obvious they're also working on it too.
AR is more for industrial and enterprise usage so its current price is not too bad
Tech just isn't there yet to show off at a standard they want.
the Apple glasses
magic leap does show stuff
Gonna be AWESOME
they have developer kits too
Apple Glasses?
you just need to sign a pile of NDA's and pay a shitload more money for magic leap than hololens
magic leap does look impressive
cos of the tech?
at least all the patents and stuff
@pearl tangle have never seen anything online from Magic Leap
@naive river oh. It's pretty recent news.
i think they DO have something super cool
check their site
yeah they dont put it online otherwise the NDA's dont mean shit
but they want to drop the bombshell at once
indeed
But I guess the point still remains... thy're not really showing off anything right now.
they are working with people to create content at the moment
go apple style. This is the device, it will be in stores in a few months, preorders open tomorrow
i know people at framestore working on a bunch of things for them and they have the developer kits with a tethered computer
I dont like apple stuff usually but they were right about this, google glass was too intrusive into a persons appearance
looked too aesthetically ugly
people couldnt adopt it without being shamed
that was the big problem
google glass was a test. it paved the way for proper AR
google glass was fine, it was the random hate tirade that killed it early
i refered to it as "supplemented reality" rather than augmented reality
it wasn't, but it was a decent enough device
it also looked dorky and was hated by tons
It had a niche, but the hate killed it.
that camera did nothing good
i did a google glass application for australia post actually a few years back
people didnt like the glass guys could be recording you
But wasn't amazing enough to go beyond a niche.
NDA for Magic Leap might require you to not say bad things about Magic Leap
"Googles Glass looked dorky!"
walks around wearing Hololens
Like... basically it's evolved into the smart watch.
lawl
yeah nobody cares about smart watches
smartwatches, lool
And people are pretty much meh at smart watches.
apple does, and apple fanatics
did you lnow that something like 90% of apple watches were sold the first 2 weeks?
literally no one outside of fanatics got one
samsung in asia was trying really hard to push the smart watch instead of vr and i kept telling them to push vr instead and they were like no no the smart watches are going to be the next big thing, nobody cares about vr....
@hard light Exactly. Google glass resolution was piss poor too ๐
Google Glass was just a concept product
didn't exactly get pushed for mainstream adoption
i have still havent seen a single apple watch around
if somebody made a nice, slim, round, 100m waterproof with a battery that lasts at least a month then i would buy 1
i hate square watches
becouse it doesnt try to be a second smartphones
there is a circle one
I haven't worn a watch since I got smartphone
ok yeah that looks like a better idea but still doesn't seem to provide much of a use to me
I want a smart watch that doesn't use the display for the hands but just normal physical hands.
same ๐
i haven't not worn a watch for 20 years. every single day
i think thats pretty much the best you can do with a smartwathc
my current watch has been on my wrist for 7 years and i changed the battery twice
And then lights up enough to let you do the fancy smart watch stuff.
I used to wear an old swiss watch a while back, but alas, it was stolen when my house was broken into
but that was a proper swiss watch from the 40s, nice timepiece
mine broke ๐ฆ
it was a very good one, used it for 6 years
how do you say it in english, the "cord"
strap
whats its not the face of the clock
ok, the strap is done for
and i dont know where to get replacements
or band
you can replace a strap anywhere
Why do you need watch nowadays?
go to any watch place they will have them
yeah
Kairos - Make every moment an opprtunity
they use generic connections unless yours is something weird
Like that. Except not stupid priced ๐
still looks like shit though hah
anybody played this 1 in co op before?
i played around with solus but it was too motion sickness inducing when i did
gonna setup a bunch of the multiplayer type 1s in the office for people
Just wondering is Solus had teleporting locomotion and if it looks as good in VR as in 2D
Solus has teleportation and looks pretty good in VR
Quite worth while.
Although the game is quite long... and repetitive...
a lot of walking around.
Aye, gotta get it
does anyone sell gearvr adaptors to move some of the weight from your face to your head, more like psvr?
But honestly, worthwhile even if you only play a bit of it (by a bit I mean a few hours)
@wintry escarp your too picky, damn it
:)
I'd love to play Dishonored 1 and 2 in VR
(Properly adopted for VR)
i couldn't find that cardboard google earth thing on the gearvr appstore
There is none
Btw, can UE4 do megatextures like IdTech6 so that we can have crap load of textures with only few drawcalls ?
Which will automatically atlas the textures on a large amount of meshes.
I just imagined what it would be like walking around in RAGE.... Would be mind blowing IMO
has some great convo about AR and VR Markets
yeah just played around with google earth on the vive its quite impressive
Especially with decent internet speeds.
the whole mega textures thing isn't that exciting
you can do 8k or 16k textures in unreal if you want
ADSL2 in Perth is like... yeah, this pop in is... kinda annoying.
Oh well. Guess I'll just sit down on the couch until everything loads up.
move to singapore zaptruder. i get a 980mb sync speed compared to the 3.5mb i was getting in central melbourne hah
@pearl tangle Have you played RAGE, Wolf TNO and DOOM? I don't see how uniquely textured world isn't exciting
you can create unique textures quite easily with substance and/or procedural generation in unreal
its just about doing it right.
You can't
Been asian in a white country is... the experience of mild neglect D:
well being white in an asian country is also interesting
It's not about authoring textures, it's about how engine can use them
How do you find it? ๐
but after moving to singapore i found out just how racist australia actually is since a lot of my singaporean friends wont ever go back to australia
Megatextures is about that, not about creating them
Yeah, I'd probably experience a lot more racism, if I didn't sound white like hell.
if you do procedural textures you can get the same kinda thing
well ive had several of them complain that people just yelling at them across the road to go the fuck back where they came from
That's pretty fucked ๐
without ever hearing them talk or anything. and singapore is an english speaking country anyway so they sound similar enough
yeah too many dickheads in aus thats for sure
I've been here all my life... haven't experienced that direct level of racism personally.
But then I'm not out and about much. Especially where those kinds of people would go...
i grew up around more passive racism. more country side of things. i grew up in a town where the only asian family owned the chinese restaurant and thats about the same as a lot of the small towns in western nsw
yeah doesn't go too badly. still an interesting culture divide. most singaporeans live at home until they are married
religion is more much common than australia
There's this guy on youtube - the food ranger. White canadian dude travelling around asia eating asian food and speaking mandarin.
@wicked oak what plugin is that?
Dude gets requests for photos and shit walking around china ๐
hah yeah i have never had that before. in vietnam girls did that to 1 of my female friends though but they are too shy around a guy
@pearl tangle how is singapore? i heard it is very safe as long as you arent a delinquient
yeah singapore is 1 of the safest places you can live
people mark their table in a food court by leaving their phone there
@pearl tangle Understandable given that singapore is expensive as hell and not much land for people to spread out on.
yeah i live in a 1 bedroom apartment that i pay around $4k a month in rent and its worth like $1.5mill usd
Jesus
singaporeans get cheap housing. like a 2 bedroom place for like $350-400k but they have to get married to be able to buy it
You have to be a citizen right?
or be over 35. because by that point the government figures you probably need to get out of your parents house to have a chance at getting laid hah
i would have to pay a 30% deposit to buy a place. so like $500k up front
Fishsticks!
yeah but you also need to earn below a certain amount combined anyway, sub $10k a month
Pretty decent system actually.
so i dont know any expat couples that would be living there making below that since companies dont bring people over from overseas for junior roles
Housing costs are one of the most critical costs in people's lives
not bad at all i think
yeah cars are stupidly expensive too
A pretty good way to do welfare.
but i get a taxi from 1 side of the country to the other for $30
Well... singapore is only 50km across.
cheapest new car in sing is $110k because you pay a 10 year registration fee which is around $70k and then after 10 years just throw the car away pretty much
But it also has one of the best public transportation systems in the world.
So.... just foot it and ride the sub. Fitter for it.
Not like Australia D:
well its pretty easy thats for sure. but every train stops at every station, so no express trains if you want to get from 1 side to the other
Fair call.
but yeah taxis are super cheap. it used to cost me $0.75 to get the train to work too
What singpoare needs is the hyperloop!
they are meant to be building an express train to Kuala Lumpur but its going slowly
Fuck yeah, 1300km/h tubes around a 50km wide island!
would be a 45 minute train up there so can easily live in cheap malaysia and work in singapore once that kicks off
other benefit of singapore is the tax
i was hitting 50% tax in australia, I average 8% in singapore
Well, I guess Singpoare can make most of its money from non-income sources of tax
Like the port authority and shit.
Does it have VAT/GST?
Best food in the world in that area too, I visited KL several times... Could spend a year just eating
Plus, they've structured it to attract a shit load of foreign investment.
So money flows into Singapore no worries.
ร
But... it's not exactly a model of governance for other larger countries.
they got their shit together real fast
Yeah... pretty good what you can do when you have as close to a benevolent dictator as you'll ever see in our life time ๐
Yeah, Singapore isn't some human rights paradise.
so if you bring drugs even on the multiple signs with "bring drugs and you will be killed" and STILL you bring them...
But those things are tolerable given the economic freedoms.
well, England added a law to completely dstroy the right of privacy
You mean the government gets to look at your internet search history?
that law that lets every governement part, literally all of them, spy on everyone at once
UK is going straight into V for Vendetta
That shit wasn't a movie. It was a time travelling documentary.
So, has anyone tried Granite for UE4 ?
nope
i cant use ANY runtime plugin wich has closed source
as i want to do console stuff
editor stuff is fine, but runtime that gets compile with the game, closed source, HELL NAH
and those dlls wont work on ps4
do you still need to package for etc2, or can you package for astc, I heard that was better
ack, suntemple demo is over 400mb
doesn't work
run suntemple on phone it tells me to plug it into gearvr, then its just black
ok guys ordered the vive during the black friday sale
now cyber monday for cpu upgrade
ยฃ100 discount?
yeah 100 off + 100 microsoft gift card
Doot!
i did the rift on amazon with the similar deals
@wintry escarp you can do ASTC too
unsigned :/
do I put the sig file in C:\GAME_ENGINES\Epic Games\4.13\Engine\Build\Android\Java or C:\GAME_ENGINES\Epic Games\4.13\Engine\Build\Android\Java\assets ?
meh i'll do both
Epic's docs are pretty clear about it
Why?
theres no way to stop the phone timing out, oculus should have asked for that at least
10mins is longest it will stay on with nothing happening and it can take longer to compile and deploy from ue4
first time ive ever seen a phone where you couldn't disable the time out
Deploy, then copy apk to the phone and install it
bah I was hoping you wree gonna tell me there was a way to stop time out
What's time out? I never had this issue
if phone is untouched for 10 mins it turns off the display and locks itself
Eeh, ok. What does it have to do with deploying from UE4 and copying apk to the phone?
You don't need adb at all, unless you want to debug your app
I got wireless deploying working so I don't need to wear out the usb port
but its a bit slow
cirque de soleil video was pretty good, shame its short
I wonder if the one with the giant hamster wheels in in vr
does rift have the flicker of gearvr? or dies the extra refresh rate remove it
does
I got mixed realty working with unreal engine :D!
with a plugin?
yup
Haha I will as soon as I finish ironing out the few bugs
and trying to fix an issue currently being that nothing can be dynamically moved infront or behind the player
like there is background vs foreground, but i'm having difficulty rendering those layers dynamically
Do you need any special equipment for it? Kinect/depth camera?
Ah. How do you process depth from the web cam?
I dont its static currently
Or do you assume that the player is on some middle plane?
a little check box on what renders in front
Ah
Yeah that'd be the easiest from the player perspective.
Even if imprecise
Cool cool. Good luck; looking forward to seeing it.
thnx, i might put out a video when i polish it more
i found a guy on github who made a plugin to do it in 4.12 so i forked his code, ported it to 4.14, and im working on improving it
Would be really neat to see what you got going @real needle
I'll try to record something tomorrow when my capture card comes in, its not recording very well with my horrible webcam.
@real needle which repo
@winged shale https://github.com/haowang1013/UE4-MixeReality
would be nice if he included a commit that was the original SteamVR plugin
instead of + everything copied
yeah but im gonna fork it to 4.14 with some improvements and do that so it helps people out
awesome
its pretty much done
so proud ๐ข
i just want to do an official test and i cant with a crappy webcam
37.5 degree fov ftw
is the SteamVR plugin hermetic from the engine yet?
or does this still require a full recompile
legally i cant distribute the compiled 4.14 steamvr plugin with mixed reality code
so you'll have to compile it yourself
yeah but does compiling the new plugin require a full recompile of the engine, or can I use it in non-engine fork projects
because ideally it would be such that I can compile the SteamVR plugin on its own without screwing with the rest of the engine, and it would hit a wider audience
no you can use it on the default engine
but you need to compile the engine to compile the plugin
im not distributing the full plugin
just 4 classes with changed code
and not compiled
cool. Please let me know when your repo has the goods!
will do
expect maybe a week
tops
hi, anyone here running afterburner with the vive?
@clever sky sony handycam or canon vixia hf r70 + an hdmi capture card
@real needle Is that what you're using?
Or is that something that people have figured out works great for this stuff? ๐
Ah. So that's when you'll be showing it off ๐
Here's what I got so far, its pretty rough, but not bad for a webcam. also dont have a greenscreen yet so im just showing off controller overlay
Bad. Ass.
ยฃ55 for a bt controller? they must be on crack
Okay this shows the limitation with this system and depth
greenscreen still crappy but if anyone has any ideas on how to get around the depth issue let me know
That's pretty cool stuff.
Bit rough around the edges, but promising as hell!
Depth issue... ummm... use a depth camera? ๐
@wintry escarp I don't use USB. There is an app from Samsung that lets you transfer files via WiFi
It's called SideSync
Install it on your PC and your phone
Sync, and then simply copy apk to your phone, run it on your phone and off you go
A way much faster than using adb
I'm transferring builds via wifi
Yea, but when using adb it takes forever
doesn't really help with the gearvr since you need to run the app, which can only be done manually by removing the phone from the gearvr
they don't appear in the gearvr lobby program
No, but they appear in your Apps
but you cant access the normal phone desktop while its plugged into the gearvr
So when you run it, the phone will tell you to insert it into Gear VR
which means youre still plugging it in and out of the gearvr
That's the only way
What I am saying that you don't need adb to get apk from PC to your phone
And once you get your TouchPad working, you can do the rest of your work solely on PC, only occasionally testing your app on Gear VR
you got a bt controller?
Year, but it's a crappy one
I don't use it
I am planning on getting XBOX 1 S gamepad
from google pages I found that only works with mincecraft at the moment
No, it works with anything that supports it
So, if you make your app to support it, it will
Unless UE4 doesn't support it
i thought the idea was it appeared as a normal gamepad to ue4/unity
hmmm i only copied the apk and not the obb file, and it ran
will the kinect 2 interfere with vive tracking?
@real needle Doesn't seem so. @modern lantern demoed Kinect 2 motion capture a month or so ago
Dammit antidamage, why you leave? D:
oh heck yeah! I might have figured out how to get depth into the ue4 Mixed Reality then!
Personally, I think it'd be even more awesome (for marketing purposes) if we could somehow do full body motion capture and drive avatars
Kinect just isnt good enough to have stable tracking
Yeah. Oh well!
But the idea is, use kinect to get a depth pass of the player so that we can overlay them on meshes better
Antidamage left?
Maybe. Haven't seen him for a week or so
And @modern lantern isn't coming up with his avatar...
if that means anything.
Plus, a bit before the last time I saw him, he was cussing out <he who shall not be named>
Went on a whole tirade about how that guy was driving people away, and none of the mods were doing anything about it ๐
if anyone is able to find me a way to get kinect depth input into ue4 i would be very greatful ๐
yeah thats true, getting video input into a depth mask is just a little above my head
some people however have used a kinect 2 with vive successfuly
i can't remember their reason, might be worth finding that out
well i know that if you try to use it for mixed reality without a greenscreen its terrible
really pixely around edges
yeah that'd be expected, they use a greenscreen though with the stereo
yup, thats what we are going to have too, but im not exactly sure how to get camera depth working properly
the kinect plugin looked promising but its closed source and is still on 4.13
it had a depth output which faded from black to white based on how far objects were, and i was planning on blending that with the mixed reality mask outputs for OBS
@Zaptruder Palmer got Antidamage?
nowhere here has the steelseries, might try the xbox1 s controller
bollocks, no shops here have xbox1 s controllers either
just xbox1
gnighty
@dmkiller11 Which kinect plugin is that? I just finished cleaning up the first version of our kinect point cloud streaming/visualization plugin (requires patched unreal engine). We'll use it for mixed reality research. (Proper first person mixed reality, not the green screen recording version).
What do you mean first person mixed reality?
You mean just using the Kinect for background removal rather than greenscreen?
Hey guys, I am having a bit of an issue in VR. Some shadows, some reflections (cubemap, speculars) and other effects kind of change as I turn my head up and down, left and right, etc.
It's been a while since I had this issue , does anyone know anything about it? I suspect it's due to the camera orthoprojection thing or something like that.
@ZoltatJr Like this https://youtu.be/Ghgbycqb92c
@dsjolie#7091 the Kinect4U plugin
@balmy inlet could you make me a plugin that exposes the depth feed?
You can just grab the Kinect core and drop it straight in to the engine
There is also another older plugin somebody else made for unreal that was open source you shoukd look for that
Hmmm I'll look for it
Important! Read First!
Hello all!
So the moment I found out that UE4 is out and went over the code I knew that the potential for serious Kinect game is amazing!
Fortunately I participate in the developer preview program for the windows version of the Xbox One Kinect :D
So I started hacking at it!
Thanks!
I found this: https://docs.google.com/presentation/d/14tFTzj6t3ECmPML81QqDb3FcgSCzvOQ-r8S8gg4loDg/edit#slide=id.p
any thoughts?
huh, so this person is doing the compositing within the unreal engine
but how do you put a render target on the output window?
I've been shitting the bed trying to do that
and understand his code
ffmpeg?
no clue what that is
take a look at the 4 classes in these folders
โ thanks
gonna try to use opencv
good idea
which one was the proper screen percentage for high end top quality without stupid performance loss on VIve yet? 220?
@winged shale got the webcam feed in game to a render target
See if I can get any input here, pretty much editing in the VR template to start my project and nothing was adjusted in terms of the teleport works or anything like that but when I start the game the height of my headset becomes the floor height pretty much and everytime I teleport it makes it 0 in the Z. I've looked at both the template (which works like it should) and mine is not changed, anything I should look into first to see what the heck is going on,
Think it would be as something simple that it is reseting the position to 0,0,0 but its all the same as the vr template
so whenever I use this the game caps at 30fps
not sure what the issue is
wooo i figured it out
for some reason unreal engine caps the fps to whatever camera you use
so running my webcam through xsplit and setting it to 90fps works
Is 3rd party mixed reality plugin coming to marketplace? :)
Maybe just free ๐
I'm having a strange issue with a VR project.
When I enter VR preview to test it, I seem to be spawning two pawns somehow.
When I put on the HMD, I'm controlling a copy of my pawn that's positioned quite a distance behind where it should be.
But I can see the correct pawn out in front of me - my movements are even mirrored to it - it's really confusing.
I'm also sick this weekend, so forgive me if I sound unintelligible. lol
Let me see if I can get a screenshot somehow.
Eh. Can't really get a good screenshot of it. ๐ฆ
Same thing here, Nick
yay, XSI rules
I just solved the issue by switching from an instance of my pawn to a PlayerStart actor.
Love me some XSI ๐
https://www.youtube.com/watch?v=VFC2kCc5xdY << new game for Gear VR.. Looks like it was made with Unity, again :/
I noticed last night that you can launch a unity game straight from the editor into the gearvr across wifi, no need to package then install
hopefully ue4 will sort that out
I can see people using unity just for the ease of use, even though its less capable than ue4
Reset Orientation and Position isn't supposed to 0 out the Z right? found out thats my main issue, if I use it instantly the headset is 0,0,0 instead taking account the floor level. only fixes it once restart Unreal O.o
well 0 only in Z I mean* not 0,0,0
Oh I guess so lol
Had my VR pawn and vehicle, I was using the reset ori/pos once I posses it to be in the seat and camera for it, but then possesing back my VR pawn was the issue and headset would be on the floor
fun times
@real needle there is a kinect plugin on the forums, I put instructions there on how to make it compile with newer versions. I did this with it and now have it in game as well and not just for mixed reality: https://www.youtube.com/watch?v=-T3o1DWa3O4
the plugin on the forums isn't very optimized, had to write one from scratch to make it work in game without lagging everything. I think it was blocking the game thread.
Would it be a stretch to think that the next few iterations of Unreal would have a kinect-sort of full scale body thing included?
i thought Kinect was dead
Well I don't mean specifically the kinect, but the tech behind it
@sturdy coral Ok, thanks i'll take a look.
Ok quick question and I'll stop buggin` ๐ how the heck are you suppose to handle Z height of the HMD if people are different heights.. the guide epic has says you should edit the Z height (-110) on what feels good for you but that if someone is taller/shorter than me its going to be off, using a fixed number allows the reset ori/pos to work but itll be skewed for anyone not my height. is this a really simply issues I'm just not getting?
simple*
get them to calibrate it at the beginning if your game @zenith charm
Kinda testing that now, I'm guessing I would the current height of the player and adjust parent of the VR camera (in the examples - VROrigin)? ๐
Ok I think that is working actually
I knew a few games did it but couldn't find any real info on a proper setup with stuff like this (different heights)
Well I bought the wrong capture card
so the mixed reality is gonna be a few extra days
Is there something new you have to do to get motion controllers tracking in 4.14?
Previously I would just add a motion control component and parent whatever to that (usually a mesh), and it just worked
but I have two projects in 4.14, and in both cases, the controllers aren't being tracked
strange, it works fine for me
have you make sure that they have the proper controller ID?
singleplayer, so ID is 0
All my stuff is been tracked fine.
@sturdy coral I've seen this video before but I don't think I ever got around to checking the Kinect plugin out. Could you post a link to the forum post?
@sturdy coral Is the point cloud rendering included in this plugin?
@real needle I would have to change it to remove the need for a custom version of Unreal Engine and I don't have any time to support it. I can tell you I did base it on OpenCV and Freenect2 though. The key trick that got me around several issues was to make a "interface library" to isolate Unreal Engine from OpenCV, and expose the needed functionality via a DLL. At least a few months ago there were some strange compilation and memory management issues when integration OpenCV directly into an Unreal Engine plugin.
@balmy inlet okay thanks, I think I'll try using a kinect to depthmap a world position offset from a webcam material input that opencv brings in, and render that on a plane with the material horrizontally flipped always facing the camera attached to the HMD
@real needle Sounds good. Good luck! ๐ I would be happy to hear about your progress.
I'll let you know if/when our work ends up being easily reused.
@balmy inlet Thanks, this system, if done correctly, would also allow for lighting in game ๐
@muchcharles#2724 Do you know if the kinect plugin on the forums works with 1,2, or both?
just kinect v2
kinect 1 is too rubbish
@hard light fix your controllers yet? Is the basic vr template working for you in 4.14?
ugh i dont have the adapter for the 2
adapter?
oh yeah they stopped making the 1s for windows and make you buy the xbox 1 with an adatper on the newer 1s?
im preparing VRMultigames to publish it on Oculus Store at Touch launch
for free
also ill upload patch to steam version
ill use it to do that stuff on a simpler project before doing DWVR
whats your recommendation on the number of cameras to have it work well since you were focussing on room scale previously?
fully depends on the game and the size
just noticed the commercial license 1 up on there too
2 frontal cameras is fine for all front-facing games
if you do want vive style roomscale, you use 2 cameras, but in opposite corners
that if you have space like vive minimum space
if you are going to use the "big" area space, then 3 might be good
how have you found the 2 camera opposing corners setup compared to vive? I have only tried with 2 front facing 1s and just felt very restricted compared to the vive
definitely 1 of my apps I can convert to rift without any issues since its a guided experience so the 2 front facing 1s should be fine so il give that 1 a crack once the controllers turn up
fairly similar
but it has one main issue
the controllers are smaller, so oclussion is a bit easier
and the cameras have lower FOV
another issue is that the oculus cable is quite short
you gonna need something to make it longer
yeah that was my main issues with it. but also i have gotten so used to the vive that going back to the constraints of the rift felt really constraining to me but probably not so much for people that aren't vive users i suppose
i did find the controllers rather comfortable but they are definitely more complex to pick up and play than the vive so i don't see me using the touch controllers for events. more like learning to use a game controller again compared to the pick up and play of the vive wands
wish the vive had the integrated headphones though
the headphones is one thing that allways gets forgotten, but its SO important
rift headphones and microphone are better than my headphones and microphone...
vive microphone isnt nearly as good
yeah i was running an event in barcelona a couple weeks ago. got there and my headphones had 1 ear that had broken during shipping. luckily I had a pair of wireless beats with me to use for it. the wireless 1s are definitely handy to stop worrying about the cable at least
i haven't tried playing around with the rift microphone but i haven't really had any issues with the vives mic
was doing 1 at Utility Week and another 1 at Workday Rising
doing vr stuff or is that board games and the like?
this is VRMultigames
i updated the screenshots with the ones i made for Oculus store,
but its bugged, thats why past screenshot 5 its all "load fail"
somehow steam didnt delete the old ones
i made that game in 3 weeks, as a market test
it got me 4 oculus headsets and 2 Touch sets, so im fine wich what i got from it
ah you were there the week before me
hah pretty handy then. i don't make distributable games so Oculus wont give me a damn thing still
that was exactly WHY i made vrmultigames
when i published it on steam
i had my Vive for 1 month
i wanted to see how people react to those 3 minigames, and use it to catch the attention of oculus
plus the whole "how many people will see it" thing
for example, i ended up adding a toggle for the movement
it was dash style only by default
but some complained so i added blink style
yeah handy being able to throw the stuff in there quickly now. how was the current process for the vr game submission on steam? was looking into throwing some of our stuff up on there for free but we would need to optimize a lot since we designed just for our 1080 event machines
no review whatsoever
youi email valve "hey i got a vr game" and they create a steamworks application for you
no greenlight, no review, no nothing
you dont even need to send them screenshots
@pearl tangle - haven't fixed it, but it seems flakey. If I restart the editor I get the controls back
seems to be dropping out for some reason :/
for vr multigames, i didnt even ASK for the steamworks aplication
yet they still gave me one
yeah i knew it was very easy at the moment but thats definitely keeping it open to too much shit
yeah, it's absolutely saturated with complete shit at the moment
i guess il throw up some of our stuff anyway. which 1 was their email for review, didn't really see the details on my steam dev dashboard easily
there is no greenlight on oculus store, but they do review games
@hard light sounds like a steamvr issue there actually. 4.14 should have fixed the launching of steam vr when you fire it up but depending on how long it takes to load it can still freak out
one 'VR' game I tried was literally floating in a skybox, looking in a direction and pulling a trigger
and yeah, it's probably a steamvr issue, but I don't have this issue in 4.13
its honestly tempting me so much to just do that
keep doing vrmultigames style stuff, but sell them
instead of putting them for free
you have the time and skills to put out something half decent - I would do that
the Vive audience is begging for half-decent content at the moment
yeah sell it for a couple bucks at least covers your time to sit there a little bit
simple games with a decent quality bar can rack up a fair few buyers
i made vrmultigames free, but i kinda shouldnt
the last thing the store needs is more minigames and shovelware, hehe
i did becouse i knew it was just 3 unpolished prototypes
nah, vrmultigames being free isn't a bad idea
you can now use that as a marketing tool for your not free games
yeah, its what im going to do
in future updates, push information about the new stuff ๐
its what im going to do when i put the DWVR store page up
yeah at least you get a bit of a following from it
fun fact
you could always throw some advertising in there too as long as it's just as part of the game then it can work alright
it has 80-90% the players Accounting has
gonna start prototyping a concept for a VR adventure game called 'Super Awesome British Fishing Adventure' xD
players total in vrmultigames is wrong, btw
its more around 27k people says steamworks
player total in most can be quite wildly wrong
I mean on that website
have you considered adding trading cards or achievements to it? The trading card stuff can add a decent little cash injection from the trades
I know for a game I worked on it's out by something like 200%
that's not a bad idea, actually
it probably won't be much, but it's something
yeah just hire a freelance designer to throw together some for it
game is barely played anymore, becouse it hasnt got a new minigame after launch
just do it anyway and accept the slow burn
add in trading cards and achievements and there seems to be tonnes of kids who still just get games for those
the Vive isn't going anywhere and new buyers will always want new content
I wonder if steam has a way to do a DLC thats purely a donation?
the thing is that cards need a bunch of stuff done
some people literally pick up games for the trading cards (can free games have trading cards, actually?)
its not just the cards themselves
yep i just looked into it actually
its a load of things
Steam does not have a pay what you want option
you need badges, you need emoticons, you need profile backgrounds...
i wanted to add them to Deathwave
yeah but could still do a free version and a DLC pack that adds nothing at all for $1-$5 or something. or maybe a $1 DLC, $5DLC and $10 DLC?
i bet you could get all that done for under $500
i thought of adding multiplayer
like making the lobby multiplayer, and adding multiplayer bow game
but there is already rec room or others, and i dont think it would be too successful now
but selling cosmetics can be a good idea
just adding proper MP takes a while
i do have MP for DWVR, but its still very early
yeah rec room is actually quite good fun
I don't know if you'd get a return on investment for $500
ok seems like you might need to add in game transactions to be able to add trading cards in. maybe thats how it can be the donation system in game
well hes got 50k downloaders now right?
create 10 trading cards, max of 5 drops means 5 trades per person
lets assume 50% of players participate in it so 25000 people *5 trades
125k trades. Average card value of $0.10 as a high estimate. 10% staying with developer
thats $1250
seems conceivable to make it back relatively easily, especially since once they are in there the download rate will probably go up a bit
add in the paid DLC "donation" system to be elligible and you may make a few bucks from that as well and then it's just a sit back and do nothing type thing from the cards at least
I think assuming 50% of current players is way too high
I would assume 5% or less
people are also less inclined to buy cards if they come from larger sets
at around 6 cents per card, the developer likely sees 1 cent
(1 cent for Valve, 1 cent for the developer is the minimum, the rest goes to the seller)
well then doesn't matter if the value goes sub 10c then i guess
i would still think that more than 5% of players would sell their cards though. wouldn't think 95% of people just leave them sit in their inventory if there is a few bucks to be made from them
yeah, but with my numbers you're looking at $125 as a top-end estimate
maybe 20% is closer
well lets say yours is the low end estimate and mine is the high end :p
and nah, the majority of players just ignore the trading cards, or they've already played the game and aren't coming back to it
honestly, the number will be around 5%, if that
oh i didn't expect he would get the original 50k that are bored with it to come back but then next 50k are probably more likely since they will just see it pop up and probably want to get rid of it
i cant find any stats on trading card trades and sales actually
should put together a cross sectional study on some regular and vr games and see what things are actually like since we are just pulling numbers out of our asses at the moment
a lot of people just ignore their inventory entirely
yeah but i would still definitely be keen to see some charts
i like my data too much
also UK is doing some good investment stuff at the moment. going to be submitting 1 of my software applications through to try and get some investment. they just announced another 9mill GBP in investment funds for this energy industry stuff
i still want to do cards for DWVR steam version
but basically that, i dont have cards in deathwave or vrmultigames becouse hiring someone to do them would be more expensive than what i would get
that for sure
yeah definitely seems like achievements and trading cards can boost things a bit. worth trying out anyway to see how it goes if you have a cheap game. i was quite surprised from seeing forum things about how many kids wanting achievements and trading cards in games all the time. never really understood why anybody would care about achievements. maybe if you earnt back 10% of your game purchase from completing all the achievements or something then i would care hah
might make an announcement for an artist to do that and he gets 30% of the money from card sales
sems like a zero risk way for you to do it. even if you gave 100% of the card sales away to boost the game sales potentially could work out alright
people want trading cards because the badges you earn affect your steam account's abilities
a basic account can only have something like 20 friends, as an example
level it up a few times, and that number becomes a lot higher
i dont even need 20 friends on steam.
and i had steam way before they had that restriction anyway so im assuming they didn't cull friends from peoples lists who already had them when they added the trading cards right?
yeah, I doubt they would cull existing friends
it's the levels that control how many friends you can have, so it's not strictly tied to trading cards
i got spammed by steam collectors with vrmultigames
but trading cards = badges = XP = levels
they wanted to get a free key becouse that way it stays on the profile
the game is free anyway so why would they need a free key?
becouse that way it stays on the profile
i got annoyed after 3 of them, so i started telling them to pay me 5 dollars for the key
they stopped annoying me
what do you mean stays on the profile?
this guys were collectors
I think some free games have a habit of dropping out of accounts when uninstalled?
kind of stupid, tbh, but yes, it does stop people just adding every free game to their account
hah so they are just getting the free games but never installing them to try and act like they have a shitload of games?
seems that way
yes
i would prefer to not have my game count so high. makes me realise how much money i waste on games..at least they are a tax deduction for me haha
IIRC, if you actually play the game for more than a few minutes, it stays with your account
hmm, easy way to test this actually
no, no it does not, regardless of hours
silly
play a game for 100+ hours, and it disappears from your account when uninstalled
if its a free game
dont quite get why people would care. they haven't really collected it if its a free downloadable game with no physical counterpart
thats like saying i collected every NES game because i downloaded the roms
they want the +1 in the profile
holy crap im nearly pushing 1k with my games too
my steam marketplace sale costings
Yo has anyone here done large scale scenes before? Should I need to know somethin crucial?
if your game is SP, you can use world recentering
if your game is MP, you have around 5-10 kilometer radius from center
more than that it gets bugged
also, if its large scale, it will take a bit to load, so prepare a loading scene
@balmy inlet this is the plugin: https://forums.unrealengine.com/showthread.php?389-Kinect-4-Windows-v2-0-Plugin
Important! Read First!
Hello all!
So the moment I found out that UE4 is out and went over the code I knew that the potential for serious Kinect game is amazing!
Fortunately I participate in the developer preview program for the windows version of the Xbox One Kinect :D
So I started hacking at it!
no point cloud stuff built in, but it can give you a depth texture
@sturdy coral Thanks!
People do like trading cards and devs do get surge in players activity when trading cards are released. You also get a decent kickback from trading fees.
Also, tradings cards don't require any modifications to the game. It's all done via dashboard in your Steam account. Just need to make art assets required.
It also seems that people don't generally give a damn if your assets look AAA or not. As long as card and badges look decent enough, people will go for it. Maybe one of the backgrounds can look good too, just to create a better incentive
@wicked oak i'm sure i read in a recent engine update, maybe 4.13 even, that they made world origin shifting work in MP
I put my account into that thing that tells you what your steam account would cost to buy. I think I'm like $4900 at regular price ๐ฎ
nice
@spring pond - my account is something like $8000 xD
(in reality I doubt I've spent 1/10th that)
same, tons of humble packs
I think i also bought some "everything telltale has ever made" thing for $40
There are also all the free VR-dev games
acutally thats only 3-4 things
Does anybody here have some experience with the built-in subtitle system using Dialogue Waves? I can successfully spawn a dialogue. The spoken text from the dialogue wave is printed on the bottom of the screen. Is there a way to print the subtitles to a UMG widget instead? Or access the text from the dialogue waves in BP? I want to render the subtitles attached to a motion controller, not on the bottom of the screen.
sent oculus an application for VRmultigames Oculus Store edition
submitted for review after all images are done and build updated and stuff
@spring pond mine is only $523, I'm ashamed
how do you check what your Steam account worth ?
@graceful junco - that system isn't really meant to work in VR. I don't think I'd do subtitles, they just don't really work
it's hard to read something glued to the bottom of your eyes
@mighty carbon - just google it, there are loads of sites that do it
Well, I've got a character in my game who talks. Currently I'm trying to figure out the best way to have him play an animation, play a sound file and print the text to a 3D widget attached to a controller. Doing all that in itself is no problem. I can do that in any BP. I just saw there is already a built-in system to handle dialogue, so I thought that was the best way to do it. It works fine, even allowing for localization of sound and text. The only issue is the text needs to be output somewhere else. I just had a look at the DisplaySubtitle funtion in the engine code. It seems like all that's needed is to access the SubtitleText variable in a umg widget. Sadly, I don't know C++, so I'm not in a position atm to actually do that myself. :/
there are games wich have subtitles on VR
you need to make them not on the center of the camera, but something like 2/3 or 3/4, use a half transparent black background in white letters
quite big white letters
for actual best way, you would do a Render Layer with them, ue4 does them i both Oculus and Vive, but i havent tried it or got it working
that way they get timewarped well
and i think you can increase their resoluion
this was discussed by Carmack himself
So what's current best practice for subtitle location? I assumed attached to a motion controller would be nicer than attached to the hmd. Am I mistaken?
if the game's art style supports it, have you considered speech bubbles?
attached to motion controller is kind of a huge nope
why do you want subtitles ?
unless your game does have an use for it, like if it was a scifi game and it was some kind of hologram thing
Well, you're not really looking at my NPC when he talks. So displaying the text next to him doesn't sound right. You would have to stop what you're doing and turn your head towards him. Also he might be too far away to read the text easily.
like if you constantly use the hand controller for HUD or info
then use screenspace text
just lock it to the VR camera, and use a layer
oculus themselves do that
well, if I am talking and whoever I am talking to doesn't look at me in real life, I consider it damn rude ๐
so, why should VR be different ?
subtitles are neccesary
what if your player isnt english native
you NEED subtitles
subtitles lets you do different languages later
and if its only english subtitles, it still helps a bit
I would dump important conversation into a log book and let user read it if they want to
@wicked oak either use native speaking voice over or don't do it. Subtitles in VR is ๐ซ
I'm working on a puzzle game. This NPC is explains how the game works and humors you with random remarks while you solve the puzzles.
then you really want actual voice
Yes
you should still do subtitles, leave the option
sometimes humor doesn't really get across nicely in text
but also have subtitles somewhere
I'll tell you this - most people who will use VR understand English quite well
So you're saying better lock it to the hmd than the controller. And using the built-in system doesn't currently work for VR without meddling with the code?
better release in English, re-invest into actual voice over later
i THINK it doesnt work non-vr
but you can try
and see what happens
maybe it does work and we all get baffled
Well yes the game will be in english and yes, I also assume people who play VR games are generally fluent in english. Displaying subtitles somewhere isn't really any work though, so yeah, definitely also subtitles.
anyway, ima get out, so bye
I just find it breaking immersion
in general or when locked to the hmd?
@graceful junco lots of people in asia are using vr
@graceful junco For example, if you dump info into a log./journal you can view at any time, it seems less immersion breaking as it's something closer to reality. It doesn't distract you from seeing the world, you can read it later if you have to.
You could have it as part of your virtual HUD, like if you are wearing Google Glass in VR world or helmet. But I bet user will find him/her-self focusing on that instead of the world. It's like watching a move with subtitles - I find myself reading more than watching the movie.
But that's just me.
Yes, I agree.
I can also easily add several options in the menu to display the text in different locations.
That's not really an issue.
China has a lot morr people playing vr then anywhere else in the world combined
Really? In that case, is somebody here fluent in chinese and available for translating? ๐
@graceful junco why do you want subtitles?
Well, why not? I will have audio in any case and just passing the text to a component for rendering is not really any work.
I guess someone who isn't fluent in english. -> "China has a lot morr people playing vr then anywhere else in the world combined" ๐
Also, I don't know yet how noisy my game will be in the end. Someone might just feel more comfortable, when they don't miss things that are being said. The only reason not to add subtitles would be "not enough time to implement it", which nobody can really say, cause it's almost no work.
I personally dislike subtitles - so I'm kinda biased
anyone know if gearvr works yet on the nougat beta?
@wintry escarp I saw something on Reddit about that, but I'd wait until S7 get official Android 7.1
there isn't anything in 7 for Gear VR that 6 doesn't have
Vulkan is only for non-VR games
Subtitles are ok in VR.
What I haven't seen, and I'd like to see are speech bubbles! ๐
speech bubbles when you're looking at the speaker and subs when you're not.
streaming vanishing realms (VR) https://beam.pro/Vaei
I'm a programmer, technical artist, 3D artist. And I make games.
Multistreaming with Restream.io
What is a technical artist?
an artist that is also technical?
/ level designer
it wouldn't be too tough to make a speech bubble/ subtitle system actually
will put that on my todo list to try prototype that
Lemme see how it goes if you do ๐
@mighty carbon why do you think vulkan is only for non vr games?
@wintry escarp Gear VR is blocked on the 7 beta actually since Oculus isn't updated for it
@pearl tangle Because Khronos hasn't finalized specs yet. I am talking about mobile VR here.
also @graceful junco I would recommend going for chinese audio translation rather than getting a text translation if you have lots of speaking
yeah but you can still use it with VR
@pearl tangle agree with that
I asked Oculus devs, they are they one confirmed that Vulkan for mobile VR isn't ready and won't be ready any time soon
I go by what platform holder tells me
works fine with cardboard and daydream
Just wondering if Oculus already working toward Vulkan API implementation in Mobile SDK (that's what UE4 Vulkan dev told me) for UE4.
I am sure you know that on mobile UE4 falls back to ES3 / ES2 if Vulkan isn't supported
so even if you build/deploy with Vulkan renderer, and it works on mobile VR, doesn't really mean it runs Vulkan
yep but the performance boost wouldn't be there. daydream and cardboard plugin are running things quite differently to the oculus sdk though. although im not really sure to the extent the daydream sdk modifies things really
I am not really sure what "front buffer or multiple queue rendering" stands for and how essential that for VR, but if it's critical, and Vulkan doesn't support it, I don't see how Google platform can use Vulkan
isn't the s7 the only thing that currently supports vulkan, and maybe the google pixel
they need a vr phone that can do 90hz
oculus is doing stuff a lot differently anyway so it might be critical to them but Cardboard is a lot simplier implementation of VR
@clever sky i guess you could summarize it as @pearl tangle said "an artist that is also technical" ๐ but level designer doesn't fit the bill, that's it's own thing, you could say rigging falls under it's category but it's sort of it's own thing as well, basically an artist that does a lot on the technical side whether it's pipeline, shaders, etc
lot of studios have their own definition of it
Fair call.
Basically the artist with programming skills that knows how to make things look good through programming features ๐
I guess then, I wouldn't be a technical artist, despite knowing some programming and knowing some art ๐
well in some places a technical artist could be the guy that writes custom scripts for max or maya even
yeah "Technical Artist" in my mind refers to someone who somewhat deeply understands the pipeline, and has delved into art (and of course perhaps is also talented in it).. So this person could write shaders, but also go further and make them performant.
yeap, pretty much a strong 3d art background combined with a technical understanding and a way to contribute towards their area of choice
it's a pretty loose term though
So it's a pretty valuable role!
a blueprinter you could consider a technical artist
Really?
yeah the material editor is basically a lite shader coding program
yeah if you are creating complex materials or other functionality and stuff in a lot of other node based programs you would consider it that.
I just gave Epic a lot of extra money today
Marketplace ?
hah yeah i like my colour coded spreadsheet stuff. comes in handy
๐
I bought out the simple series too ๐
Can't pass up an asset pack full of stand ins that you don't have to create yourself ๐
Anyway... I have a glitching bug with my guns when I fire them (I think). Normally it moves smoothly with my hands.
yeah figured it can come in handy for a bunch of random stuff. For $50 or whatnot for the whole set seems decent enough to prototype a bunch of things thats for sure
But then it just judders all over the place for a few seconds after firing.
It's like 1 frame every second it just snaps
Maybe higher... 3 or 4
Anyone experienced that kinda thing?
what attachment method have you gone with?
Ummm... lemme check
Attach To component
Turns off simulate physics
same attachment that BP_Pickup_Cube uses
from the VRTemplate
but its only causing an issue when you fire? Is it a physics projectile or just a line trace?
Physics
Btw, whoever had issues with MP and motion controllers, please get in touch with Alexander from Epic (with link to bug report on AnswerHub)
Epic also might have a training stream (I asked, but didn't heard "yes"m so I am speculating ๐ ) about networking VR properly
i do recall seeing something about VR multiplayer twitch stream or something a while back
try firing your projectile a bunch of times in close succession and see if it makes the problem worse. I have found the physics projectile stuff can be causing some problems sometimes if it generates too close to the object
I am puzzled as why Quake has better multiplayer than UE4 :/
(Darkplaces fork of Quake; performance wise)
Fuck. UE still has that motion controller hand mismatch bug
well, why not to file on AnswerHub and pass to to UnrealAlexander ?
Yeah, I guess, at some point I will!
hand mismatch?
Steam controllers show left and right hand icons
im waiting for Epic to hurry up and sort my UDN evaluation so I can get in and start asking a bunch of questions and have proper support
the Unreal Developer Network
the thing they had around for support back when they cost $1mill+ per license
so its properly monitored with assigned tickets and things for the questions
well UDK was similar to the UE4 license so was around for quite a while
but before that came along unreal was definitely priced quite differently so AAA studios are still using that other licensing method rather than the 5% model
but you can only get access to UDN above a certain level
Once you hit a certain amount of revenue?
I guess they'd only want to provide direct support if they can justify the cost of doing so ๐
well the regular forum and answerhub is for indies, not for studios
so you have to pay for the proper support side of things which is understandable
Can't really complain!
It's a powerful tool, and I'm glad as hell I don't have to pay to learn/use it
Unlike lesser tools like... Maya ๐
yeah well the forum, answerhub and discord can get most indie devs through majority of their stuff. the proper support is necessary for guys like me who are doing weird random stuff that a game engine wasn't really built for that we want that support channel to find out if Epic is already building capabilities for it rather than us trying to roll our own versions
Aren't those answers in the roadmap?
Ok, figured out the cause of the judder.
It's the destroy actor command after firing...
Or lack thereof! Spawning too many bullets is what it is
They've got a lifespan of 3 seconds...
What's a good way to limit the number of live actors?
the roadmap isn't really a good indication of if they are going to have a feature ready at a specific timeframe but at least if I can tell them what project I have and feature I need and specific date then they might be able to push things forward a bit to meet my deadlines, or at least tell me that its de-prioritized or something
yeah figured it was likely the physics element on there causing it, thats why i suggested to fire a shitload of them and see if it gets worse
Fair enough. That's handy ๐
does the projectile actually need physics on it for a particular reason?>
anything anyone grabbed in marketplace on sale for VR?
I recall in Quake grenades from grenade launcher were the worst projectiles for networking. I am guessing it's just networking physics isn't an easy task?
I grabbed as few things, @abstract gale
i grabbed a lot. don't think anything is specific to vr though
any recommended good buys? before this sale taps out!?
worked late, have 10 or so mins it seems? ๐
Hmmm... the only thing I've found that helps the issue is to destroy the projectile as soon as it impacts
And that only helps by virtue of disgusing the judder as firing recoil
But then the sound and explosion I've attached to the particle on impact doesn't appear D:
Is there a better way of spawning sound and explosion to projectile impacts?
you need to hide the mesh as soon as it hits and then wait for the explosion and whatnot to finish befor eyou destroy it. either that or you spawn the particle and sound in the world rather than attached to the particle
@abstract gale depends what you are looking to do. I don't think there is anything specific to VR that is on sale as far as plugins and blueprint stuff goes
how do you do that? You do it outside of the projectile BP?
Spawning the sound/exploision in the world
thanks @pearl tangle btw good advice