#virtual-reality

1 messages ยท Page 57 of 1

clever sky
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which will move the collision capsule

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and also give you movement functionality

hard light
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hmm, plugin is also worth looking at

clever sky
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standard VR movement functionality

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so you can make movement and rotation calls

hard light
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cheers for that, I'll look at the plugin - does it have it's own demo setup, or is it built on the tamplate do you know?

clever sky
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Yeah, it has a template

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In the forums, it's the same link as the plugin

hard light
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cheers ^^

clever sky
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GL!

hard light
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thanks ๐Ÿ˜ƒ

safe herald
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@mighty carbon Love the batcave environment!

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How is it compared to BigScreenVR?

mighty carbon
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no idea, I don't have desktop VR ๐Ÿ˜›

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just spreading news

short locust
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It's great, I think Big Screen has other features though. Depends on what you use it for.

mighty carbon
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can I play DOOM 2016 on a massive virtual screen with that app ?

spring pond
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you can do that in steam anyway

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steam has a big picture VR mode, its not great tho, res of the screen is too low

mighty carbon
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so I figured it should be better in Virtual Desktop, right ?

spring pond
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I'm not sure what the difference would be, the res of the HMD display is the same?

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Look what just arrived

heady parrot
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preorder or dev?

mighty carbon
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๐Ÿ‘

spring pond
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All the triggers feel much nicer (and are way more quiet) than the engineering samples we had

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no, a freebie from Oculus

heady parrot
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sweet ๐Ÿ˜ƒ yeah they are quite a bit nicer and haptics are solid now

spring pond
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nice, our engineering samples had really loud haptics

heady parrot
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yeah the actuators are one of the biggest recent changes

wicked oak
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i asked for 2 more Touchs

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didnt get them

winged shale
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๐Ÿ˜ฆ

mighty carbon
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how many they already gave you ?

wicked oak
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one thing, @spring pond . Have you put a game on oculus for store review?

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2

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tthe thing is that they went wrong, and sent me 4 headsets

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but only 2 touch sets

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so i have this 2 extra headsets that i have little use for

mighty carbon
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send 1 Rift back, get another set of Touch ๐Ÿ˜‰

wicked oak
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have any of you here sent games for oculus store review?

mighty carbon
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not yet

wicked oak
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im thinking if i should send DWVR for review now, given that it takes a good while

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but its only at alpha state

spring pond
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We have put something up for review

wicked oak
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i sent VRMultigames as basically final state a couple days ago

spring pond
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We only got one headset and 2 touches (we asked for the second touch) and we bought 3-4 Oculus headsets

wicked oak
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but im thinking if i should send DWVR for review already, or wait

spring pond
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I think we got like 6-7 vives from valve/HTC tho

wicked oak
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really??

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holy shit last time i asked them they told me to fuck off

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and thats with VRMultigames getting 40k downloads

spring pond
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we haven't got a vive for free since it launched, these were all Pre's

wicked oak
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i also asked for a vive pre, and for oculus touch

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much sooner

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before summer

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but of course i got ignored

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to be fair, i didnt even have a game released

spring pond
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so, if you put your thing up for review its not going to come out for a while. There was a cutoff date for touch launch (we missed it) and so everything is in "lockdown" right now

wicked oak
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oh, really?

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fuck

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i didnt knew that

spring pond
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also their process is much longer than Valve, they actually send it to a 3rd party company to test, i think they say 2 week turnaround

wicked oak
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i would have sent VRMultigames

spring pond
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yea, the cutoff date for Dec 6 was like Oct 28 or something

wicked oak
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fuck

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i did it a week ago

spring pond
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we are coming out a week or two after launch

wicked oak
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damn, i could have sent vrmultigames for release easily

spring pond
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so, if you push it to steam steamvr works well with the touch.

wicked oak
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im aware

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im releasing the touch update for the steam vresion day 1

spring pond
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so the thing is, we are kinda fine with missing the 6th, your are going to get drowned out by 1st party titles and vive ports. We are a tiny little app and so we'd just loose all the eyeyballs to medium and the other cool apps. We'll launch a couple weeks later when everyone is burnt out on the bundled/free experiences

heady parrot
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You guys heard anything on proper Touch support in SteamVR?

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like a recent SDK ๐Ÿ˜ƒ

wicked oak
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i was aware of that with DWVR

spring pond
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Touch support has been in steam VR for months

wicked oak
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for VRmultigames i just wanted to release in both stores at once

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for the touch support

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but what i said, should i add DWVR for review sooner. or wait till is basically finished?

mighty carbon
heady parrot
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If you arent ready for feedback and criticism and game isnt finished then no reason to submit

spring pond
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@wicked oak So, we're a bit special, but we often push something up to get the first "your app is OK, content is fine, we don't see any blockers" then we patch it with final content and release

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we have a special thing about our app tho, that we expect to hear feedback about

wicked oak
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@heady parrot thats pretty much what i mean. The game is stable and has OK performance, but its still thin in content

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i need to implement the 3rd map, fix a fuckton of bugs, add 1 weapon and 2 spells, more enemies, and a bunch of challenges/minigames

heady parrot
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well what do you expect to get out of it? if performance isnt great then you will get feedback on that right away

wicked oak
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so its fine to send for review a version that is not content complete?

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i mean, i could fix current bugs, and send the build with the 2 maps

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thats more or less what i mean

spring pond
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you may want to wait until its more complete than it sounds

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If the patch changes enough they may want to QA it again. To be honest I handled a lot of our steam stuff, but a coworker is doing most of Oculus and Viveport

heady parrot
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vblance I recommend you reach out to your devrel person and simply see what he thinks

wicked oak
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very well, then i send it when its a lot more finished

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i probably should have sent VRMultigames as a gallery app

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i uploaded it as a free game

mighty carbon
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@wicked oak Oculus Store has release channels (alpha, beta, rc, release, etc.). So you submit to one of those, you get to have people accessing your build privately (whoever you give access to).

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(basically like beta branch on Steam)

wicked oak
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but you need to add that people

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i almost have the VRMultigames 4.14/oculus/vive build ready. For the launch the 6th

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this for the steam store version

mighty carbon
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you can give keys to people who you want to participate in closed alpha/beta

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the point is that you have to submit for review before it makes into any channel

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create your account with Oculus, contact Cybereality on Oculus forums, show him video, ask to set up release channels for you and go from there.

wicked oak
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i can give keys already for the Steam version

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and both versions will be similar

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only difference is that steam uses steam achievements and leaderboards and mp, and oculus their own

mighty carbon
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sure, but what if people want to play on Oculus platform?

wicked oak
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they get the game there

mighty carbon
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It's like saying "it works on Windows, why test it on Linux/maxOS ?!"

wicked oak
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i would like to make it compatible beetween both versions, but i cant

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Lots of games have Steam/Oculus version

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and they arent compatible

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like a serious amount of them

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DWVR already passed "preliminary" review on Ps4

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but that one doesnt need build, just send a video and a game design document

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just validation to give the greenlight to the game concept

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just in case you want a game where you play mechahitler and murder robojews or something like that

mighty carbon
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aye, but it just common sense to build and test on the release platform (not to mention Oculus has their own achievements and whatnot)

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plus it takes time to get reviewed on Oculus

mighty carbon
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are those number anywhere close to reality ?

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especially this "Gear VR headsets are looking to surpass 2.3 million in sales in 2016"

hard light
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lol, kosmonaut opening scene - with real vomit and nausea!

mighty carbon
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2M Gear VR users... It's a damn sizable market

hard light
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it is if they're spending money

mighty carbon
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well, if 1% spends $1.49 on your product, your profit will be ~$20k

normal thorn
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if 100% spent $100 you'd have $200,000,000!

mighty carbon
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and I am sure it's pretty realistic scenario, assuming 2M+ users is realistic number

hard light
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haha^

the point is, don't look to the ownership numbers as an indication of the size of the market

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for all we know, 1/4 of those people own the device because it was bundled with their phone but have never really used it, and the remaining 75% have no intention of ever spending a penny

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if 1% of all the users on Steam bought a game for ยฃ20, I'd be filthy fucking rich

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the reality is, only a tiny percentage of the 125 million active users actually spend any real money

mighty carbon
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I talked to at least 2 Gear VR devs before Oculus said 1M people had Gear VR. Those devs said you can make solid complimentary income on Gear VR and make living if you release 2 project within 1 year

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I wouldn'

hard light
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congrats on your anecdotal evidence

mighty carbon
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I wouldn't be concerned as much with numbers as with how pain in the ass it is to develop for Gear VR and limitation it imposes on content

hard light
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this is also true to be fair

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but if people are buying content, it's worth looking at

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if they're not, then that 2 million install base is pretty worthless

mighty carbon
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it's a young and unsaturated market. I can see making some money with decent projects.

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they are buying content on gear vr

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hell, I bough a few things there

hard light
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how do you know people are buying things?

mighty carbon
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Gunjack, that I didn't play and some relaxation app that was a turd

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so, I spent $12 total

hard light
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thing is, I see a huge amount of press about how many GearVR devices are out there

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but nobody ever seems to publish sales statistics, which does make me very wary

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actually, I can think of a classic example of hardware sales versus software sales

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Kinect on the 360 had the highest attachment rate of any peripheral in history - it sold millions of units, very quickly

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something like 1 in 3 consoles had a Kinect

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but the majority of the games tanked - turns out people bought bundles or the hardware, decided they didn't actually like it much, and left the platform to rot

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tbh, I don't even know why they included Kinect with Xbox One, there aren't even any games for it, including first party.

cobalt relic
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Don't forget that 99% of mobile users don't ever give a cent to anyone

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So the GearVR market is that much smaller

mighty carbon
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Mobile != mobile VR

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I can't stand mobile games

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but I love Gear VR

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so, when a worthy title pops up at desktop price, I will have no questions about it

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as a matter of fact, I saw a lot of whining on Reddit about pricing initially. Now no one says a peep.

hard light
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you aren't the entire market though

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you are one enthusiast

mighty carbon
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So perhaps those whiny cheap Android gamers dropped off the market

hard light
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(or maybe you are the entire market, tbh I don't know many people who buy GearVR software) #anecdotal

cobalt relic
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We're all guessing, anyway

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My 2cts is that GearVR is tied to an ecosystem that is overwhelmingly non-paying

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vs people who spent $900 on a headset

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But that's just me guessing ๐Ÿ˜ƒ

mighty carbon
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Gunjack sold 11k copies

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Ocean Rift sold 4.7k

hard light
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given that Gunjack is supposed to be a flagship experience, that is pretty poor

mighty carbon
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it's pretty, but poor gameplay

hard light
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if these are the top selling products, this suggests to me that there isn't much of an audience for GearVR

mighty carbon
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you mean, paid audience

wicked oak
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ive heard cardboard guys getting 100k+ downloads

winged shale
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some paid daydream games have 5k+ install base

hard light
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really?

wicked oak
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already?

mighty carbon
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which ones?

hard light
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I find that kind of surprising

wicked oak
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isnt daydream on ONLY the Pixel phone?

hard light
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although I guess the number of products available is tiny

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so more or less everyone that owns Daydream may well have bought it xD

winged shale
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I was just in the daydream store thing and it mentioned it on one of the stats for some game where you're a bullet

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but no it's not only Pixel

hard light
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there are two phones that support it

wicked oak
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wich others?

winged shale
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more phones are meeting the standard every day

hard light
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Pixel and Moto Z

wicked oak
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Daydream is fairly interesting

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basically a well done cardboard

cobalt relic
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So Gunjack did $100k of sales minus 30%, which is basically one man's year salary. If that's a flagship game, it's dreadful

winged shale
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Moto Z, S7 will probably get support when it's on 7.1

hard light
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@cobalt relic - yeah, we couldn't afford to do a GearVR product for such a low return

winged shale
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also Daydream is super improved compared to cardboard and even GearVR

mighty carbon
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let's face it - piracy on Android is rampant. So most of those installed "paid" numbers could be pirates. Gear VR is much stronger DRM system.

hard light
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once you take all the taxes and other fees out of it, you don't have an awful lot left

mighty carbon
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@winged shale how is it "super improved" compare to gear VR ?

winged shale
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@mighty carbon no, no, NO. not true. Install base comes from people downloading it from the play store

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it has a frigging motion controller

mighty carbon
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meh

winged shale
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says the guy who hasn't even tried out motion controls

cobalt relic
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Btw, 11k Gunjack on 2M means 0.5% attach rate

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At this point, developing for Wii U is a better investment

hard light
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developing for Windows Mobile may be a better investment....

cobalt relic
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has a Windows Phone

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weeps

winged shale
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I'm banking on the market expanding + more free Daydream Views flooding the market

hard light
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I got given a Mozart 7 when I worked at Microsoft

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most useless POS I ever had

wicked oak
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hey, if you develop for WiiU you can convince nintendo to just get you Switch stuffs

heady parrot
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VR devs for the past 3 years havent been making games for the market available, but for the market they are hoping will be there

hard light
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battery life was about 6 hours with smartphone features enabled, and you couldn't install a damned thing on it

heady parrot
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same is true even today

cobalt relic
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2M is already a big market

hard light
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true to a limited extent

cobalt relic
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The attach rate is crucial

winged shale
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also I and a lot of others got a $50 Google Play credit for something that Google messed up during Pixel pre-order

hard light
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well, as we've demonstrate 2 million isn't the market

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it's just the number of people who own it and have tried it

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if they ain't buying, they ain't the market

cobalt relic
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Yeah, well you could call that a market but sure

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What i'm saying is, if you already sold 2M of them, that's a lot

heady parrot
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a lot of gear owners try it then dont actively use it

cobalt relic
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But it's pointless if people don't use it

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I sort of confirms my guess that GearVR users will be as cheap as Android users

heady parrot
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for most people its still a novelty, there are no games that pull them to want to use it every day

winged shale
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I suspect that the more open Daydream platform will fix some of this. It's a very simple thing: it's easy to wash, it's not made of goofy hard plastic, you don't have to plug anything in, it works with phones cross-manufacturer, and it looks pretty good. Also I already use mine every day for youtube, etc.

hard light
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you've got to remember that a very significant number of GearVR owners got it bundled with their phones

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they didn't buy into the ecosystem, they just got given it as a freebie

mighty carbon
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lol, I don't know how you guys look at it, but hypothetically speaking, if I sell my experience for Gear VR at $1.49 to 11k users, after Oculus takes their share I will have $11k in my pocket. That's a very good amount of cash I wouldn't have gotten otherwise.

cobalt relic
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It's not

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11k minus 30% minus taxes

hard light
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you won't have $11k, because royalties, taxes, and other fees

mighty carbon
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taxes come after write offs ๐Ÿ˜‰

cobalt relic
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11k buys you what, 2 months of work ? 3 ?

hard light
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also, for three months work for two people, you're looking at a pittance in return

heady parrot
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yeah I dont find that to be a lot of money ๐Ÿ˜ƒ

mighty carbon
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so say I get PS4 dev kits, Rift + Touch and hire someone to code prototype.. I only pay taxes on what's left of $11k

hard light
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you'd make more money working 16 hours a week flipping burgers

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that's not how it works

wicked oak
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yo, for 11k i can sustain a studio for 3 months

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here in Madrid

hard light
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our studio costs nearly 11k to run a month, lol

heady parrot
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you could hardly sustain one dev for a month in the US for that

mighty carbon
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yes @hard light , that's how it works for sole proprietors in USA

wicked oak
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with me, one professional artist, and 4-5 interns

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and i say that becouse ive done the math

hard light
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actually, II'm thinking in GBP versus USD, it's more than 11k

wicked oak
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i can get an office for 600 or something, add a buffer for electricity and similar and thats 1000 at month. 3 months being 3k euros on the office

cobalt relic
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To push my point, I think any VR platform can be a successful with only a few millions users (compared to consoles with 10 to 100M). A 5M market can be very big if say, 10% of users by your 10$ game. That's the power of attach rate, you've got $3M in bank after taxes and fees. You can pay people for a year or two.

wicked oak
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we still have 7k

hard light
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if we spent just three weeks making a GearVR product that returned that little, we'd still make a loss

wicked oak
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Vive attach rate is HUUGe

cobalt relic
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Of course 10% attach rate is Nintendo-esque. Not everyone does that. But a platform like VR, with enthusiasts ? It's possible

wicked oak
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they buy EVERYTHING

hard light
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yeah, Vive attach rate is pretty good from what I can tell

mighty carbon
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@wicked oak why have office overhead?! o.O

heady parrot
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and now you know why there are very few big budget games in VR still ๐Ÿ˜ƒ

wicked oak
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basically the extra costs of electricity and the like

hard light
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the reason for that of course, is that people actually bought into the ecosystem as enthusiasts

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niche audiences spend the most money

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just look at things like train simulator games

wicked oak
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you can just see all the small scale VR games for 3-5 dollars

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they actually sell a few hundreds

hard light
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people will pay $70 for a single DLC featuring one type of train

wicked oak
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but they are done by 1 dev or 2 in a couple weeks

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i should be doing that, i dont know wtf am i doing trying to do a higher profile game

cobalt relic
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I think Vive has the most potential because good sales + great attach rate. PSVR will have better sales, good attach rate. Those are platforms you could make millions on

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YOu can't make a million on GearVR

hard light
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those are platforms people are already making millions on

cobalt relic
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Like ever

wicked oak
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good that im on both ๐Ÿ˜ƒ

hard light
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not many people, but it is happening

heady parrot
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psvr is the biggest market already

cobalt relic
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Shit I meant Gear

wicked oak
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with PSVR launch my game would be the only one of its kind

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even the "bad " numbers

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its already 2-3 times the PC Vr market

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nearing 1 million in sales

hard light
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PSVR hasn't been out long enough to make that assessment

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it could just be another Kinect

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an expensive peripheral that everyone rushes out to buy and never uses

heady parrot
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I agree, but they've sold a ton

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totally

hard light
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so did Kinect

cobalt relic
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PSVR already has the market, so they just need a chunk of really good games

heady parrot
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I like the comfort of the PSVR, but I like it the last of the major 3

hard light
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I mean, there are something like 35 million of the damned things out there, and hardly any games actually broke even

heady parrot
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  • the Move.. eugh
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Sony really needs to ship better motion controllers for VR

hard light
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I worked on Fable for the kinect - probably one of the most polished games on the platform, and it made a HORRENDOUS loss

heady parrot
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yeah I feel sorry for anyone that shipped a product for the Kinect

mighty carbon
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Kinect was a crappy input device ๐Ÿ˜ƒ

hard light
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a crappy input device that sold 35 million units ๐Ÿ˜‰

mighty carbon
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you just said earlier it sold that much due to bundles

hard light
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a large number were sold due to bundles, yeah

mighty carbon
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and if it was a great input device, at least a great niche input device like HOTAS, it would still be around, people would still be making software for it

heady parrot
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my team here did very cool research with the Kinect and Kinect 2, but it simply wasnt good enough ๐Ÿ˜ƒ a lot of limitations in both hardware and software, but the potential was enormous

mighty carbon
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also, Gear VR was bundled for a short period of time. It's not like Samsung always bundled it.

hard light
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GearVR is still being bundled over here

mighty carbon
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2016 version (all black or navy blue, whatever color they call it) ?

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I know that 2015 version was bundled, but not IE1 or IE2

hard light
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blue one I think, haven't really looked into it

mighty carbon
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so maybe working on something for Gear VR full time isn't worth it, as a supplemental income generator it might be valuable (especially for lone devs)

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I wonder if a killer software would turn things around and entice people into buying Gear VR (along with that software)

cobalt relic
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Buying Gear isn't the issue

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With decent attach rates, Gear developers would make millions

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The issue is the fact that apparently no Gear user has ever bought anything

mighty carbon
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lies

cobalt relic
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:/

mighty carbon
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look at the paid apps

cobalt relic
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You said 11K sales on top of what, 3M ?

mighty carbon
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you said "apparently no Gear user has ever bought anything"

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sooo

cobalt relic
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We're talking 0.3% here

mighty carbon
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still money

cobalt relic
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That qualifies as no one

mighty carbon
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0.0% is no one

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or 0.001% is no one

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I think simply because there is no compelling game/experience on Gear VR people don't spend money on what's on the Store.

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or 3M of users don't give a damn about VR and no matter what you offer them, they won't buy it, even for $1

cobalt relic
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We're talking about a revenue of around $8k after the fees, not counting the cost of the hardware you work on. I mean, in France that doesn't even buy you two months of development time for one person. I'm sorry but that's a product no one is buying.

mighty carbon
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read what I said above please

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if you do it full time, maybe so

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if not, $8k isn't something you find easily in US.. Maybe France has greener grass

cobalt relic
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It doesn't : it just requires you to pay taxes for social security etc

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Like most European countries

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My point is, current GearVR sales make the device a no go for any commercial entity

mighty carbon
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also, what kind of math you did for 11k of users and Gunjack's price? 11k x $7.99 = $87,890.00

cobalt relic
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Yeah, that's 80k

mighty carbon
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still not worth making stuff ?

cobalt relic
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Sorry ๐Ÿ˜ƒ

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No

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Still not, but less ridiculously so

heady parrot
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where did you get that 11k in the first place? ๐Ÿ˜ƒ

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Im pretty sure we've sold more than that

mighty carbon
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well, 11k is now many people rated it

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I don't see why someone who didn't buy the game would rate it

heady parrot
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a lot of people never rate apps/games they buy

mighty carbon
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so, I think it's safe to say at least 11k of people bought Gunjack

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right

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but, 11k number is all I have available

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if 50k people bought Gunjack, even better

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just saying, Gear VR isn't a horrible platform as several folks here make it out to be

normal thorn
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mighty carbon
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Also, Oculus has several funds for Gear VR developers (apps/games; movies)

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Steam Spy gets Gear VR stats now? I highly doubt that

clever sky
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I like this market talk.

heady parrot
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Gunjack is also sold for SteamVR, those are the numbers from there prob.. not Gear

normal thorn
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oh no thats not gear

clever sky
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But as far as making money goes. My solution is simple. Don't make trash, make it gud ๐Ÿ˜„

mighty carbon
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http://store.steampowered.com/app/410570/ < yeah.. I didn't know it was on PC too

clever sky
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VR still very nascent, and huge room to innovate and establish new ground

mighty carbon
clever sky
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Solo/small dev teams can still push the boundaries sufficiently to pique the interests of the VR enthusaists

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Change of topic; do you prefer to have your shadows show in VR or not? Specifically HMD and controller/hand shadows

mighty carbon
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@heady parrot any chance to spill the beans about sales numbers of Gunjack, using 11k as a reference point ? ๐Ÿ˜Š

heady parrot
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sorry I cant ๐Ÿ˜ƒ I dont even know up to date numbers

mighty carbon
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well, like several times more? slightly more?

heady parrot
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but I know they are way higher than 11k ๐Ÿ˜‰

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thats all I'll say

mighty carbon
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ah, ok

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thanks

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so, let's speculate !

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"are way higher" could mean 20k units sold

#

btw, 7.99 wasn't always the price. It was more than $10 at the beginning

#

but I'll use 7.99

cobalt relic
#

You can probably count 50k units, 10$ and have 500k

#

Which is around 300 after fees and taxes

mighty carbon
#

so, $159,800.00 - 30% to Oculus - $7,990.00 to Epic

cobalt relic
#

So it's great

mighty carbon
#

$103,870.00 into your pocket

#

so, if that's not worth to develop for, get the hell out of here ๐Ÿ˜› I don't know what you did for living before game dev, but you shouldn't have given up that job

#

/s

cobalt relic
#

Well it's enough for 2 people over one year

#

Full time

mighty carbon
#

do it part time

heady parrot
#
  • if you make something great, you can probably get the hardware vendors to chip in
mighty carbon
#

and when you add 1 more 0 to that number, go full time

cobalt relic
#

But like I said earlier, if that's the best the plaform has to offer, it's not enough

mighty carbon
#

Is Steam a good platform, @cobalt relic ?

cobalt relic
#

Steam is vastly better yeah

#

It has around 50 times more users

mighty carbon
#

you are plain wrong my friend

#

Steam is a saturated market

cobalt relic
#

It is

mighty carbon
#

so badly saturated that a lot of games, high quality games, don't even break even

cobalt relic
#

Sure ๐Ÿ˜ƒ

mighty carbon
#

and I am not talking about folks with name and money for PR

#

I am talking about garage indies

cobalt relic
#

But 20 or 50K sales on Steam is extremely common

mighty carbon
#

said who?!

cobalt relic
#

SteamSpy would be a start

mighty carbon
#

maybe it was common in 2008 - 2010, but not now

cobalt relic
#

Man, I'm shipping a Steam game in a few months, so I've only studied my own market (space sims)

#

But I found a dozen space sims that sold around 100k or more

heady parrot
#

oohh space sim guy ๐Ÿ˜ƒ /wave

mighty carbon
#

so, you look at FTL and say "hmm... that game made good sales, I am in", right ?

cobalt relic
#

No

#

I look at a dozen space sims that make 100k sales and I think, maybe I can grab 5k or 10k

mighty carbon
#

Steam Spy doesn't show you sales

#

it shows you user numbers

cobalt relic
#

How much can you realistically earn on GearVR if the best of the best, highly rated 9/10 game, brings in half those 100k ?

mighty carbon
#

out of that number, maybe fraction gets direct sales at full price.

#

3M users, unsaturated market, wild west. make some killer app and see

#

and since we are talking mobile VR, you could just deploy to Google and Gear and double your numbers

cobalt relic
#

I'm not trying to change your mind, I'm just trying to give a sense of the orders of magnitude

mighty carbon
#

I have publishing account on Steam

#

and been doing this since 2011

#

so, I know how the system works first hand and I have no illusions about Steam and indie game dev

#

also, 100k is a damn good supplementary income for me

cobalt relic
#

I'm not even talking about indies here

mighty carbon
#

I am talking only indies, cos I am one

#

garage indie

cobalt relic
#

Indies don't make a platform ๐Ÿ˜‰

#

They never have

#

Only indies means the platform is doomed

mighty carbon
#

indie devs

cobalt relic
#

See the Ouya for reference

mighty carbon
#

not indie players

cobalt relic
#

Indie devs, yeah

mighty carbon
#

so, if you are an indie, and you want to know stats, would you look at similarly ranked indies or AAA devs and AAA-indies?

cobalt relic
#

That's not the point

mighty carbon
#

it is

cobalt relic
#

That's not my point

#

My point is : platforms where AAA don't exist end up dying quick

mighty carbon
#

otherwise you can rake up Minecraft, Terraria, FTL, etc. and say "hmm.. maybe I can capture a fraction if that market"... And it doesn't work like that.

cobalt relic
#

No shit

mighty carbon
#

Gear VR isn't dying

#

if it was dying, Oculus wouldn't have dedicated 10's of millions of dollars to support content creators

cobalt relic
#

I'm not saying it is dying. I'm saying it will if those numbers don't get a few more zeroes ๐Ÿ˜ƒ

mighty carbon
#

less than what they dedicated to Rift, but a lot of money nonetheless

#

how many commercial games have you released, @cobalt relic ? (being indie, working indie full time)

cobalt relic
#

None as an indie. Can't speak about my employer, but that part is the reason I'm skeptical

mighty carbon
#

I'd understand someone running business for years, with sizable team and several projects under the belt needing more zeros in the paycheck.. But if you are starting out, what makes you think (except that yes, miracles happen and you could be very well next Notch) you jump into market and make more zeros ?

cobalt relic
#

That's so disconnected to anything I've said, i won't even answer

#

What I'm saying is no money, no AAA, no players

#

You can indiedev as much as you want

mighty carbon
#

lol, ok.. time will tell

cobalt relic
#

Yeah

#

That we can agree on ๐Ÿ˜ƒ

sullen stirrup
#

gdi

#

any idea on why a motion controller component ain't getting its overlap events triggered?

#

the other actor does receive a signal from the motion controller overlapping

#

but not the other way around

heady parrot
#

is the collider/primitive on that actor set to generate overlap events? also could be on a different collision channel

#

or are you expecting both controller and the actor to generate overlap events?

sullen stirrup
#

both are meant to overlap and are set to

heady parrot
#

try asking in #legacy-physics, those guys are usually quite helpful on this stuff ๐Ÿ˜ƒ

sullen stirrup
#

๐Ÿ˜ญ

#

will do

heady parrot
#

you registered for the overlap events on both right?

#

just checking ๐Ÿ˜ƒ

sullen stirrup
#

yaa

#

๐Ÿ‘€

mighty carbon
#

I think when you do it that way, anything overlaping will fire that print string

sullen stirrup
#

yea but it ain't for some reason

#

it is firing on the other actor but not on the controller component

mighty carbon
#

bug?

#

I'd file it on AnswerHub and let Epic know in the forum

sullen stirrup
#

will do after testing a bit more

mighty carbon
#

๐Ÿ––

sullen stirrup
#

(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

heady parrot
#

is the collider you expect the root component on your hand actor?

#

try taking the event straight from the collider instead of the actor (ie Left)

sullen stirrup
#

let me try that, and yea both root and child have same collision settings

#

so it does fire when using the child mesh component instead of the root controller

heady parrot
#

only the root component is swept and checked for

sullen stirrup
#

so how does this make sense

#

they use a sphere on their vr template

#

anyway, guess using children actors is the way to go

heady parrot
#

I think its simply an optimization, but its well documented

mighty carbon
#

I guess you don't want controller itself to collide, but rather whatever is attached to it

wraith atlas
#

Or let me know if there is someone you would recommend I reach out to -thanks!

heady parrot
mighty carbon
#

I am hyped for the three games that aren't on that list :/

#

what puzzles me is that with so much content out created for AAA games for the past few years, no AAA is trying to recycle it for VR

#

makes no sense to me :/

#

(ok, fine, overhead and lower than AAA profits is why they don't do it; but why not to license it to indies?!)

heady parrot
#

which games?

mighty carbon
#

Lone Echo, Robo Recall and Arktika 1

#

Those aren't coming until 2017

#

or are you asking about AAA games to be recycled for VR ?

heady parrot
#

no ๐Ÿ˜ƒ thats what I expected, Im waiting on those myself

#

played Lone Echo at OC3, it was the big surprise for me there

#

Robo Recall is awesome, Im looking forward to playing the rest of it

mighty carbon
#

aye

wintry escarp
#

does paid ocean rift just add more sharks etc. or more scenery?

mighty carbon
#

more of everything

#

@heady parrot are you with CCP by chance ?

heady parrot
#

yes

wicked oak
#

what game you working on?

#

Valkyrie?

mighty carbon
#

do you guys have any plans for Gunjack for the future ?

heady parrot
#

I worked on Valkyrie for 3 years (one of the founders), but moved to another project in July

mighty carbon
#

and do you guys work with indies ? (in a sense of letting them use assets and work with your IP)

wicked oak
#

great game

heady parrot
#

CCP is working on Gunjack 2 yeah

#

not sure about the asset question, really outside my expertise ๐Ÿ˜ƒ

mighty carbon
#

ah, I see

#

np

wintry escarp
#

only on daydream? gearvr fell out of favour?

heady parrot
#

Im not on that team or marketing, so dont know any reasons for that ๐Ÿ˜ƒ

upbeat holly
#

eve valkyre was a hell of a good looking game, was that the VR one?

#

like space combat sim?

#

desperately needed

#

cant wait till starcitizen comes out

heady parrot
#

yeah

short locust
#

2.6 should be here very soon

#

I've spent way more on SC than I should have

#

Although, not as much as some people.

heady parrot
#

I haven't played SC in a long time, been saving it until its good ๐Ÿ˜ƒ Im a super early backer myself and a "Golden ticket" holder

short locust
#

I log in now and again to see what's up, but don't really play at all.

#

I'll think I'll spend a while in 2.6 or 3.0 though

heady parrot
#

Im a bit vary of "early access" kinda games.. I tend to burn out on them until they're actually done

#

before*

short locust
#

Yeah, I do that too. Or I do the opposite and get really excited about backing Elite Dangerous and then never play.

#

Oh, you worked on Valkyrie? I can't remember if that was all made in the same studio or not.

#

Are you in the UK?

mighty carbon
#

folks, does it make any difference whether domain ends with .com or with one of those non standard extensions, like .biz or .xyz ?

#

(from business and PR perspective)

heady parrot
#

I was in the UK for 3 years, moved to the US n ow

short locust
#

I think .com is preferred, but it would also depend on a few other things

heady parrot
#

Valkyrie started in Iceland in our spare time, then we moved and joined the UK studio

short locust
#

Yeah, I'm near the UK studio. I usually see the CCP peeps at VRTGO

heady parrot
#

ah cool ๐Ÿ˜ƒ yeah I attended the first two VRTGO events

#

was on the panel on the first one

short locust
#

Nice. This year's was amazing, mostly because of the guy from NASA

heady parrot
#

yeah I heard it was fun ๐Ÿ˜ƒ

jagged vale
#

eve valkyrie really doesn't seem worth it on vive

#

maybe i'll get it if it's ever 70% off or something

#

or a massive update

wintry escarp
#

how much is it

jagged vale
#

$60 USD

#

with mtx

#

for a generic arcade shooter with lacking content ๐Ÿ˜›

#

based on the reviews the gist of it is:

  • expensive / over-priced
  • microtransactions on the top of ^
  • very generic
  • movement is too basic
  • some technical issues and design flaws all over
  • can't even accept eula without a xbox controller & lack of input methods
  • poor graphics / blocky cockpit models / aliasing issues at distance & no custom settings
  • not much of a single player campaign, game has ~0.5-1 hours of worthwhile play
  • lack of content overall, after single player there is only deathmatch multiplayer where every map looks the same and play the same
  • vr restriction makes no sense and should be playable without vr
#

i'm just super disappointed since i was looking forward to it, glad i didn't buy it

wintry escarp
#

eep, $60

#

it came free with pre orders didn't it

jagged vale
#

for rift, yes

#

this is the steam version that works on vive

wintry escarp
#

a $60 game should never have micro transactions

jagged vale
#

'works' being a relative term

#

a $60 game should have content ๐Ÿ˜›

#

the verdict seems to be if you want a space game buy elite dangerous

#

i'll be looking at star citizen if it releases

upbeat holly
#

you need all of them

#

Elite for that real world space pilot feeling

#

Star Citizen for just awesomeness

#

eve valkyre for the flashy combat

#

What about COD: Infinite war?

#

Is that in VR?

jagged vale
#

don't know, i don't blink twice at cod games

upbeat holly
#

yea i dont play them either, but this one is in space

#

Also titanfall the mechwarrior for a new generation

#

needs to be in VR

jagged vale
#

imagine titanfall would have a lot of simulation sickness issues

upbeat holly
#

The weak need to be culled from the herd

jagged vale
#

no need to make titanfall vr for that, just send them on a trip to aussie for a week

upbeat holly
#

Yea but with mecha & Esports its more entertaining

pearl tangle
#

there was already a mech warrior type game that had vr support like 1.5 years ago

#

Hawk something

clever sky
#

Hawk-bros

pearl tangle
#

hawken

#
mighty carbon
#

UE3

#

no SP ๐Ÿ˜ฆ

pearl tangle
#

well its a multiplayer shooter so yeah

real needle
#

Is it somehow possible to render WidgetComponents set to be in ScreenSpace instead of world, but for stereo?

#

I essentially want the widget component to be rendered after everything else

winged shale
#

I can't believe I'm saying this, but I'm switching back to Unity for mobile

real needle
#

hmmm i'm having issues getting this kinect plugin to compile with 4.14

clever sky
#

@winged shale Dayum! That's [huge! why??]

#

oh

winged shale
#

but also maybe for everything, depending on how much better this is... I've really had it up to here with all of UE4's idiosyncrasies

clever sky
#

How much work are you going to redo?

real needle
#

I solved it! I'll write a short tut on how to

#

it doesn't hurt to know the whole ecosystem and be flexible

winged shale
#

I'm trying to do destructible meshes, not implemented in Android, and haven't worked on implementation for 2 years.
Trying to get spatialized/attenuated audio working for Daydream, not possible in UE4 on Android at all.
@real needle I agree, I haven't touched Unity since 5.3 when I messed around with the Pre

clever sky
#

@real needle Great to hear. But... why are you rendering it in front of everything? ๐Ÿ˜› Is it close to your face? Or is it located further in the world?

winged shale
#

And then there's performance, and proper MSAA...

pearl tangle
#

@real needle howd you manage that without it sticking right onto your face?

winged shale
#

and mixed reality, and... blah blah blah

clever sky
#

@winged shale Yeah, fair enough. I should learn some Unity some time.

#

Just to see.

pearl tangle
#

@winged shale what do you mean the spatialized audio doesn't work? It works fine in there, you just need to setup the attenuation settings

clever sky
#

How they both stack up and which one is better suited to myneeds.

real needle
#

I wanted it for a few reasons but the main one being the players HUD (Icons for other team players, objectives etc)

winged shale
#

@pearl tangle I did set it up for each sound, and I've currently tried everything I know how to do, it works fine on desktop but for mobile it just plays the sound

#

and it doesn't allow me to change the pitch for some odd reason...

real needle
#

It works well on menus as well

pearl tangle
#

im pretty sure i had it working fine in my daydream app but dont really remember anymore though to be honest

winged shale
#

but I'll miss C++ so much ๐Ÿ˜ซ

clever sky
#

You'd miss BP more if you were reliant on that ๐Ÿ˜›

pearl tangle
#

@real needle is it just the object layering that you are trying to solve?

real needle
#

@pearl tangle Yeah checking "Disable Depth Test" on the material for the component did it

pearl tangle
#

I got into the UDN last night so will be pushing a few questions on the mixed reality stuff too @winged shale I saw a few decent responses in there for other setups

#

but then you are still having it in screen space not world space?

real needle
#

Was that question for spy or me?

#

@pearl tangle do you know if its supposed to be coming anytime soon?

pearl tangle
#

the world space 1 was for you @real needle

real needle
#

Yeah it's still in world space

pearl tangle
#

@real needle there are a bunch of ways you can integrate it in there at the moment. Epic's viewpoint is that for performance sake its not a good idea to run the video camera stuff on the same machine

real needle
#

I got mixed reality working, but I cant figure out depth right

pearl tangle
#

what components have you got going on yours?

real needle
#

@real needle Three MC-components?

#

got opencv taking a webcam in

#

to rendertarget

#

material basically chromakeying it

#

writing material to rendertarget

pearl tangle
#

ah so depth camera to put the person in then?

real needle
#

overlaying it onto a scene capture's rendertarget

#

displaying that as the screen

#

yeah but the issue is

#

not too sure how to get kinect into ue

#

and the plugins are crappy

#

migt just use more opencv

pearl tangle
#

the 1 i linked you the other week from Lion didn't get you most of what you needed?

real needle
#

trying to compile it atm, was having some issues so i cleaned the project and did a full rebuild

pearl tangle
#

the part im more interested in is the different camera view and camera control stuff. I am less concerned with the proper mixed reality stuff but it would be handy for making case studies and stuff

real needle
#

im trying to take a different approach to depth

#

place a physical plane in the world, and tesselate it to offset kinects depth input

#

wanna see how that works out

pearl tangle
#

im very impressed with the stuff that job simulator has been able to do with theirs

real needle
#

yeah, theyre probably using a point cloud

pearl tangle
#

do you need the proper 3d 1 for the person though since you aren't exporting stereo footage you can most likely get away wit ha flat plane?

clever sky
#

Any idea what kind camera Job simulator guys are using?

pearl tangle
#

yeah they are using a depth camera and creating a mesh on the person to do the lighting. looks fine on large body parts but the face looked very dodgy

#

stereo camera

real needle
#

the depth is for a scenario where a player reaches over a object in front of them

#

their arm would still be behind the object

clever sky
#

Stereo RGB?

pearl tangle
#

probably an xtion

clever sky
#

You can get depth that quickly out of it, or is it done in post?

real needle
pearl tangle
#

yeah guess thats an issue. if you just have background, player,foreground its easy with the flat 1

#

oh yeah i was going to grab 1 of those. its pretty much the same as the occipital structure sensor 1 i have had lying around for ages though

clever sky
#

That's a sexy camera

pearl tangle
#

i have some of the intel realsense 1s too that can do the same sort of job but their camera range is made for much closer things like hand tracking and facial recognition

winged shale
#

oh wow, turns out you can quite easily interface C++ with Unity through self-authored .dlls

pearl tangle
#

if you have the pro version

winged shale
#

that doesn't appear to be true anymore...?

#

where do you see that

pearl tangle
#

that was always the case I thought. Couldn't inject your own DLL's in unless you had pro version

#

maybe newer licensing has changed that in the last 12 months or something

real needle
#

@pearl tangle compiling the kinect plugin gives me an error

winged shale
#

they have the more affordable plus option, for 35 a month which seems to do the same stuff

#

except for a 200k revenue cap

pearl tangle
#

yeah seems like their licensing has changed drastically after ue4 came out. was $1500 for pro for ages then $1500 for android and $1500 for ios

#

@real needle i know he stopped doing stuff with it back on like 4.8 or something so will probably require a few tweaks to get going

#

there was somebody else on here that had been doing a locomotion system and using the kinect point cloud to show his full body in the game and on stream. can't remember who was doing it but should probably still be around on the forums

real needle
#

Not sure what "module rules for should not be dependent on modules which are also dynamically loaded" means

pearl tangle
#

looping dependency issue by the sounds of it

#

make those modules not dynamically loaded and might fix it

real needle
#

looking it up seems to be from 4.8->4.9

#

yeah that fixed that error

#

going through others seeing if i can get it to work

pearl tangle
#

cool hopefully not too tough

real needle
#

got the plugin compiled

#

but not sure how to use it

pearl tangle
#

he should have an example map there somewhere i think might get you in the right direction

real needle
#

got it ๐Ÿ˜ƒ

pearl tangle
#

nice good start!

#

so thats the depth channel in there?

#

also looks like a good up skirt shot there, may want to be careful once you switch on the rgb haha

real needle
#

lol no skirt its just the depth camera has lines for some reason

#

not sure why

pearl tangle
#

low resolution on that 1 i think, doesn't quite match the rgb from memory

#

your on kinect v2 right?

real needle
#

its a kinect 2

#

yeah

pearl tangle
#

did they fix that with the 2nd? i remember it being very annoying on the first 1

real needle
#

resolution is fine but

#

for some reason every ~6 inches is a restart of the depth field color

#

like 1 inch away is black, 6 inch away is white, 7 inch away is black, 12 inch away is white

pearl tangle
#

oh right that sounds like the output image is in 8 bit or something rather than 16bit

#

check your texture

real needle
#

hmm not sure how to do that

real needle
#

seems like unreal engine converts it to 8bit

#

what other options do i have

storm vortex
#

@real needle are you using the kinect to do motion capture?

real needle
#

trying to use it for mixed reality

#

for some reason infrared grey comes in fine, but the depth comes in with like layers'' every 6 inches

silk lodge
#

its not normalized

#

@real needle

pearl tangle
#

its coming in as a texture right?>

#

you should be able to adjust the bitdepth on it

real needle
#

@silk lodge normalized just gives me a foreground and background, i want variable epth

pearl tangle
#

@clever sky looks like that backpack is pretty much the same as the little zotak box 1 i got but with a better CPU and battery

#

@real needle what version did you compile the plugin for? Could shoot me over the plugin and project you have I can play around. I remember doing some stuff with it before and solving that problem with the realsense

real needle
#

compiled for the 4.14.1 i pulled from github a while ago

#

sure i can send it to you in a bit

pearl tangle
#

yeah i should be able to run that

real needle
#

I think the issue is that the depth is being fed in 256rgb in this code

pearl tangle
#

ah that sounds like a configuration problem then on his side

real needle
#

no it can definately be fixed

#

he did a %256 on the depth input causing bands

pearl tangle
#

hah yep config issue is what i meant. there should be 1024 layers for the depth i think

clever sky
#

Turns out, I'd been handicapping my VR development for a long time now.

#

Chrome decided yesterday to lag me out. Quit it out, lost a shit load of tabs

#

Running my VR stuff in editor... can turn up to 200% render scale

#

without frame drops.

#

Wheee

real needle
#

@pearl tangle would doing %1024 solve the issue?

pearl tangle
#

haha yeah having 400 chrome tabs open does tend to kill my system a tad too

#

i think that should probably do the trick @real needle

clever sky
#

The upside to running with a handicap is you work to improve performance ๐Ÿ˜›

pearl tangle
#

thats why i have my other developer running a 1070 in his machine so that he can build the stuff right up to breaking point and then it should run smooth on our 1080 machines ๐Ÿ˜‰

real needle
#

nope no change

clever sky
#

"And as our most qualified developer... you shall get our weakest machine."

#

'makes sense.... I guess' grumbles

pearl tangle
#

@real needle then it may just be on a texture stream side of things in unreal. shoot me through your build and il have a quick go through if you like. Im in the office for another hour or so

#

it does the trick zaptruder

real needle
#

figured it out ๐Ÿ˜„

pearl tangle
#

because you always try and push things as far as you possibly can

real needle
#

Replaced: BYTE intensity = static_cast<BYTE>((depth >= nMinDepth) && (depth <= nMaxDepth) ? (depth % 256) : 0);
with
BYTE intensity = depth == 0 || depth > 4095 ? 0 : 255 - (BYTE)(((float)depth / 4095.0f) * 255.0f);

clever sky
#

@pearl tangle yeah totally. It's just a funny thing to think about ๐Ÿ˜›

pearl tangle
#

hmm yeah i don't quite get what his 1 was trying to do

#

ooh actually I grabbed the particle effect plugin 1 that can work off a mesh or texture the other day. should pretty much be able to plug that texture output into there and get yourself a basic point cloud

real needle
#

is it for sale or?

silk lodge
#

that looks cool

pearl tangle
#

thats looking much clearer

#

the heightmap texture module

#

1 minute into that video

real needle
#

woah

#

can I color the particles and spawn them using a heightmap?

pearl tangle
#

the heightmap 1 in there should be able to do it

#

let me have a try actually

real needle
#

try to use a texture color module with the heightmap module

pearl tangle
#

will see if they can be combined together

real needle
#

ok thanks ๐Ÿ˜ƒ

real needle
#

hmm interesting

#

im not familiar with point clouds

pearl tangle
#

hmm yeah its not pulling out many layers from your image

real needle
#

I think youd need to filter out the back first

silk lodge
#

is it pulling out enough layers?

real needle
#

here let me send another

pearl tangle
#

pushed them further but yeah its like the same problem you were having

#

and thats like 50k particles hah

real needle
#

here see if you get anything outta this

silk lodge
#

there' s aghost in the door!!

real needle
#

ooooo spoooky

#

honestly i have no idea what that is the doors wide open

clever sky
#

You did it?!

real needle
#

did what?

clever sky
#

Got a depth tracked cutout of yourself through kinect

real needle
#

yup

clever sky
#

Nice nice. So we'll get proper green screening?

real needle
#

yeah gonna do greenscreen, only using depth for rendering depth in game

#

kinects resolution isnt high enough to make good mixed reality from just depth

clever sky
#

Ah

real needle
#

but i may be able to tap into the color camera on kinect for that, and make it do some greenscreening in engine

clever sky
#

So depth mainly useful for depth based occlusion

real needle
#

ya

clever sky
#

Can it do normals too?

#

And color effects

#

lighting effects rather

real needle
#

ill see how in depth i take it

clever sky
#

Good luck! The hero that UEVR needs!

real needle
#

anyone know of any ways to make triangles not facing the camera disapear

#

?

pearl tangle
#

1 sided material?

real needle
#

wont work

#

using a highly tesselated plane

pearl tangle
#

the 1 without the flat background

cobalt relic
#

Well, just do normal dot camera vector ?

real needle
pearl tangle
real needle
#

my biggest issue with the particles is the fact that it is particles

#

itd be better if it was more solid-looking

pearl tangle
#

oh yeah i dont think its the right solution

#

its a cool 1 though

real needle
#

the plane might work

pearl tangle
#

hows that 1 happening? Just tesselation?

real needle
pearl tangle
#

not bad

#

but then you are stuck with the same problem of an object cant be both in front and behind it right?

real needle
#

no

#

it works fine for that

#

you stick your arm to the camera, kinect depth increases displacement on the plane, your in game hand passes the cube

#

any way to get scenedepth into a rendertarget?

#

tried using a scenecapture but its not outputting anything

pearl tangle
#

oh yeah i guess as long as you chop out the background from the plane it should go ok

#

you just want to do an alpha mask based on the distance i guess

#

cant do the particle colouring from the output with this thing since the colour 1 doesn't work on gpu particles

#

oh you should try shells!

real needle
#

alright so i need to get this going for a scenecapture

#

and then use that with some math to overlap the player

#

and render that rendertarget

#

and it should be done ๐Ÿ˜„

#

if anyone knows how to do that with a render target and wants to save me research lemme know

#

but I'll continue this tomorrow I gotta get some sleep

pearl tangle
#

dont you just want to drop your plane in the scene there and that rendertarget is already doing it?

#

or you mean for the mixed reality to display that camera on the other screen?

real needle
#

yeah

#

id use the scene capture depth and the kinects depth, do a mask and use it to overlap eachother, then render that to the monitor

pearl tangle
#

ah yeah that 1 needs a modification to the engine code and you can change whats showing up on the mirror view

#

it should be stickied on here i think

#

ah it is not annoyingly

real needle
#

Already got that part finished ๐Ÿ˜ƒ

pearl tangle
#

ah so not sure which part you are missing then? just take your plane and drop it on there and it should work?

real needle
#

Nah I don't wanna do the plane method

#

It'll be cleaner if I do 2 rendertargwts

pearl tangle
#

ah then try and merge the render targets? sounds messy

#

the render target things are also stupidly heavy too so be careful with them

real needle
#

It should be manageable if I can figure out how to get scenedepth from a scenecaptjre

pearl tangle
#

i dont think you can. its literally just acting as a 2d camera

real needle
#

yeah but I need the depth mask

#

There are some people who have done it with post process blendables

pearl tangle
#

running a post process on the scene capture camera?

real needle
#

Mhmm

pearl tangle
#

ah didn't even know you could do that

real needle
#

Yup on any camera

pearl tangle
#

cool never attempted that. makes sense though then should do the trick

#

id still say its a lot cleaner and less processor intensive to just have your kinect warped mesh right in the scene where you need it

real needle
#

Nah the resolution of a tessellated mesh can never reach high quality

pearl tangle
#

yeah but the resolution of your scene capture cameras is rubbish and 1 camera going to another camera i would assume has to be pretty rough

#

actually should try out the infinite mirror thing with them and see what it does to the system

real needle
#

It's not that bad. Just two render targets in a material and then I draw that material to a 3rd to display

pearl tangle
#

keen to see how it goes!

real needle
#

Yeah me too. Tired of waiting on epic haha

pearl tangle
#

yeah im about to smash the UDN with a bunch of questions about their status on it and whatnot :p

clever sky
#

What's the process for releasing content onto Steam?

#

Or do I register on a website?

#

I have zero-experience with this, so I need all the info

hard light
#

you need to summon Gabe by sacrificing three goats

clever sky
#

That seems...

#

onerous.

hard light
clever sky
#

Just contact them directly? Don't need to set anything else up before hand?

hard light
#

I did not find them particularly helpful through that address, but that's the way to do it

#

if they want / need anything from you they'll ask for it

clever sky
#

Cool cool

hard light
#

otherwise they'll just ignore you because Valve are incredibly shit at customer / client support

clever sky
#

Ok, I guess I better get my business paperwork done first.

hard light
#

just be persistent if and when you don't get a reply

wicked oak
#

they give steamworks keys like nobodys business

clever sky
#

How long's the process?

wicked oak
#

i didnt even ask for one and tey gave me one

clever sky
#

Like from contacting them to getting something up on their page?

wicked oak
#

around 1 week-2 tops

#

thats after you set up everything on steamworks

hard light
#

it took us something like 8 weeks -_-

wicked oak
#

couple days to validate store, couple days to validate game

#

now you can hit the big green RELEASE button when you wish

#

8 weeks?

#

u wot mate

#

how?

hard light
#

they ask questions, you'd reply, and then you'd hear nothing back for two weeks at a time

#

it took forever to get anywhere

clever sky
#

BTW vblanco, where was that list of artwork requirements needed for the steam page?

hard light
#

I had to be persistent to get anywhere with 'em

clever sky
#

Trying to design my icon right now

wicked oak
#

a whole bunch

#

its on staemworks documentation

#

you need 4 capsule images plus a header

#

then your usual game icons

#

and then 5 screenshots and a trailer

clever sky
#

Trailers going to be fun to make.

#

Not really D:

wicked oak
#

i have so much problems with it

#

with the trailer making part

#

im bad at it ๐Ÿ˜ฆ

#
clever sky
#

I guess that's why I see pages

wicked oak
#

TFW your 1 week prototype has better gameplay

clever sky
#

where they use youtuber clips featuring their game ๐Ÿ˜›

wicked oak
#

he is getting good cash

#

but come on, using the demo levels from packs straightr

clever sky
#

Yeah man. I bought it.

wicked oak
#

did you try my shootout prototype?

clever sky
#

No. Just DWVR

#

Also Torus Syndicate which I thoroughly enjoyed.

#

but that's got nothing to do with you. I just thought I'd mention it

#

because that one is much more like Time Crisis ๐Ÿ˜›

wicked oak
#

try this

#

oculus touch game, tho

#

will work on vive, but suboptimal

clever sky
#

Ah

wicked oak
#

thinking on making it public for VRMultigames

#

as the 4th game

clever sky
#

Probably a good idea

#

if you're not planning on investing much more time in it

#

I noted that bullet time does level streaming load screen

#

Now that I've experienced it... it's kinda bad

#

Given that it totally locks up the comp while loading.

#

Just about the only use case it'd work for is mine; total white!

wicked oak
#

you can tell it not to

clever sky
#

Really?

wicked oak
#

you can tell the system to load it at only some ms per frame

#

yes

clever sky
#

Ah...

#

Ok. Good to know. Will ask more about it later

#

Can't find the documentation on media requirements in steamworks

wicked oak
#

its on the store page settings

#

under Assets

#

it tells you exactly what you need to add

clever sky
#

store page settings?

#

You have to set up a store page before you can view those requirements?

wicked oak
#

this thing

clever sky
#

Do you get access to that through the SDK?

#

Because I'm looking at...

wicked oak
#

you dont have steamworks access yet?

#

for your game

clever sky
#

Ok. So how do I go about getting stuff setup before I finish developing

#

so I'm not waiting a couple more weeks for all this stuff to get done ๐Ÿ˜›

wicked oak
#

have this

#

the templates for the images needed

clever sky
#

Cheers

wicked oak
#

its what its on the steam page

mighty carbon
#

@clever sky did you already submit your project to Greenlight ?

clever sky
#

No

#

I haven't done anything yet.

#

But I know you can get it fast tracked

#

if it's VR.

#

So that's what I'll be doing

#

I just need to get my head around the requirements

#

of releasing stuff on Steam

mighty carbon
#

Well, once you get access (which you can, without submitting anything), you can read the docs

clever sky
#

Yeah, I registered. I'm going through the docs

#

But it seems the artwork requirements weren't in the docs, but locked behind the store page menu

#

which you don't get access to until you upload/figure out the SDK...

mighty carbon
#

well, it is what it is

#

you get access to it when you get AppID

#

and you get AppID when you game gets greenlit first time. I believe any game after that can get AppID upon request.

#

Damn FMOD ๐Ÿ˜ฆ New version still doesn't support UE 4.14

wicked oak
#

vr gets free AppIDs

mighty carbon
#

they all free

dusk vigil
#

Anybody working with Touch? I am trying to orient the hand correctly, but the pivot gets monged up. Trying AddLocalRotation -70 to the hand, and it points in a more natural direction, but the wrist pivot is off. Trying to AddLocalOffset to it but so far no luck getting it nice, really hard to iterate on it

mighty carbon
#

it's just you have to go through Greenlight is you want your publishing account

wicked oak
#

i mean you dont even need greenkight

#

just email the guy

#

and done

mighty carbon
#

Hmm

clever sky
#

@dusk vigil how are you adding the hand?

wicked oak
#

btw, how do you see this

#

for the store text

#

looking for reviews

#

it looks a bit dry for me

clever sky
#

Just add it as a child to the motion controller component right?

dusk vigil
#

@clever sky took a copy of the example BP_MotionController, replaced the model

#

works fine for Vive

wicked oak
#

it doesnt for oculus, the oculus touch example hands are in a world position

#

you need to remove the location of the first bone

#

and then align it well

#

took a while to do that for me

dusk vigil
#

Hmm, I think it is using the same hand blueprint for both in 4.13

#

Let's have a look though

clever sky
#

Hmmm... first thing I'd do is find the touch controller meshes

#

and ensure that those are functioning correctly

#

in terms of rotation and translation

#

at 0,0,0

#

if not, then figure out a fix...

#

after that, it's piss easy to child the hand mesh to the controller

#

and then child it to the motion controller component without moving its position.

dusk vigil
#

Will investigate. Thanks

sullen stirrup
#

you mention enemies twice @wicked oak

clever sky
#

@wicked oak Mention movement. It's a point of differentiation from turret shooters

sullen stirrup
#

also wouldn't say 'gun' and 'fireball' if there are other spells and weapons

#

dunno

clever sky
#

Also say something about feeling like a super-powered hero

wicked oak
#

any ideaS?

clever sky
#

by switching seamlessly between an arsenal of guns, swords, spells as you blast your way through murderous hordes

wicked oak
#

i really like that line