#virtual-reality

1 messages ยท Page 55 of 1

mighty carbon
#

having good game doesn't guarantee sales any longer

#

that train was gone in ~2012

clever sky
#

Not for VR

mighty carbon
#

2008 was a peak of indie scene where releasing on Steam guaranteed sales (and I managed to experience that in 2011)

clever sky
#

/lastmessageoftheday

wicked oak
#

marketing is key

mighty carbon
#

that's what I am wondering about VR.. I've read recently that VR was called a new field for indies to get rich and not die trying ๐Ÿ˜ƒ

wicked oak
#

good that VR people tend to look at the new releases constantly

#

vrmultigames got 40k downloads with 0 marketing

full junco
#

I believe in if a game is good people will buy it ๐Ÿ˜„

silk lodge
#

yeah

wicked oak
#

ill keep finishing the store page for DWVR

silk lodge
#

there's tons of wom marketing atm

wicked oak
#

ill put it online soon-ish

#

or at the very least, VRDB

silk lodge
#

launch squad is the best 0 players game I've tried

wicked oak
#

if someone wants to try DWVR, tell me and i send key

storm vortex
#

what is DWVR?

wicked oak
#

my vr game

heady parrot
#

There is no doubt there is a huge opportunity here, but yeah the VR market is still a bit small. but certainly enough for a small team to make decent living, but the same rules apply as with indie game dev in general.. dont expect your game to become and instant hit ๐Ÿ˜ƒ

storm vortex
#

thanks

wicked oak
#

im making it with pretty much 0 budget

#

it has a development time of around 2 months

silk lodge
#

made with unreal.. nice!

wicked oak
#

all the video is captured directly from oculus rift preview

#

in the preview mode that does fullscreen

#

but its slightly tilted down....

#

thats why most of the time im looking at the floor

#

its not the final trailer, but kind of a temporary one

heady parrot
#

very cool ๐Ÿ˜ƒ

full junco
#

development time 2 months? eh I'm doing something wrong then

heady parrot
#

yeah I think the default view is cropped too low

silk lodge
#

I like the super fast movement

heady parrot
#

I immediate think it will make me sick ๐Ÿ˜ƒ

#

not a fan of dashing, or most teleporting actually

#

the environment reminds me of Dark Souls Anor Londo ๐Ÿ˜ƒ

wicked oak
#

thats for the cathedral one

#

and yeah, its heavily inspired by anor londo

#

got 3 maps at the moment

#

plus another 3 worse

full junco
#

working on my game for roughly 8 months now I think... I would also like to release that but it doesn't feel like the most awesome game yet so I still wait...

heady parrot
#

yeah the market is flooded with half finished games and demos ๐Ÿ˜ƒ its a quick buck but wont make you a lot of money

full junco
#

I don't want to release something that feels half finished... I basically want to wait until I'm relatively sure that I won't get negative feedback

silk lodge
#

everybody has been really excited about vr, so they've gotten excited abotu their projects and put them on steam

storm vortex
#

There are also a lot of wave shooters out now too. I've about had my fill of them.

#

Not calling yours a wave shooter since you can move around, but it is similar looking

silk lodge
#

wave shooters are actually >25% of the games

#

I'm glad to see steam is the hub for downloading this stuff. it's nice to have it organized, well reviewed, and not filled with broken links

mighty carbon
#

@wicked oak downloads don't translate into sales, usually. So I wouldn't count great number of downloads as direct indication your VR game will be commercially successful. I remember we had 300k+ downloads of our old game and that didn't translate into sales figures.

#

my dilemma is whether to port my old game to XB1 (port it to UE4 first and then any platform from there pretty much) or just move on to VR all the way

wicked oak
#

with ue4 its easy to port to console

mighty carbon
#

well, yeah, but I still need to re-make my game in UE4 ๐Ÿ˜ƒ

#

basically, while I have almost all art assets and gameplay is the only thing that needs to be implemented in UE4, there is a really good chance the game will get lost in this saturated market. In VR, market isn't saturated, but I still need to get some hardware and since market is small and growing with speed of a turtle, there is a good chance I don't even break even, not to mention making a living

#

tough call ๐Ÿค”

storm vortex
#

I am starting to work on my own VR game. Mostly in the prototyping stages now, but definitely not quitting my day job or betting the house on it.

#

If I can sell it and it makes enough to cover all the assets I just bought I'd be happy.

mighty carbon
#

my goal is to get out of this dead end job ๐Ÿ˜‰

wicked oak
#

my goal is world domination

silk lodge
#

my goal is taking over the world

storm vortex
#

Anyone know if UE4 supports PSVR?

silk lodge
#

yes

#

but you gotta be a sony dev

wicked oak
#

yes

#

and easily

#

took me 1 day to port DWVR to it

#

you still use the motion controller interface and all the stuff is done for you

#

just takes a bit of fiddling to make it work

#

with engine settings and the like

storm vortex
#

That's cool, so sounds like biggest hurdle is being a Sony dev and testing on PS4 / Dealing with their submissions process.

heady parrot
#

yeah, once you are registered and got a ps4 devkit then you can get access

mighty carbon
#

so, get $10k ready + some cash for every time you have to resubmit for certification ๐Ÿ˜ƒ

heady parrot
#

Sony has some indie stuff, but I dont know the details or how its different to other licensees

mighty carbon
#

(not to mention gotta be incorporated + have an office)

storm vortex
#

Yeah, not in a big rush to do that kinda stuff. I've worked on some Xbox apps in the past and it was a pain. I was just curious implementation wise how much work it was.

heady parrot
#

it pretty much works out of the box

mighty carbon
#

I wish XB1 had VR

heady parrot
#

it will in a year or so

mighty carbon
#

sounds like it's cheap and easy to get on XB1 and just generally easier to work with than Sony

heady parrot
#

I would agree with that yeah

storm vortex
#

It's been a while since I've done Xbox but I think you can convert consumer ones to do developement on now. When I worked on it you had to have a special dev kit. It didn't look different from a consumer one like the PS4 though.

wicked oak
#

getting the hang of this store titles

#

for comparaison, this is VRMultigames

heady parrot
#

what does DW stand for?

wicked oak
#

deathwave

#

i just couldnt find a better name

heady parrot
#

yeah names are tough ๐Ÿ˜ƒ

wicked oak
heady parrot
#

hah

wicked oak
#

this is the VRMultigames logo that i use on steam

#

compare that to the DWVR ones above

silk lodge
#

@wicked oak It's a little hard for me to read some of the smaller titles. There isn't much contrast

wicked oak
#

what would you recomend?

#

it has a black outline over grey letters, and the background is orange-ish

#

they are going to be quite a bit bigger than the size they appear in that pic

silk lodge
#

i'm looking at it and blurring my eyes and they just blend in

#

I would have a more consistant brightness on text, and have the background darker

wicked oak
#

so less metallic, more light grey?

#

for comparaison

#

Square version of icon against square version of others

heady parrot
#

yeah its a bit hard to read, hardly looks like a name

wicked oak
#

uhm, probably should zoom it

heady parrot
#

maybe make the text a bit lighter? ie almost white in center?

silk lodge
#

the contrast on it breaks up the title

#

so the letter shapes aren't visible

wicked oak
#

another comparaison

#

this was the first i did for DWVR

silk lodge
#

I'd still reduce contrast on the letters

#

here's a metal vr title that still pretty visible

#

it's on black though

#

(which helps!)

#

if you look at your title and squint, the darker bits fade away

#

so maybe you just need more rim lighting

mighty carbon
#

keep DWVR as logo and add legible normal font to spell out full title

wicked oak
#

there is no full title

mighty carbon
#

Deathwave VR ?

wicked oak
#

nope, it isnt deathwave VR as title

#

its actually as DWVR

mighty carbon
#

then you are screwed ๐Ÿ˜ƒ

wicked oak
#

same on steam

silk lodge
#

deathwaveshooter vr

#

๐Ÿ˜„

mighty carbon
#

Make it off-white with dark gray outline

silk lodge
#

you need a big splat or explosion or dark bit under that because it's hard to read

wicked oak
#

you were right about the "make it lighter"

#

compare visibility in both of them

heady parrot
#

there ya go

wicked oak
#

the only change is that the left one has lighter letters

heady parrot
#

muuch better

wicked oak
#

fullsize

heady parrot
#

๐Ÿ‘Œ

mighty carbon
#

legit

#

btw, most recent episode of Westworld was mind blowing

heady parrot
#

I gave up watching after 7 eps, its "ok" but just not catching me

mighty carbon
#

I find it pretty interesting.. Going to make one for VR ๐Ÿ˜›

pallid echo
#

I'm 50/50 with West World now.

#

I was enjoying the hell out of it till I realized they used the lamest ways to push the story forward.

mighty carbon
#

you are thinking to much ๐Ÿ˜‰

pallid echo
#

Sadly you are right. Lol

mighty carbon
#

I learned to enjoy movies as-is (unless they are totally dumb). Otherwise it's impossible to enjoy if thinking into it and over-analyzing until the series is over

pallid echo
#

That's why I don't really watch movies or TV anymore. Lol

#

Its my own fault but yeah...

mighty carbon
#

so, in VR Westworld-like world, you could make your own story ๐Ÿ˜ƒ

pallid echo
#

There wouldn't be any dumb ass IT guys/programmers in my story, that's for sure.

mighty carbon
#

yeah, that one thing that bothered me.. They could have easily report the issue when she was in-service and whacked her

#

but no, they only remembered about the issue when she was out of service threatening them

#

but meh, I want to see the final episode and see if Mr. Hopkins had it all planned out

#

๐Ÿ˜„

heady parrot
#

final episode - the whole world was another sim, and you wake up in the real world

wicked oak
#

full set, this time with logo brighter

heady parrot
#

much better ๐Ÿ˜ƒ can read it clearly now

upbeat holly
#

WESTWORLD = BEST EVER

wicked oak
#

ups, top left icon is still darker

upbeat holly
#

had to get that off my chest

mighty carbon
#

๐Ÿ˜ƒ

wicked oak
#

any more tips or feedback?

upbeat holly
#

I like the one on the white bg

#

whats the name mean?

wicked oak
#

it means nothing

#

it was the "codename" of the project

#

but couldnt find another name

upbeat holly
#

You could use like a dramatic render of a monster to make it look evil and doomlike

wicked oak
#

the game builds on top of Deathwave

#

so it got the name of DeathWaveVR as codename

#

i basically reused the enemies that were created for deathwave

#

and some weapon stuff

upbeat holly
#

I dont know this ting

#

sorry

wicked oak
#

dramatic renders are for the screenshots

#

i got a few, for Sony Playstation Awards

#

like this one

#

on an older map

#

but it uses a PSMove as spell wand

#

so gonna be a nope for oculus store

#

im doing this game on basically no budget, abusing the hell out of unreal engine meshes

#

and FX

#

that image you see on every single of the store images, they all come from a single 4k x 4k screenshot i made for a stand in a convention

#

it got printed in 1.5 x 1.5 meters

mighty carbon
#

I guess I'd need to find someone to work with unless I want to be lagging behind the market (which I don't want to) :/

upbeat holly
#

@mighty carbon Self funded publishing is crazy hard right?

#

Yea find some people to team up with etc

#

maybe try profit sharing etc

pallid echo
#

Tis how a lot of indies do it.

upbeat holly
#

Yea I think it provides a lot of incentive, but the problem is with decision making and maintaining the team, because at the end of the day peoples gotta eat

wicked oak
#

i cant find artists

#

even after showing stuff like that and the "i just need concept art to get this to serious levels"

#

and the "did that in a couple month"

#

just cant find artists

upbeat holly
#

did you pay them ๐Ÿ˜„

wicked oak
#

no

#

thats why

upbeat holly
#

well....

#

๐Ÿ˜„

wicked oak
#

the whole "go find an artist on royalty"

#

good luck

#

the good ones expect pay

upbeat holly
#

yea exactly

mighty carbon
#

@upbeat holly hard, but I did it a few times.. I meant having lead programmer (even if it's just all BP scripting) on the project.

upbeat holly
#

Interesting

#

could you describe your experiences in this area?

mighty carbon
#

people do have to eat, but that's why I am not looking for someone who needs a job desperately. Need someone with day job that isn't related to game dev (and preferably not related to programming as I can imagine people don't really want to program 24/7, even if it's for game dev after hours)

upbeat holly
#

But then the skillset is the problem

mighty carbon
#

well, I am not looking for next Tim Sweeney or John Carmack. Not looking for next Palmer either ๐Ÿ˜‰

wicked oak
#

im in a similar case, i need an artist who can do stuff by itself

#

i do the programming/architecture/tech, he does the art

#

cant find anyone like that

#

hopefully with DWVR i get some money i can use to take artists or the attention of a publisher to then get artists

#

i do have a publisher who has showed interest on my stuff, but he wants concept art and similar stuf...

upbeat holly
#

Concept art is a lot of fun. if you have an artistic slant maybe just try do it yourself?

wicked oak
#

i dont

#

at all

#

zero

#

cant draw for shit

upbeat holly
#

lawl

mighty carbon
#

@upbeat holly were you asking me about experience ? (reading the posts; got distracted by day job ๐Ÿ™€ )

upbeat holly
#

@mighty carbon yup

mighty carbon
#

Steel Storm on Steam

wicked oak
#

how did you get the artists for that?

#

did you ever do what you wanted of porting to UE4 and adding MP?

#

i told you i could do it no problem, at a price

mighty carbon
#

I did the art

wicked oak
#

plus now, Ps4 port

mighty carbon
#

and some sounds, and some levels

#

and even some programming ๐Ÿ™€ (but that was awful)

#

If you search for "tomes of mephistopheles" on youtube, that's the game I'd like to revive for VR

#

one thing for sure - doing everything by myself is fun and beneficial, but I'd rather get product out in a reasonable time than spend 10 years making a product by myself and be late to the market (there is of course always a change to break a bank at the end, but from experience I don't see that happening)

topaz chasm
#

@wicked oak , you're looking for a concept artist?

wicked oak
#

yes, for my next game mostly

#

exactly what i need is 2 artists. With 2 artist we can go full company and start doing professional games

#

one of them for concept and other for modelling. Mostly

topaz chasm
#

My roomate is a digital artist. I'm a modeler. O_O

#

Send me some info about your project and what kinds of concept art you're looking for and I'll run it by him.

upbeat holly
#

@wicked oak Would love to help in either role, but too busy dude sorry

wicked oak
#

that gameplay prototype was done in a week, it impressed the publisher quite a bit

#

to realize that game, i need concept art and level art

#

it can be simple, as that is the plan. No realistic graphics becouse they take too much

#

but a more stylized look

#

like that, i have a bunch more

#

the true search for the next game wont start until DWVR is selling

#

and development for PSVR

#

as there is lots of market there

topaz chasm
#

Does discord have a PM system? I don't want to flood this chat with questions.

wicked oak
#

yes

#

just click my name

wicked oak
#

it would definitely work well VR

#

and you know what, motorsep

#

i just happen to have a codebase for melee and spellfighting in DWVR

mighty carbon
#

๐Ÿ˜ƒ

#

I am actually re-designing certain aspects. I totally don't like melee in FPS games, but in VR it's probably a different story

wicked oak
#

its super fun

#

but ridiculously hard to get it working well

mighty carbon
#

I bet

wicked oak
#

like super damn hard

#

becouse you can do like my first implementations in DWVR

#

a instakill sword

#

its awesome to use

#

its also broken as fuck

#

OP to the highest caliber

#

so then you need a sword that isnt instakill

#

what are you going to do

#

a possible thing is that if you hit an enemy, he falls back

#

like jumps back

#

that would help with the collision

#

but then you can be indestructible by just wiggling the hand wildly

#

its very problematic

mighty carbon
#

I have some ideas for melee in VR, just need to flesh it out on the paper first

wicked oak
#

just tell them to me, ive already tested a fuckton of them

#

you dont have anything new for sure

mighty carbon
#

so, if anyone find this game (concept) interesting and worth exploring, can get into potentially long'ish dev haul (can actually do Early Access or something; but it's not a quick turn around game) and doesn't need money upfront (at least it this point, it might change early next year and might be able to pay for contract work), we can figure something out ๐Ÿ˜ƒ

#

I need to flesh ideas out.. I just got a few right now, but it's just vague ideas

wicked oak
#

also, AI for a melee sword game in VR is complicated

#

you need to let the player block the hits

#

and dodge them

#

a shield its a good option

#

and you need to solve the "wiggle" problem

#

how to avoid that the player becomes a unstoppable thing just by wiggling

mighty carbon
#

what's "wiggle" of the shield?

#

also, if you play Darksiders, you might find melee combat satisfying

wicked oak
#

I mean the wiggle of the sword

#

its a motion control sword, so the player can just wiggle it

#

and kill everything

#

you need to stop that

mighty carbon
#

apply a way less damage when wiggling

wicked oak
#

ive done it by adding physics to the sword, but its buggy as hell

#

you need special animations, very careful ones, for the enemies

#

so they try to block and parry your stuff

#

the less damage thing feels horrible

mighty carbon
#

the way we did it was simply not do damage (or do small damage) if player touches AI with sword. Only swings and pokes yield damage

#

it's not

wicked oak
#

in VR?

mighty carbon
#

in real life you won't cause much damage with slightly poking with sword

upbeat holly
#

what about fighting with axes and stuf

#

Like i need that hacking motion to feel right

wicked oak
#

a lance could work well

upbeat holly
#

a mace?

heady parrot
#

@mighty carbon That "Tomes of Mephistopheles" is exactly the kinda game I dream about making for VR, but for multiplayer ๐Ÿ˜‰

upbeat holly
#

๐Ÿ˜„ ๐Ÿ˜„ ๐Ÿ˜„

wicked oak
#

you can also look like ive done, and do a bow game

heady parrot
#

the sword physics can be solved, just add in the notion of a momentum to the hit damage.. so you need to do large swings to do damage

topaz chasm
#

Hotdogs Horseshoes and Hand-grenades limited the wiggle-cheat by taking into account the length of travel in a swing, and significantly dropping off damage if a swing is below a threshold.

mighty carbon
#

you need to apply force, thus swings and deep pokes should yield significant damage

wicked oak
#

but its all bow games

#

too overused

mighty carbon
#

@heady parrot It was a MP game.. But from experience, it's where indie games fail.

heady parrot
#

yep networking isn't easy ๐Ÿ˜ƒ especially if you add physics to the mix

#

.. and I'm working on a multiplayer game with physics.. /cry

wicked oak
#

yeah, the sword is going to be disabled on MP

#

for that reason

#

i dont want to deal with physics MP

mighty carbon
#

@heady parrot networking was perfect. No lag on high ping connections. It's building community and retaining it was the biggest hurdle.

heady parrot
#

getting physics working on a game like this is quite fundamental to me ๐Ÿ˜ƒ

#

not something I'd skip

wicked oak
#

Rama has done networked physics

#

by adding force to the objects in the direction that they "should be"

heady parrot
#

yes

wicked oak
#

only teleport if they get too desynced

heady parrot
#

it works quite well

#

its the method I've been playing around with lately, and it keeps the object physical all the time and doesnt need to be turned kinematic

mighty carbon
#

I think all our simulation was done on client

heady parrot
#

so for example if you swing a sword at a wall the sword gets "left behind" and once your hand goes X distance from it you lose the grip

mighty carbon
#

(not that we had advanced physics)

wicked oak
#

problem ive had with that kind of physics is lag

#

the sword lags behind the hand

#

then i have to attch the hand to the sword

#

then its just latency

heady parrot
#

100% solvable ๐Ÿ˜ƒ I've done it

wicked oak
#

becouse physics

mighty carbon
#

why do you even network physics ?

wicked oak
#

my current one does solve latency, but it clips items real fast

heady parrot
#

you calculate the applied velocity from where the sword is and where it is supposed to be, not just the velocity of the hand

#

and you ofc need to do both linear and angular velocity

wicked oak
#

yup. I want to get it better

#

another issue is when you teleport and you fall short

#

becouse its a teleport game

#

and there are ranged enemies

#

so those wont get close to you

#

in a melee only game, you can make the enemies go to you

heady parrot
#

yeah you need to special case the teleporting, you dont want a crazy sword chasing you ๐Ÿ˜ƒ

#

throw stuff at the ranged ones ๐Ÿ˜ƒ but throwing is quite involved, more so than most people get into

wicked oak
#

i do have throwing

#

FIREBALL throwing

#

people love it

#

its also an AOE spell, so if you miss, its not bad

heady parrot
#

yeah I saw in the trailer, but it didnt look quite natural.. perhaps it feels different in vr

wicked oak
#

feels great

heady parrot
#

how are you deciding the exit velocity? frame spanned?

wicked oak
#

nope, i just unlock it

#

its attached by a Physics Handle

#

i just detach it

heady parrot
#

ahh right ๐Ÿ˜ƒ

#

yeah that works

wicked oak
#

and it flies

mighty carbon
#

why not to just spawn it on the client ?

heady parrot
#

most people just parent objects to your hand you pick up

wicked oak
#

they feel great, but you lose physics reaction

#

they get the last moment update, and they get 0 latency

mighty carbon
#

spawn your fireball on release. This way you don't have to have any attachments or physics until it's spawned,

wicked oak
#

hell nah, my fireball has to be shown from the begining

#

you can slam it on an enemy

#

without throwing it

heady parrot
#

I'd agree with that direction ๐Ÿ˜ƒ

mighty carbon
#

sure, have it as part of your hand model

#

hide it when you "shoot" it and spawn projectile fireball

wicked oak
#

its very cool at the moment

#

no need to change it

heady parrot
#

then you need to calculate the velocity yourself

mighty carbon
#

just saying.. less networking, less lag.

wicked oak
#

fireballs dont lag in MP

#

they work great

#

its only the sword wich gives problems

sullen stirrup
heady parrot
#

@wicked oak have you done any accuracy tests on the throw? since this isn't deterministic physics

wicked oak
#

no need, people like it

#

more than 500 people played the game, i received no complains about the fireballs

#

in fact, everyone loved them

mighty carbon
#

@sullen stirrup get yourself a time machine ?

heady parrot
#

you might have issues where one client says you damaged something but on another client it didnt

wicked oak
#

the actual throwing will be replicated server side

sullen stirrup
#

err

wicked oak
#

so when a player throws the ball, it will replicate position/velocity to server, wich will update with that last direction

sullen stirrup
#

I'd like to fly as fake as he does

heady parrot
#

what are you after in that video Adam, the shirt? ๐Ÿ˜ƒ

wicked oak
#

or i might just go and do it clientside, fuckit

sullen stirrup
#

๐Ÿ˜„

wicked oak
#

ima leave, bye

heady parrot
#

thats the right way to go really, you sample the pos and velo at point of release. My point is if its PhysX controlled the whole way you will get varying results between clients

#

cya blanco

mighty carbon
#

@wicked oak Steel Storm and ToM games are almost entirely client-side games. That's why they are so responsive almost on any connection.

heady parrot
#

yeah but if you go client authoritative then you are very prone to hacking ๐Ÿ˜‰

#

Valkyrie uses a mix, the server can correct you

mighty carbon
#

as if most games are hack proof ๐Ÿ˜‰

heady parrot
#

probably nothing is hack proof, but its kinda rude to leave the door wide open isnt it? ๐Ÿ˜ƒ

mighty carbon
#

people can run private servers

#

nah, not really

#

run your company secure dedicated server and let people run their private servers

#

problem solved

heady parrot
#

almost no gaming company releases their server code anymore

#

runtime*

mighty carbon
#

actually it's server authoritative - server handles major events, sends small bits of data over network, let client do all the mundane stuff that results in bandwidth consumption.

pearl tangle
#

this is the sort of stuff in the market im competing against...

mighty carbon
#

o.O

pearl tangle
#

hah yep. So while I am my team sit here nit picking over tiny little details on our stuff we are going up against that piece of crap

#

they are pushing the PR on it hard too since they think its great for some reason

#
Campaign Brief Australia

Coca-Cola South Pacific has today announced the launch of Sprite's new digitally led #needasprite summer campaign via McCann Sydney. The campaign plays up the fun and refreshing nature of the brand, helping young adults 'cut through the heat' in awkward situations by enabling them to maintain their cool with a Sprite.In order to most effectively reach its target audience of young adults aged 16-29, the multi-million dollar #needasprite campaign will be the first to be primarily driven by digital innovation ...

mighty carbon
#

odd

#

some kind of insane liquid sim with user floating through could look much better ๐Ÿ˜ƒ

pearl tangle
#

anything would have been better im sure

#

another agency in sydney did a really nice ad for Schwepps a few years back that I think would have made a cool VR experience

mighty carbon
#

yeh

mighty carbon
#

๐Ÿ‘

clever sky
silk lodge
#

@clever sky I feel like this current gen has a lot of life left

clever sky
#

I'd say so... or at least, any updates at this point would be marginal

silk lodge
#

I could run some stuff in 4k / eye

clever sky
#

Might as well invest in content!

silk lodge
#

if vr stopped

#

if these vives were the end

#

it would be years till we hit the best titles

pearl tangle
#

hopefully can get our hands on some wireless stuff early next year

mighty carbon
#

I think this gen will be over when content pushes hardware to its max potential

#

and it's not going to happen any time soon

#

price drop, better input, feet tracking, more accessories, etc. is what we should see

wintry escarp
#

hmmm slight issue, the HMD over rides my joystick reading...even thought the joystick is moving the camera...nor rotating it

mighty carbon
#

HMD as Gear VR ?

wintry escarp
#

yes

mighty carbon
#

Gear VR has nothing that interfaces with gamepad

#

it literally has only IMUs and that's it

clever sky
mighty carbon
#

gamepad interfaces with the phone directly

wintry escarp
#

I'm using a bt gamepad

#

I cant see why in gearvr mode the gamepad is ignored

mighty carbon
#

yeh, BT gamepad connects t the phohe, as if it's regular Android phone

wintry escarp
#

but theres gearvr games that use gamepads according to reviews

mighty carbon
#

yeah

#

and you work with gamepad as if you were making a standard non-VR game for Android

wintry escarp
#

yes, if I turn off vr mode I can move the camera around

mighty carbon
#

if your gamepad works on Android for non-VR, it will work in VR. If some Gear VR games don't have input setup properly (and Unity is known to have issues with gamepads on Android), gamepad won't work and it has zero to do with Gear VR

#

what VR mode?! My gamepads for example have no such thing

wintry escarp
#

the gearvr must set camera location and position

#

vr mode in unity

mighty carbon
#

this is UE4 chat

#

and with UE4, gamepad works fine

#

gamepad should only be used to move around and press buttons. Turning should be done with your head and never with right analog stick (or any stick for that matter)

#

@clever sky Daz 3D ? ๐Ÿ˜ƒ

wintry escarp
#

hahahaa, I spend so much time in here I forgot it was ue4

#

nice fire

#

skellingtons with shoes

midnight tree
#

has anybody messsed with the vr expansion plugin in .14?

#

having issues trying to open the example project

wintry escarp
#

not me, I'm prototyping in unity first to see if my idea works or makes you feel ill

midnight tree
#

im working on some other things unity too, but would like to work in ue4 as i like that engine more. that vr expansion looks amazing and addresses a lot of my issues but having issue firing it up :/

wintry escarp
#

if it looks like its viable i'll switch to ue4 for better look and a ton of ready assets

midnight tree
#

yeah

#

ue4 does look a lot nicer

wintry escarp
#

I find unity a lot easier to play in so testing will be done there

midnight tree
#

yeah unity seems simple, but i personally started in ue4 so its more familiar to me.

#

both have pros and cons for sure

wintry escarp
#

sleep time, gnight all

mighty carbon
#

o/

midnight tree
#

ha got it working

#

night

pearl tangle
#

unity easier for prototyping? Not sure how that works for you considering how fast blueprints are

granite jacinth
#

So

#

I just did two full months of Unity

#

And of course two Unreal Projects also in the past two months

#

This was my second time in UNity

#

I tried it out for 3 months last year

#

I can now say that Unity isn't bad

#

There are things I like about it over Unreal, and vice versa

#

Now, easier to prototyping.... I don't know, once you find a workflow in Unity and C#, it is pretty fast

#

But having been with UE4 and BP for two years now...

#

I think sure, I am faster with BP

#

So, it really just depends on the person and what they are more familiar with

#

Also... VR in Unity is actually a lot better than Unreal

pearl tangle
#

how so with the VR?

granite jacinth
#

Food for thought

#

You'll have to check it out for yourself and you'd understand

pearl tangle
#

i used to use unity all the time but definitely didn't take me long to get much faster in blueprints. especially once you have rigged together a few things

#

i have

#

just not sure what is better about it from your side of things specific to vr

granite jacinth
#

And you prefer UE4's VR implementation over Unity?

#

I don't see how...

#

And I am an UE4 fanboy...

storm vortex
#

I don't notice any difference if you have the forward rendering enabled. Is there something else?

pearl tangle
#

i like the look of unitys vr editor better than the unreal 1 but i haven't tried it out yet

#

and i like the fact unity has easier capability with mixed reality

storm vortex
#

My biggest gripe with Unreal VR games is it always seems to swap the hand position. So I have to swap controllers depending on what game I played last.

digital marlin
#

I'm not 100% sold on mixedVR - though it's very early days I suppose.

granite jacinth
#

TBH, AR is the future

digital marlin
#

Expand on that

#

If you wouldn't mind.

pearl tangle
#

yeah AR is 100% where 90% of tech is going to go.

#

VR is just going to be entertainment. AR will be everything

#

im waiting to get the Epic hololens build so i can start porting my VR stuff over to that rather than having to build the things in unity

granite jacinth
#

Sorry, was distracted in blueprints

#

So, yes AR is definitely going to be WAY MORE involved in our daily lives

#

Than a headset ever will be

#

That is pretty much the issue, the HMD

#

And obviously the PC you need attached to it 90% of the time

#

attached in this case does not mean tethered

pearl tangle
#

hololens is already quite impressive technology. give it another 5 years and it will be ubiquitous

#

id say in 10 years 90% of people will be using AR instead of desktop computers/ laptops for regular work and pretty much everybody in a factory will be using 1

mighty carbon
#

AR is cool, but soooooo far off that I wouldn't even bother with it yet ๐Ÿ˜ƒ

pearl tangle
#

not that far off at all

#

look how much of a change there has been with VR in 5 years

#

expect the same change minimum with AR but companies are putting billions into AR compared to the small amount of investment going into VR

winged shale
#

Hololens is rather far along. It's quite impressive and compelling what it can do. Just needs to have outside-capable tracking and a much wider FOV and it will be more than excellent

digital marlin
#

And cheaper.

#

When I think of AR I think of bloody pokemon go, not holograms. So I get your point

pearl tangle
#

it doesn't need outside tracking. thats the whole point that the inside out tracking it has so well

#

the FOV is the main issue at the moment but that can be solved, just currently costs a lot more money so not worth them doing that for a developer kit

#

the Daqri headset has about 2* the hololens FOV and they are trying to charge 15k euros for them

digital marlin
#

Yeah I saw the MS dev kit. Just way too expensive for us to justify. Though we're not a huge company.

pearl tangle
#

yeah unless you have a client need I wouldn't be buying 1 either. I got 2 of them over here and still haven't used them for anything yet

digital marlin
#

Cool, send me one.

pearl tangle
#

sounds fair

#

ive got 1 on loan out at the moment was meant to pick up a couple weeks ago

digital marlin
#

heh

#

I'll trade you a raspberry pi.

pearl tangle
#

got about a dozen of them lying around that also hardly ever get used hah

pearl tangle
#

seems very restrictive trying to do in their own software rather than creating an SDK for popular engines

granite jacinth
#

@pearl tangle looks very interesting actually

#

Since it is using other hardware, it can do that

#

Just like careboard

#

cardboard

pearl tangle
#

yeah its not too complex to build in unreal actually anyways

#

so seems like they are kind of shooting themselves in the foot by not just integrating their software with unreal and unity instead of trying to get people to use their software

granite jacinth
#

@pearl tangle you know what's good about this though?

#

Other companies are going to try it

#

If they can make money off a $30 device

#

imagine what they can do at $70-$99

#

cough Daydream, GearVR

pearl tangle
#

yeah daydream blocked off the sensor stuff though

#

would be great if they update the daydream specs with different tiers like bronze is just the basic vr requirements, silver gives generic marker based AR and gold uses tango type stereo camera for inside out tracking

silk lodge
#

I wonder how laggy this is for people to use

digital marlin
#

fuck that video is kinda hard to watch

#

Not having a go at them. They're obviously very smart

#

But they disgust me.

#

jk jk

silk lodge
#

I have a game planned just cuz I've got a cool video idea for kickstarter ๐Ÿ˜›

pearl tangle
#

interesting to test out anyways. I did some augmented reality stuff back on the DK2 by sticking a webcam on the top of it to achieve pretty much the same thing

native cedar
#

Is there any channel to get assistance from Nvidia? I am building a product with their VR funhouse 4.11 thing but there are pernicious issues that I can never figure out

pearl tangle
#

i dont think the fun house has any kind of support its just a free thing to mod. They have the competition thing going on though so maybe they have some kind of channel in there or people posting on some forum somewhere

native cedar
#

Thanks. It is weird that no one used their source version of funhouse, it has amazing techs for VR. Maybe it's because it has issues

pearl tangle
#

all the stuff they have in there is in their other branches of unreal so you can already do that.

#

VRworks has most of the tech stuff then they have their other branches for flex, turbluence, wave works, vxgi etc

clever sky
#

Dammit. I missed the AR/VR debate again!

#

Anyway, there is no real divide between AR/VR.

#

And certainly as soon as the tech can do it, it'll be the same damn thing.

#

Consider this.

#

Proponents of AR claim people will be using it for everyday purposes.

#

Likely this involves using normal computing as we do, except with floating windows instead of flat and bound displays.

#

But... why wouldn't you also want to be able to jazz up your space that you're in while working in VR?

#

like instead of a small 3x5m room with white walls, use AR to replace them with nice scenic backgrounds.

#

If you're doing that... at what point is the demarcation between AR and VR?

#

Is it as long as you have a coffee cup visible it's AR?

#

Or a keyboard?

wicked oak
#

i allways say it in a simple way

clever sky
#

Or is it a percentage?

wicked oak
#

if it locks the external world, its VR

#

if it doesnt, its AR

#

in your case above, would be AR

clever sky
#

But that's the thing. It's a bit too one sided in favour of AR.

#

If that's the definition you're using.

#

Because any time I bring in the real world, then it becomes AR.

wicked oak
#

gotta wait 2 years or so

clever sky
#

But what about those tags to identify position of objects?

wicked oak
#

lets see what google has in their hands

#

ill try to be on the absolute bleeding edge

clever sky
#

What about chaperone bounds; which are kinda like part of the real world?

wicked oak
#

they arent, VR headsets are opaque

clever sky
#

As a result... we're not really talking about a divide so much as we're talking about convergence between AR/VR

wicked oak
#

AR are seethrough

clever sky
#

What if you have cameras mounted on the front of VR?

wicked oak
#

what you are talking about goes kind of into "mixed reality"

clever sky
#

And they bring them inside in real time?

wicked oak
#

when its AR but to the scale of VR

clever sky
#

Mixed reality is the entire AR/VR spectrum.

#

That's the future of this technology. There's no AR future better than the VR future - it's an MR future.

#

Where you switch between AR and VR contextually

#

depending on how immersed you want to be.

wicked oak
#

what ill probably do the second i get my hands into a proper AR device is a pokemon style game

#

or a card game where the card monsters or whatever can follow you

#

with cute pets/monsters

clever sky
#

Yeah, someone is already working on a pokemon rip off.

wicked oak
#

but thats probably too obvious and will be done by others

clever sky
#

Well, by rip-off I mean pokemon in AR ๐Ÿ˜›

wicked oak
#

ive seen the videos

clever sky
#

and then getting shut down by Nintendo because come on, this is what they do!

wicked oak
#

i mean about creating a similar thing, but actual global sized mmo

#

letting you battle your friends and things like that

clever sky
#

Idiotic fans. Make inspirations, don't use the Nintendo IP. They're famously litigious. The moment you show your shit, it gets shut down!

wicked oak
#

nintendo is annoying as hell

#

never 4get AM2R

#

never 4get pokemon uranium

clever sky
#

If you want to use someone's IP, use Sega's. They encourage this fan made stuff.

wicked oak
#

yeah, go C&D the metroid remake guys, when they have made a better job with the metroid franchise than Nintendo

#

AM2R is a very solid metroid game 2d

clever sky
#

Haha... well, Nintendo's going to Nintendo.

wicked oak
#

i think nintendo cant Metroid anymore

#

doesnt fit their "toy" stuff

#

Metroid is a darker franchise, its more meant as hardcore gaming

clever sky
#

Eh. It could go both ways.

#

It's a little darker.

wicked oak
#

yeah, but compare the general tone of metroid with every other nintendo franchise

clever sky
#

But it was never like I don't know... resident evil style

wicked oak
#

im aware of that

#

but its like more"serious" gaming

clever sky
#

It's just further out than mature Link'

wicked oak
#

quite a lot more

#

its also a cool character, with samus. Samus doesnt need to open her mouth to be badass

#

but then you have Other M

clever sky
#

Oh well. I think we both agree they've mismanaged Metroid

wicked oak
#

nintendo PLZ

clever sky
#

Would be a pretty cool VR game as well.

#

Played a good amount of it with Dolphin.

wicked oak
#

they have pretty much the strongest female character in gaming, and they make her dont use their powers becouse she doesnt have "permission" from her superior

clever sky
#

good stuff... but would be amazing with native VR.

wicked oak
#

WTF nintendo

clever sky
#

I thought she was a bounty hunter.

#

Like an independent.

wicked oak
#

she is, but Other M is kind of "early"

clever sky
#

Oh

#

So Other M is the prequel.

wicked oak
#

in Other M, shit happens, and you run around following the orders from the supervisor

#

and instead of getting upgrades, you have them all, but arent authorized to use thme

clever sky
#

Haha.... jeez

wicked oak
#

it makes for the absolute weakest Samus ever

#

people got MAD whith that game

clever sky
#

Yeah, I can see why.

wicked oak
#

in Prime, she barely opens her mouth

#

and its a clear badass

clever sky
#

Anyway. I'd like to crib Metroid formula for VR.

#

That'd be an awesome game.

wicked oak
#

its a good fit

clever sky
#

Shit yeah.

#

Find upgrades, explore dungeons.

wicked oak
#

you could ddo onward style locomotion

clever sky
#

Fight bosses. Weee

wicked oak
#

with slow speed

clever sky
#

Fuck no. I got my own locomotion system ๐Ÿ˜›

wicked oak
#

alright

clever sky
#

haha ๐Ÿ˜„

#

Nah, I don't mind onward.

wicked oak
#

but yes, Metroid formula goes perfect on VR

clever sky
#

But you'll understand once I do an alpha release of this locomotion demo I've been working on.

wicked oak
#

becouse its more of a puzzle/inmersive game than actual 100% combat

#

and guess what medium is best for inmersion

clever sky
#

Yeah... Prime worked very well

#

with VR

#

even though it was never built for VR ๐Ÿ˜›

wicked oak
#

i have to play it now that we have Spacewarp

#

last time i did it lagged

#

and it lagged HARD

clever sky
#

Oh yeah... now that I remember it... only Prime was playable in VR D:

#

not the trilogy

#

Because of some render plane overlaying the HUD and 1/3rd of the game screen

wicked oak
#

fuck, i should go into that and edit it

#

did you know i ported Unreal Tournament 2 to the DK2?

clever sky
#

Which is a damn shame, because Trilogy is the one that has the decent control scheme.

wicked oak
#

it was a fucking disaster so i dropped it

clever sky
#

Nope! But cool stuff!

#

Hahah ๐Ÿ˜› fair enough!

wicked oak
#

no, you CANT do UT vr

#

no way

#

that speed gets you sick in 1 minute

clever sky
#

You can with a dash teleport

#

๐Ÿ˜„

wicked oak
#

cant do that on UT XD

#

the video shows the implementation i had

#

you can see you are perfectly accurate

#

the HUD is in a curved plane in front on you, and aim is decoupled

#

this is before motion controls

clever sky
#

That's pretty good. Is that a UE4 port of UT2?

wicked oak
#

its unreal tournament 4

#

its open source

clever sky
#

Ah

wicked oak
#

you can download its code and its assets

#

and mod it or do whatever you want

clever sky
#

Really? Can you use them for your own stuff?

wicked oak
#

not the assets

clever sky
#

Ah

#

Well.

wicked oak
#

at the start it was yes, but they switched the license not long after starting

#

the actual assets are for UT

#

yeah, such a shame

clever sky
#

Makes sense.

wicked oak
#

i could really use those modular meshes

clever sky
#

Kinda a branded identity

wicked oak
#

for the code feel free to grab stuff or to use stuff for your project

#

you can also mod UT all you want

#

or fork it and change stuff

clever sky
#

Don't want their good stuff to be attached to a bunch of mediocre indy stuff ๐Ÿ˜›

#

Wonder if they'll make robo recall free to use

pearl tangle
#

nah they wont be

#

Oculus has their hand in that 1 too much I think

#

would be handy to get the stuff from it though thats for sure, their setup for breaking apart the robots is really cool with the stretching and tearing of the hydraulic parts and whatnot

wicked oak
#

could at least release Bullet Train

#

its a very simple project, would do great as a sample

#

after all, the ones before it were released

#

Showdown and Couch Knights

clever sky
#

Funnily enough, Oculus have been pretty generous about releasing their projects on Unreal.

#

Probably more for learning than using their assets though D:

#

@mighty carbon Pic of mannequin in funky pose was done with 'Thread Studio'... pretty great VR app that no one seems to be talking about.

#

Also, yeah, a well done dungeon crawler would have a lot of potential in VR

jagged vale
#

does vanishing realms count? ๐Ÿ˜›

clever sky
#

It was a good launch title

#

But I think no one will consider it a classic in the long run.

jagged vale
#

definitely not a classic, no current vr games would be tbh

#

whole lotta tech demos

#

i don't think any teleport games are going to live long

clever sky
#

The Lab will continue setting the quality bar for a while I think.

jagged vale
#

most likely

#

i enjoyed the spaceship and longbow ones

#

the most

clever sky
#

But... I think there are probably a few VR games out already that will have a cult following for years.

#

That kind of stuff is more clear in hindsight

jagged vale
#

which ones?

clever sky
#

Not entirely sure! A lot of them are still been worked on ๐Ÿ˜›

#

Onward at least

jagged vale
#

ah was hoping there'd be some i had missed

clever sky
#

Raw Data maybe. Out of Ammo perhaps.

#

Job Simulator is still an interesting experience unique to VR

#

Climbey? That's good fun.

#

Hopefully Vertigo turns out as good as it looks

#

Arizona Sunshine might be pretty good.

jagged vale
#

oh vertigo looks awesome

#

yet to pick up raw data but its probably next

clever sky
#

And there's a bunch of Oculus stuff that has a good potential too.

#

Touch stuff to be clear

jagged vale
#

have you seen the stuff ubisoft is making? seems incredibly overpriced

clever sky
#

Yeah.

#

I guess when studios compete against indys, they gonna lose on price ๐Ÿ˜›

jagged vale
#

they can price that high if they make something worth it, just doesn't see mlike it is

clever sky
#

Yeah. They scale their content to the market size, but not their price.

#

But then they still have the overhead of paying teams of people to work on the stuff...

jagged vale
#

silly noodles

clever sky
#

Because they just don't have the sort of work force skill sets that indies need to have to function

#

i.e. generalists with a lot of overlapping skills

#

I hope 'The Climb' turns out to be awesome with touch controllers.

#

Because the climbing stuff I'm doing beats the tar out of the gamepad experience ๐Ÿ˜›

jagged vale
#

kind of want to avoid rift even only on principle, because they're doing exclusives

clever sky
#

Honestly, I think Oculus is healthy for the VR ecosystem in the long run.

jagged vale
#

but no room scale is a bad thing too imo

clever sky
#

VR needs high quality competition

#

to keep the urgency up

jagged vale
#

yeah for sure, just don't htink exclusives is the way to do that

clever sky
#

They're kinda like... in the market position of an early ATI. But adopting the market practices of Nvidia ๐Ÿ˜›

mighty carbon
#

Can't use UT4 assets outside of UT4

#

Btw, is there a template for hands (rigged model) and controller for Touch?

hard light
#

to my knowledge, not yet

#

I haven't seen one for Daydream yet either

#

there are hand meshes already though, you can do what you want with those

mighty carbon
#

@hard light 4.15 will be coming with Daydream controller/hand model (through Google's updated SDK )

#

Oh, I just want to make my own hands and anims for Touch (and Vive), so when I get my Rift/Touch I would have what I need to mess with

wicked oak
#

@mighty carbon not surprised

#

good that DWVR already runs in it

#

gotta get them moneyz from PSVR

#

maybe i do VRMultigames full version for PSVR

#

could get me cash

#

i just need to hire an artist to make it have a consistent artstyle and do a few more minigames

tawdry dragon
#

Have any of you guys gotten around a good way of showing debug info in your Vive while playing around? The "Print string to screen" is out of view unless you spam it a couple of times

mighty carbon
#

make UMG UI (3D widget aligned to view) and output text into the 3D widget ?

clever sky
#

I just keep putting on and taking off my headset ๐Ÿ˜›

#

And also spam

#

And if I'm really motivated, I use text renders

#

and output to those :p

wicked oak
#

looking for iddeas for the store bullshots

#

you have seen my game already, what kind of screenshots do you think would be cool?

#

for the store

mighty carbon
#

what is "bullshot" ?

wicked oak
#

its a abreviation of "bullshit" and "screenshot"

#

said jokingly, but basically the super high quality, finely done screenshots that you see on videogame boxes or Steam

#

for example this

#

from Asseto Corsa

#

or this, from Darksiders

#

they do a carefully planned screenshot, with a cool camera angle, every graphic setting to the absolute max, the HUD disabled, and the characters perfectly posed

#

also photoshop

cobalt relic
#

Bullshots are not that

#

Well you can say that but those are hardly the worse offenders

#

Those that Steam is banning are completely bullshit, like not even aprt of the game

wicked oak
#

im basically going to do like the darksiders ones

#

this is one example

#

just new ones

#

and without the logo

cobalt relic
#

Yeah we talked about this one

#

I don't consider that a bullshot

wicked oak
#

its also fake as hell btw

cobalt relic
#

It does represent the game

wicked oak
#

the lightning spell doesnt exist

#

but is close enough

cobalt relic
#

My own screenshots are also processed a bit, it's usually max settings, HUD off

#

And obviously they're staged, it's not like you take a random frame of a gameplay video as promo screenshot

#

The key is to be honest

wicked oak
#

thats why i use game assets

#

as they are ingame

wintry escarp
#

psvr needs a killer app

hard light
#

Rigs is its killer app

#

people love it

mighty carbon
#

does anyone have fast POM-like material for VR ?

clever sky
#

Oh... those PSVR custom controllers are cute.

mighty carbon
#

debating whether to go hand-painted textures or with whatever I can get on Marketplace / Asset Store and then try matching art style for textures for assets made from scratch as close as possible

hard light
#

if doing your own textures is an option, do that

#

it'll help give your game a unique visual identity

mighty carbon
#

yeah.. I just wish I had time for that ๐Ÿ˜ฆ

wicked oak
#

gameplay screenshot #1

#

how do you see it?

#

spot the fake lights

#

there are 2 of them

#

should i add a blue light on the skeleton that is getting shot?

clever sky
#

Looks fine

wicked oak
#

or add more enemies around

clever sky
#

More enemies

hard light
#

needs unicorns

mighty carbon
#

IMO the best way to sell your game (read as get people interested) is to make 360 deg. stereo "screenshots", 360 deg. stereo video and a demo where they can move in a small area (maybe have frozen in time AI and one weapon that shoots "rubber" bullets)

wicked oak
#

(of course the actual screenshot is 4k resolution, this is just a screencapture of that to lower its size)

#

that too

#

but i wont add enemies there

mighty carbon
#

just static meshes in different poses

#

not AI, not animated

wicked oak
#

its easier to use sequencer to trigger the FX

#

and set the animation on the exact frame you want

mighty carbon
#

but yeah, 360 deg stereo shots and video is much better than staged fake 2D screenshots

#

(although you can stage 360 deg. stills too and even post process them ๐Ÿ˜‰ )

wicked oak
#

oculus store can take cubemap

mighty carbon
#

what about Vive ?

wicked oak
#

nope

#

steam vr does nothing

mighty carbon
#

not even 360 deg. stereo videos ?

#

well, I guess Valve, as always, doesn't care to provide PR tools for devs

#

I'd go all out for Oculus Store with 360 deg. stereo media and with staged 2D shots for Vive/PS4

#
wicked oak
#

everyone knew those were bullshit

#

its been like that every time

#

what i did expect is at least twice or thrice more sales than both oculus + vive

#

and there it goes

#

its also not christmas yet

hard light
#

I don't get how the predictions can be so high if it's more or less sold out everywhere

#

because that means they literally didn't ship enough units to meet their own sales expectations!?

#

ah, external agencies

#

always ignore people like Superdata, they're completely clueless

#

"most analysts had predicted that Sony would sell 2.3 million PSVR headsets this year alone"

To who, and in only three months? Never gonna happen

#

half a million sounds more right to me

mighty carbon
#

aye

wintry escarp
#

theyd need a big PS title to go VR only

hard light
#

Rigs.

#

but yeah, you don't port existing franchises to new formats, that's a bad idea

#

not unless they're really suitable

wicked oak
#

they say its around 750k sold

#

wich seems about right

#

i would expect that to pass 1 million now on christmas

#

remember, this black friday, Ps4s habe been super cheap

#

so getting a psvr for christmas makes sense

wintry escarp
#

don't you really need to new faster ps4 for a proper VR experience?

hard light
#

PSVR is way better on the Pro, but not necessary

wintry escarp
#

hmmm this time next summer they'll be targeting pro, normal ps4 will be a meh cut down version

#

I don't think one of my game ideas is doable ๐Ÿ˜ฆ

#

rotation is a big cause of motion sickness isn't it

mighty carbon
#

I am waiting for Project Scorpio

hard light
#

rotation is usually pretty bad

#

it does depend on the axis

mighty carbon
#

I just don't like Sony's procedures and pricing (for devs)

hard light
#

also, having fixed points of reference can help (e.g. cockpits)

wintry escarp
#

I wanted a game where player is in the middle and being attacked from all sides

mighty carbon
#

there are some of those games on Gear VR, @wintry escarp

wintry escarp
#

best thing ive seen so far is a dinosaur in a forest, but I don't think its realtime 3d

#

pretty sure its just 360 video

hard light
#

the Apatasaurus JP demo is 3d

wintry escarp
#

yes but 3d meshes realtime, or 3d 360 video

#

scenery is simple but the dinosaur looked very good for a phone to render

mighty carbon
#

360 deg. video

#

but I think it's stereo

wintry escarp
#

yes its 3d

#

when it sticks its head out at you its a good effect

#

anything good I should see on gearvr

#

ive seen dinosaur and cirque de soleil

mighty carbon
#

if you are a fan of space ship shooters, there are a few games there

#

Smash! is okay (and free afaik)

#

Dreadhalls supposedly good if you don't get sick from moving as in ordinary FPS using gamepad

#

You can sideload Quake too ๐Ÿ˜ƒ

#

other than that, I didn't like any game they have on Gear VR

#

mostly watched Netflix and Oculus/Samsung videos

wintry escarp
#

tried mincecraft?

mighty carbon
#

(just to make it clear, I didn't play Dreadhalls much as I almost puked)

#

no

wintry escarp
#

I'm dubious about that running well on a phone

mighty carbon
#

I don't like Minecraft to begin with

#

and it doesn't have teleporting mechanics, so I would get sick from linear motion

wintry escarp
#

can you use vr just for the 3d effect, ignoring gaze etc or is that frowned on

#

in a game

mighty carbon
#

not sure what you mean

hard light
#

the JP Apatasaurus demo is real time 3D

wintry escarp
#

hmmm say you did bomberman in 3d, VR would allow nice popout 3d visuals

#

you wouldn't require looking around if you kept old viewpoint

hard light
#

it's a pretty simple demo though, it's one skeletal mesh, a couple of static mesh props, and a simple cylinder / skydome

wintry escarp
#

ambershee it has a lot of skin movement

mighty carbon
#

@hard light did you make it? The complexity of it and low resolution indicates it's a 3D video.

#

you can literally see compression artifacts

#

unless everything is video except the dinosaur

wintry escarp
#

that wouldn't make sense, the background is the simple bit

hard light
#

I've seen a breakdown of the dinosaur, it's a fairly normal skeletal mesh, the lighting effects are cubemap based

wintry escarp
#

you cant actually move, that's why I thought it was 360 vr

hard light
#

(it's not really lit in real time)

#

the background may well be video, I couldn't say

#

it's possible the end result was 360 video I guess, but I have it and it didn't look it to me

wicked oak
#

next screenshot

#

how do you see it?

mighty carbon
#

I see no shadows from characters ๐Ÿ˜ฆ

#

having at least blob shadows would help grounding them

wicked oak
#

yeah

#

its becouse all the light in the map is static

#

and no capsule shadows either

mighty carbon
#

right

#

but

#

if you check Showdown project, they have blob shadows

#

it's just a sphere with clever material that projects black blob onto the surface below

hard light
#

blob shadows are a good call

#

I would literally nick them from the Showdown project

mighty carbon
#

There is a thread of the forum where RyanB explained to me how to make it, but I totally don't like UE4's materials (mind boggling) and I couldn't figure it out

#

yeah, that's what I did

#

but

#

it's not robust

#

only works on flat surfaces that face upward

#

Bullet Train has a much better version of it

#
#

At some point I guess I am gonna have to hire someone to make that material :/

#
#

lucky you - I posted material I managed to salvage from Showdown ๐Ÿ˜‰

#

I think the issue was that it depended on global Z coordinate where it should depend on the floor's Z

#

plus it gets clipped if geometry with blob gets clipped by other geometry

wicked oak
#

all the stuff

#

this is the last screenshot

mighty carbon
#

good

wicked oak
#

showdown blob shadows are like the early version of capsule shadows

#

capsule shadows are quite similar to that

mighty carbon
#

not performance wise

wicked oak
#

yeah

wintry escarp
#

cant you have proper shadows on dektop vr?

mighty carbon
#

yeah, using stationary light source

#

(and modulated shadows perhaps)

#

you can actually use stationary directional light and modulated shadows on Gear VR

#

on S6 it sucks, but on S7 should work fine

#

although on desktop I think normal dynamic shadows can work just fine

#

I think 4.16 or 4.17 will have most of the issues sorted out as far as rendering in VR

#

btw, is it possible to get Touch without Rift and use Touch while rendering on the monitor ?

storm vortex
#

I want to know that same thing for the Vive. Would be nice to control the camera on the PC with a mouse but still use controllers so I don't have to keep putting on and off the headset.

wintry escarp
#

what IS a modulated shadow?

mighty carbon
#

@wintry escarp follow the link

silk lodge
#

@wicked oak those logos are way easier to see

wicked oak
#

they look great on the VR version of the store too

silk lodge
#

does anybody know the guys who made launch squad?

mighty carbon
#

@storm vortex I don't know about Vive, but apparently IMUs/buttons data from Touch transfers to Rift. So it's not possible to use Touch without Rift.

storm vortex
#

The closest thing I found was the debug mode. I think it was " key and then you could fly around after pressing tab but of course hands were not attached to camera anymore

dusky moon
#

Guys, Any1 here faced this issue ?! :
I have a VR project based on Sequencer . And The sequence is 2 minutes , but when I play it in VR with UE 4.13 the playback speed depends on the framerate. so when the fps drops, it plays everything in Slow Motion ! which means it takes 3.5 minutes to play the whole sequence .... but in 4.12 I didn't have this issue ...

heady parrot
#

There was someone reporting the same thing here a couple weeks ago

#

unless that was also you ๐Ÿ˜ƒ

dusky moon
#

that was me ahahah

#

no solution yet ?! ๐Ÿ˜„

heady parrot
#

did you look into the things we pointed you at?

#

like trying to set another actor in the scene that isnt controller by sequencer

dusky moon
#

unfortunately I don't have access to my PC because I'm in travel for some festivals

#

so I can't iterate :/

#

but generally, I think there should be a way to fix the playback speed regardless of framerate

#

I still can't get it ... why it used to be ok in 4.12

mighty carbon
#

you should just report it to AsnwerHub as a bug

heady parrot
#

or try it in 4.14

dusky moon
#

yes , I think 4.14 is my last hope ... if not answershub

mighty carbon
#

seriously, if you report to AH asap, and poke Epic about it, you have a good chance to get a fix in one of the hotfixes of next release

#

sometimes I wonder why people don't report stuff right away :/

heady parrot
#

People need first to be sure its not something they are doing ๐Ÿ˜‰

mighty carbon
#

(I know some folks are still with 4.9 or 4.10 because certain things don't work, and yet they haven't bothered to report it)