#virtual-reality
1 messages ยท Page 59 of 1
how do you guys do version control ?
Perforce for ue4
github for everything else
perforce is a bit of a hassle to get started on, but it works great for giant binary files
i.e. ue4 projects and assets
we have a team of 4 working for many months on one...we tried github but it was impossible...we may not have done every option to make it work with git but i think even Allar suggests perforce
perforce is pricey, isn't it ?
I guess I can set up my own server using my old PC
just didn't want to run it 24/7
or I could get this http://www.newegg.com/Product/Product.aspx?Item=N82E16856102140
anyway, I am out ๐
@rare violet do you use it with blueprints? How do you handle merge conflicts?
Any of you peeps familiar with VR and widget Huds?
hey Zap
hey @storm vortex yes I do, all of our project
Getting an issue where the UMG faces the wrong way
there are no merge conflics because you have to check out the file before working on it
For some reason my widget that I'm attaching to a static mesh faces the wrong way and I can only see it in reverse if I hit 'Two-way'
Anyone have any idea? Rotation doesn't help, unfortunately.
so only one person can work on a single file
Oh so you are using version control with locking
I was wondering because when I read github mentioned I was curious how that worked
@digital marlin Rotating the widget or rotating the mesh?
it took a bit to get used to, but we all just check out anything we're working on and its not too bad now
i almost like it ๐
Bit weird that simply rotating the widget doesn't help...
@rare violet wait, so you checkout in git, and checking a commit saying make writable?
Tried putting it in an empty actor and putting in the game world and seeing what that does?
I've been using git for everything for years now, and now i've gone back to the local zip files method which is driving me crazy.
@clever sky well I've tried both. It's attached to a motion controller.
Hmmmmm...
I'm spawning it from BP - would that matter?
@storm vortex we do not use github for any UE4 related stuff
Yeah maybe I should just do that
No spawning
oh I misread that then
No real need to spawn TBH. It's a single player thing anyway
you use p4v the perforce program and then check out directly from UE4
ah okay that makes more sense
And then I hide/unhide/set collision on/off as required.
when u start editing a file, and hit save, ti says 'must check out'
got it
Yeah
okay, let me see if that makes a different
Cool ๐ lemme know how it goes
@digital marlin I don't call any spawns at any point. I just have them as a widget component in the actor
and I define the widget to use before hand.
Fair call. Well, give it a shot anyway. Make sure that those widgets are turned towards the camera
Or rather, facing away from forwards
Yeah
In other news...
MECHWARRIOR 5 ANNOUNCED! OH GOD YES!
Lemme see those details.
UE4, so decent chance of seeing it in VR
Oh perfect for VR
That's awesome. I haven't played Mech Warrior in aboout 15 years
Battle Tech was my Star Wars
shit 17
when all the other kids was like ooh star wars, ooh star trek
I was all... so lonely. But giant robos will be my friends.
"My best friends.."
Me and giant robots... we have a long history.
Skeleton mesh?
Yeah
Oh, you've put it on the inverted scale hand?
Ah... yeah, you need to put it on the motion controller component itself ๐
I just assumed you were...
Hahahah ๐
thanks so much
I had a similar issue with grabbing a shield
No probs!
Flipping all the bloody normals around when I grabbed it with my left hand.
In the end, had to rotate the thing around.
You know.
Like you would in real life.
What gets me is that the skeleton mesh doesn't flip normals
But static meshes do.
Like what's up with that?
Well at least its well documented 8\
eh I guess its how you learn a bunch of stuff
Well, at least how I learn. I usually just keep fucking up
Is that flipping stuff an issue with the VR template? I haven't run into that at all
Before the VR template I didn' t have the issue either, but I didn't have hands at that time either
Well I'm using the VR template as a base
and I was attaching the actor that the widget was on directly to the hand mesh.
Yeah I switched to using that, I haven't run into that flipping issue so was just curious if you were also
Oh there are so many scaling and flipping issues with using 2 hands
Worth it though.
Hand presence is awesome.
Yeah im mixed if i want to keep it in my game. Maybe if time. I feel like it will add a bunch more work to make sure the hands look good with the models they pickup
It depends on the model.
I definitely don't ilke having full arms unless it is done correctly though. Best I have seen is Raw Data. Art of Fight had full arms for a while but the hands wouldn't match where your controllers were and it looked bad.
Symmetrical things are ok
I like H3VR where the model disappears after you pickup something
Yeah, I get that. As long as something is moving according to your hand motion, it feels pretty decent.
I prefer to keep the user grounded with the hand mesh though.
Plus I've got a watch/HUD status thing
and that kinda looks wonky without the hand.
yeah im planning on doing something like that too for health
It's a literal watch ๐
I liked how it is in Out of Ammo
And it's come in handy during the course of development.
Oh, it's this time already??
Yeah
that's cool
comes from the now node
No. Static lighting
The engine can handle dynamic though can't it? I saw some videos on how to have time day / sun movement
Not sure about forward rendering for VR though. I met my first item from marketplace that didn't work. I got this decal pack but they only work with deferred shading ๐ฆ
Oh yeah. But I mean I'm choosing to use static lighting for my stuff.
You can certainly tie lighting and day/night cycle to real time change.
That would be cool if it matched depending on the gameplay. Although if you only have time to play games at night and you want day it might suck
Well you can shorten the day night cycle
I meant if you want to keep it in sync with real time
True. But few games do it for precisely the reason you mention.
I recall an old pokemon game doing that and only certain ones were out at certain times of day
Wow I flipped on MSAA with the Forward Renderer by default it uses the TSAA I think. the MSAA looks so much better.
What's a forward renderer ?
It in the 4.14 release. It's an alternative to using the deferred renderer. It makes the video look much shaper and supposed to have better performance.
If you go into project settings and select use forward rendering it will switch to that one. Some materials and things wont work with it though.
oh 8\
You are trading features for better performance, and I think visual quality.
it also has worse performance in some cases
mainly if you have lots of lights and lots of geometry
for simpler scenes is easy to see a impressive speedup
Newb question
Does the UMG have to be part of the event tick to show?
ah nope. I know the answer to that.
Trying to make a HUD for my guns.
Anyone know how to assign an actor reference to widget
so that I can read the actor variables
So, oddly enough my widget doesn't show up unless I (via the editor) re-enable auto-activate on the widget actor's scene root.
Specifically, the actor that the widget is attached to.
This is how I'm doing it:
And it doesn't seem to be working D:
Nevermind.
You set that thing in Begin Play
not construction
yeah
Just seems like I need to do somethign to activate it.
or rather, make it render
Cause the Widget Interface laser thing I have is blockedby it, I just can't see it unless I turn off and on hidden or if I set auto active on the actor.
is there any tutorial about creating something you grab and rotate in VR?
like a floating object you can rotate with your controller by grabbing an edge
a phyisics constraint plus a physics handle
you would use the constraint with locked "position", but free rotation
and then with the physics handle you can grab the object at the place you touch it
@digital marlin Yeahhhh!! that's right. I had to go through that hassle too. Hahaha.... sorry, didn't remember until now. It was just one of those; 'huh... that's weird' sort of bugs you deal with and then move on from.
@wicked oak thanks!
does the 90hz on the rift/vive remove the ghosting you can see on the gearvr?
there is no ghosting on gear vr unless you mean black smearing
yes
and there is black smearing on Rift and Vive since both use same AMOLED screens
I thought they had different panels
HTC Vive Teardown: Teardown of the HTC Vive on April 26, 2016.
Each display measures ~91.8 mm diagonally, which translates to ~447 ppi. For comparison, the Rift CV1 has ~456 ppi due to a slightly smaller display (90 mm) that still packs the same resolution as the Vive.
or did you just mean the display type?
type
I don't know what kind of ghosting @wintry escarp is talking about, because there is none, unless your scene is so dark that black color is prevalent
in that case it's going to be in any HMD, even at 1000Ghz
rather, on any HMD with (super)AMOLED panels
man, my game runs so much worse on the vive
the mountain cathedral map lags haaard
my render time is 8 ms
but being vive, the fps is much lower than 90...
what preview rendering level is closest to es3.1/vulkan?
I have a test scene with coloured cubes floating over a bright ground, move your head and you can see ghosting
could explain why gearvr demos are all so dark
the coloured cubes leave a ghost image behind as you move head side to side
its becouse gearvr is not low persistence
the rift and vive screen flashes
its actually flickering
that way it hides the time where the pixels are changing
so does gearvr, but only at 60hz
you can force a gearvr dev mode where you can see it on the phone, it looks awful on normal android desktop
reminds me of amiga interlace
that extra 30hz must remove it
I've been working with Gear VR for a while now - there is no ghosting
there is black smear and it's just a nature of AMOLED panels, you can't get a rid of it
Guys I want my VR project work with both Oculus and Vive, so have to change "Set Tracking Origin" for each of the headsets. as I don't have any headset now , can some1 tell me what is the exact names of HMDs that "Get HMD devicename" tells ?!
@dusky moon
those are the names, I got that from a vr template somewhere
no idea if pins pointed the same way though
@sullen stirrup Cool Thanks man !
๐๐ผ
But I think for SteamVR it has to be set on Eye Level Instead of Floor
so according to some posts, @dusky moon
floor level is pretty much used on games where you truly rely on where your floor is in real world space
so when you're standing and walking around pretty much
and so in seated games you basically only care about your height, thus eye level
@sullen stirrup Ah Good to know ! I Don't know why I thought if it's Oculus it has to be Floor if Vive it has to be Eye ! lol I think I was wrong
pitty I don't have a headset now to test but thanks anyways.
no problemo ๐
damn it, ue4 has gone on a compiling shaders loop again
2000 to go
it only happens if you switch render preview or mess with materials directly
use material instances
hehe vehicle game tries to run but crashes after a few seconds
is there a better way to dev for the vive that doesn't involve removing the headset each time you make a change and putting it back on to test? i'd love to have access to my screens with the headset on, not like i need to see my kb/mouse anyway
play/vr preview?
VR editor
is there any screen protector for the S7 that doesn't get damaged by the gearvr ? or make the image quality worse
nope
as a matter of fact, Samsung / Oculus don't recommend using screen protectors
how does it damage the screen
is there a way to stop the editor minimizing during VR play mode? I usually want to see the output log
@jagged vale I'm pretty sure if you have Virtual Desktop running in the background it'll show your desktop when you exit play mode
but resolution is so low that in practice not very useful ๐ฆ
VR editor is no use if i can't code/bp in it ๐
hmm.. my pain causing volumes aren't working in VR... strange
if you want vr pain try developing for gearvr
This is odd
Why does hiding / unhiding an actor "trigger" its rendering?
Got a actor and a widget attached to it and I can only make it display if I disable visible and reenable it via the editor at run time.
@wintry escarp why is it a pain ?
you gotta aim for Quake 3 like graphics and you shouldn't have too many issues
having to remove phone from headset to deploy etc. seeing ghosting you say shouldn't be there
I see ghost..ing
in creepy 6th sense voice
why don't you take a shot of the ghosting ?
I have less powerful phone than yours and I see no ghosting
only black smears in a very dark scenes
on edge of objects?
no, Gear VR only does what your scene can perform
if you have freaking Showdown running on GEar VR, you will have 5 fps
and fps is not Hz
Hz is what your screen refresh rate is
have you played games from Oculus Store? Did you see ghosting there? If not, you are doing something wrong or you have vision issues or you are Hawkeye from Avengers ๐
I wonder if its an exynos issue, theyre smoother better phones but the gpu ability is much lower than spadragon820
I have Exynos in my S6
all demos ive tried have been reasonably dark scenes that keep contrast quite low
and choppy fps will cause so called ghosting
my ghosting scene is probably worst case scenario, almost pure red/.green/blue cubes on almost white scenery
its all fine as long as youre moving towards objects, move head left/right and you get double image ghosts left behind
I did need 100hz on crt monitors before I couldn't see flicker
once I was at 17"
not worth worrying about for now, I would never use such a bright background...would cause eye strain quickly
also drains the battery much faster on amoled
are you using Unity? Cos I am sure anyone with UE4 tried FPS template first and there is no white background ๐
own test scene, basically a room with a slit in the roof for dalylight...3 point lights and some pillars
well its a box, but player is inside it
I made it for testing GI bounces
i learned i need a faster pc
if you get faster PC, might as well get Rift ๐
if i hadn't needed a new phone i could have got one
an old windows phone doesn't cut it these days
a shame MS so incompetent, WP was decent when it came out
the windows 10 phones are probably ok now
i got my rift and touch on order from amazon who finally deliver to singapore even though Oculus wont... can't buy the damn third camera though
strange it needs 3, 1 in each opposite corner should do it
nah doesn't track well enough
my 2 cams are tracking the touch perfectly in a 3m x 2 m room
i have a third cam on order thogh
Westworld finale, here I come...
i just saw ep 6
i found the 2 was dropping a bit more often than I would like. hows the tracking range go when you are right on the opposite corner to the cameras at that distance?
I find it quite surprising the quality I can get with the vive from what room corners that seem like they would get blocked but it somehow manages still
i get a small drop out when my body is in front of the touch right in the cornes
corners
but a third cam would fix that
to be honest i dont find my self in the corner when playing
i have a small office thogh
yeah depends on your setup. I use props in the scene a lot so makes things easier to get occluded. Would be great if valve would hurry up and open up the pro version of lighthouse for us to add more of them.
I would run 4 oculus cameras but chewing through USB ports like crazy
get addon cards?
i have 1 spare usb 3 port for the 3rd oculus cam, but seem to have usb data issues once all usb 3 ports are plugegd in
need to run the 2nd cam off usb 2
yep thats the problem. you hit the bandwidth limit with them
then it all runs with no issues
yeh, annoying, its not even the number of ports avaiable, it is maximum data
i had the same problem running multiple kinects since a single 1 would chew up the entire bus bandwidth so you can only have 1 connected on each bus at a time
the xbox 1 controller chews through shitloads too
ahh yeh
interesting....i just tried my touch set up on my 24GB ram dev system and get no issues with usb3 and all cams plugged into usb3, but on my 16GB dev box i can only run 1 cam on usb 3 and the other on usb 2.
yeah entirely depends on the usb bus and how its rigged up
on 1 of my machines the front usb ports run on the same bus as 1 lot of 3 * usb 3 ports so can only have 1 thing plugged into the 5 ports pretty much
gotta go for the top end motherboards to get decent design on stuff
yep, agreed
either of then x99 systems?
x99 the one that runs better?
doesn't make much of a difference really. 1 of them is a mini itx machine i put together for events and there is only 1 mini itx motherboard on the market still which is asrock so doesn't really compare to the top end full atx asus mobo
the cpu's are pretty much the same
omg, can't wait for season 2 of Westworld ๐ฑ
anybody done any screwing around with the updated cable actor and attaching to a motion controller yet for making flails and whips and whatnot?
hah not quite what i had in mind but sure i suppose thats possible
@pearl tangle It doesn't seem to inherit teleport movement and it's funky when you teleport your character
oh yeah because it would be physically moving it and inheriting its velocity and bouncing like crazy
also it doesn't seem to default handle a max length so if you attach something with mass to the end to try and swing around like a flail seems like it would just fly off into nothingness. i guess using a combination of a physics constraint and that would do the trick maybe
Can't you freeze it while teleporting?
yeah im sure there is a way
Probably would have to save the momentum of the component parts into a struct.
yeah simple way would be just reset it when you teleport
Or something?
uhm, you gave me the idea, im going to try a lightning whip for my game
with that physical cable stuff
Nice
perfect complement for the fireball and the ice arrow
hah yep thats what i thought would be cool
you can create a nice material on it and make it look lightning like pretty quickly
but no idea how to get it to look right
do a masked sprite sheet material for the lightning?
Beam particle with noise?
it needs to be very tridimensional
nope, cant be only 1
the idea is to do sith style rays
so a bunch of them, in an arc
Can't you do multiple particles? an array?
why would you want a rope for that though? just a particle effect would be better
and connect them to the points in the rope
unless you want them to be like impotent lightning that gets affected by gravity hah
yeah but multiple whips?
or more like a cat of 9 tails
uhmm
gotta have to try it
that would actually be a way to do the sith style rays
multiple "whips", with the lightning material, and no gravity on them
but they get added random force in the direction you are pointing
id start with just the 1 and see
I saw some video the other day where I think it was epic demonstrating some built in rope you could use for phone lines or what not. I can't find documentation on it though. Is that the kinda rope you guys are talking about? All I see are plugins from 2014 @wicked oak
nvm I found it. Cable Actor. I was searching rope
yep thats the 1
they had it in since the beginning but gave it a big update in 4.14
So would that support like a mace style weapon if we wanted?
Like if I wanted to put a weight on one end let the user swing around from handle?
thats exacty what we had been talking about before
oh I missed that part, I just saw the laser whip. That's sweet though.
yeah doesn't seem like its going to handle it so well on its own, but tied together with some other maths and it should be ok
playing with the rope now, seems like the links clip through the floor or ignore physics by default on it
you need to enable collision
When I launch in VR Preview, the editor gets hidden and I have to clumsily Shift+F1 and get my editor windows back to view logs. Any better way to do this?
a) Not hiding windows ( saw a thread that said one could tweak the engine code, but that's a bit painful )
b) Log to Hmd-bound debug panel
I guess are the two options I've found so far
Or has the behavior been improved in 4.14 ?
Bloody pain to debug stuff
there is an option to disable that
is not recomended
it murders your vr performance
the editor minimizes so the VR performance isnt affected
Give me convenience or give me death : ) option huh, ok, let's find that
Mph hard to find anything in options, the search seems to be dependent on the selected section
"instanced stereo" or "multiview" maybe? ( Project->Engine->Rendering )
What does DWVR stand for?
nothing
Donkey Wants (to) VR
its the codename, but couldnt find a better name
ah, ok ๐
This Work Very Rad
its becouse it is using Deathwave ( http://store.steampowered.com/app/463870 ) assets
i basically took deathwave and rebuilt it for VR
you can see that the skeletons are basically the same
code is brand new, and the maps too. Little more than the weapon and fx are taken from deathwave
so i called it DWVR as codename
and couldnt find a better name
so DVWR it is
Viewport gets HMD control, that could be it I guess - Allow to use HMD in normal preview
no
give me a clue if you can remember it?
im searching
tag me if you find it, I gotta head off : E
@dusk vigil use less cpu in background
bam!
leap motion is neat, but it kind of falls down in that you have to keep your hands directly in front of you in order to use it
it's also very hard to do anything worthwhile with it
especially as they've scrubbed half the gestures from their own library
but gestural stuff is shit anyway
too unreliable
for some people it 'just works', but others have a real hard time with it, and it's really hard to quantify why it works for some and not others
i prefer the mixed thing that Touch does
by a LOT
you can do basic gestures with touch, but its still a physical thing with a trigger and vibration
Touch would be a nice supplementary control scheme
well, since you really only need to have "hands" in front of you when interacting with world (unless you have bow or a spear), why is it bad? I would expect for tracking to pick up hands as soon as they enter Leap's FOV
Not unlike microphone
this is how I can tell motorsep has neither tried it, nor thought about it :p
how do you use a bow, motorsep :p?
or a spear?
you put one hand behind your head
you wouldn't be able to use either with Leap, @hard light
since pulling hand would be out of FOV
ah right, apologies, I assumed you said the opposite
if you only need to press buttons, etc. in front of you, why would Leap not work for that ?
but you can't do anything like let the player pick up and hold objects or anything
because the moment they look away from the object they are holding it is no longer tracked
so all you really can do, is push buttons
ok, so they aren't tracked, but the object is attached to the hand. So when next time hand gets tracking back, object will still be attached to the hand, wouldn't it ?
but what does it do when you cannot see it?
who knows.. Put it behind player
the way leap motion works is that the hand actually ceases to exist when you look away
eeh, that's poor design on their part :/
it's not that poor really, it gets rid of all the ambiguity of that you're supposed to do with something you cannot see
event then, why not to place object behind player, hide it. When hand goes back into FOV, attach it to the hand, show it ?
you also get problems like, if both hands leave the view, then you put them back, it might confuse one hand for the other
then there's the question of what happens if somebody else's hand comes into view
isn't there hand ID or something, per player ?
(this was amusing when we tested it out for ourselves months back)
Leap motion cannot possibly know whose hand belongs to who, it has to guess
it's usually not too bad at guessing, but it does also get it wrong frequently enough
I've used leap motion before I got my vive. The leap motion hands snap back to the default position they have in the character blueprint. And they become invisible, but still keep their collision.
unless something has changed in the last 7 months
maybe in the plugin you used, we just used the default Leap motion Orion source and rolled our own
but this was a year ago, before there was a plugin
the biggest problem I think, is that natural 'grip' and friction are really hard to do
so you're completely reliant on gestures
taking into consideration that Gear VR has no motion controller (and who knows if it will ever get one), if one designs input around Leap Motion's limitations, it can work quite well.
Grabbing didn't really work for me. It was ok to test my early game design, but the leap tracking wasn't that great. It didn't track my index fingers well enough, it randomly thought I pointed forward and thus releasing my grip on the objects.
yeah, the problem is that when fingers close or get obscured it can;t track them, so once again, it's trying to guess
I used it on my desk though, maybe attached to a hmd it's better, idk.
it's okay
and it is the best thing that GearVR probably has right now
GearVR could just do with an actual motion controller
There is one (two) in works, using Vive's Lighthouse tech
but it's being made by Chinese and they don't seem to be rushing to release it
IMHO, it's a really good novelty device, but it's not flexible enough to take seriously / get mass market use
we use ours for gamejams and stuff, it's great for that kind of thing because you can just have fun with it and not care if it's a bit flaky
We're having a blast creating #RoboRecall for VR players. Here's a new look at the game! https://t.co/vekhxgK5N9 https://t.co/iB1P4WItd8
I like how you can shoot with arms crossed ๐
you can do that in my game too xD
you cant throw a gun into the head of an enemy tho
only a fireball
what I don't like is that robots run, line up around and then you begin shooting :/ That sucks in RR
(at least judging by the video)
it should have been Serious Sam style, when they run at you, they shoot while running, you shoot and they fall with momentum, tumble around, stumble upon each other, get back up and continue
http://uploadvr.com/arizona-sunshine-review/ << supposedly one of the few "deeper" games in VR
Someone already working on that stuff
well, it should be done by Oculus/Valve, not a 3rd party
I don't have faith in 3rd parties when it comes to VR
the problem with stuff like treadmills is they're expensive and restrict player movement somewhat
the other problem is it isn't 'one size fits all' like other gear
no no, I mean foot placement tracking, so you can see your feet on the ground in VR world
nothing to do with locomotion
ah okay
in theory you can do that quite easily
some sort of crampon style attachment to the shoe might work
yep
I hope now that 3rd parties have access to the lighthouse hardware we can get some ankle braclet tracking or some kinda velcro strap you can put on your legs that would let you move your legs in VR
More cameras and similar tracking they use for hands for feet
If anything I would expect the rifts to be lighter since it could be passive tracking
More cameras is a bad idea.. Not enough USB ports ๐
If they weren't so late on doing hands or not caring enough about roomscale from the beginning I bet they would ahve worked on that. Seems like it would work easier with the camera tracking since the leg peices could just reflect back light, where as the lighthouse needs to transmit data and use power.
true
Epic needs to do something (or nothing?) about how UE4 is perceived :/
"only for pros" and "for FPS games only"
That seemed a little bias, or someone that hasn't even used Unreal. I haven't used Unity before but I'd say Unreal is very friendly to programmers and likely non.
How old is that article?
Also $19 a month?
Both engines are pretty much free to use now.
2016 article
To be fair, a lot of the strides towards been a more indy friendly engine has come in the last 6-12 months.
yet, a bit later: "Free with 5% revenue share"
such a terrible article
they contradict themselves
I worked with Unity for a bit and I never liked it..
andd the fps question is bullshit this days
I used it too. C# barrier too high for me at the time...
Actually got into UE for the C++
... turns out, I love BPs!
not only that, the tools were nothing like UE4 tools
same with the "limited graphics" answer with unity
you can do cool stuff in unity too
Yeah, the article seems old
and misinformed and out of date with its facts
Par the course for cheap filler journalism.
it's like on of the articles on the same site about VR in 2017.. Gear VR not even mentioned while Daydream mentioned as de facto mobile VR platform which will get mass adoption in 2017
Daydream kind of renders GearVR redundant, so I expect that in future GearVR will simply cease to exist
@wicked oak Have you used Medium?
You can't download a bunch of touch stuff as a touch dev?
@hard light how so?
as Samsung smartphone owner, I don't have any intentions going with anything else but Gear VR
that's because you're a deranged GearVR fanatic
it's simply better than Daydream
but from a consumer perspective, Daydream is better than GearVR in every way
I don't see how half-assed controller can make it all that better. It's nothing like Vive's wands at all
because they are part of the package?
meaning software will actually support it
you also don't need a Samsung phone to run GoogleVR, or even an Android device
(at the moment you need an Android device for Daydream, but this may well change)
but it's not better.. It has no focus wheel, if you lose you controller you are f#cked, it provides inconsistent resolution (based on whatever phone you use), it leaks light from all over the place, you can easily damage the body of it (cuts and punctures), etc. etc.
They really do need to look at that perception, I've seen even professors teaching courses on Unity and Unreal claiming that if a game "can be done" in Unity then they'll always teach it in Unity instead of Unreal because Unreal is "much harder"
those are some of the most ridiculous complaints I've ever heard.
'You might lose the controller'
'Inconsistent resolution because hand sets are different'
Is that the best you can come up with?
do you have both Gear VR and Daydream?
actually, I do!
@real needle Send them all to Ben Tristem's course. Dude's amazing.
then you are deranged fan of Daydream
It was ben saying it though ><
lol, no
Doh
I have no intention of developing for either platform
His new RPG kickstarter
Well, he does a good job teaching unreal anyway.
but I can quite easily see Daydream superceding GearVR
I think the harder part is if you're doing a lot of C++/BP mixing like he's doing in his courses
Daydream does have it's weaknesses compared to GearVR, but it's none of the things you've mentioned
@hard light cept for the light leakage
light leakage is a problem at present, yeah
Does Daydream do low persistence?
I can see that going away with future iterations
@hard light I can only see that happening if Daydream fans keep repeating that mantra, Google pushing it hard all over the place and Samsung / Oculus simply do nothing (which is what they have always done for Gear VR - never pushed it as hard as they should have)
@clever sky - yeah, it does have low-persistence stuff, it's part of the Android NDK
Cool
Daydream needs to add iOS support. I'd buy it then and I think a whole bunch of people that have iPhones would since they cannot use the GearVR
Gear VR is a much better product (and Galaxy S8 is going to be significantly more powerful and better than Google Pixel)
on software side, Gear VR is 100% above Daydream, thanks to Oculus
Does the Daydream remote track accurately where it could be used as a weapon in a FPS or is it more like the Wiimote?
well, if iOS will support Daydream, then Gear VR will become even deeper niche product
of course it's ahead? People have only been able to develop for Daydream properly for a couple of months
@storm vortex so you have to assume/suggest the positioning of the player's hand
it won't die because Galaxy has to die first
IOS, daydream?
@storm vortex - haben't done enough with the remote, but I know it's not stellar
lol
-its apple
at most they will show their own version of GearVR. Worse, much more expensive, but stylish
Why wouldn't it work? Isn't it pretty much the same as cardboard? iOS aleady supports bluetooth controllers.
becouse you need OS level support
it's similar to Cardboard, but it's not the same
and screens that meet the standard in FPS, latency, and resolution
wich only the iphone 7 PLUS has
do none of the iPhones have 2560x resolutions?
nope
0_o
no VR for iPhone users!
nope
there are cardboard style things for iphone
they are TERRIBLE
Daydream is more of a generic GearVR than cardboard
to be daydream capable, you need to have a very beefy phone that meets the standard
and the standard includes things such as low latency motion sensors and the like
well, you need an operating system that only two phones on the market currently run :p
(at present)
Ah, that makes more sense. I just assumed it was closer to cardboard since it was still using a phone to power the VR
wich is android, so no apple
its more like gearVR
a very high end version of cardboard
just this time it isnt samsung specific
the current headsets aren't intended to be mass-market anyway, so we'll see how it goes
https://www.unrealengine.com/blog/mechwarrior-5-mercenaries-announced-at-mech-con-2016 << I wonder if it will be a VR title
Being made with Unreal Engine 4, the beloved and longstanding franchise will get its first standalone single-player PC title in almost 15 years.
I wondered that too, but indications at present say 'no'
Yes it will be
Or at least their chief has indicated that's what will happen on Twitter
it would be pretty rad
best game ever period ๐
Bullet Train is the latest VR experience from Epic Games, creators of the popular Showdown VR demo. Staying true to form, Epic puts you in the middle of the action: Use motion controls in the role of an agent undergoing an infiltration simulation set inside a modern train station. Master the art of teleportation, time manipulation, and close-quarters combat to blast through resistance forces.
^^ I wonder if it's coming into Marketplace with assets and BPs for free too
ha, Serious Sam VR is there too.. So much for "principles" and whining about Oculus on Croteam side ๐
That game looked really cool. I hope it eventually comes to SteamVR
iphone8 is expected to use a new amoled screen
I thought it was for Vive to begin with
actually, it wasn't even VR game initially
@wintry escarp not all AMOLED screens are super and not all of them a low latency screens. Also, if they keep it at 1080p, it will be no use anyway
the move to their own amoled is meant to allow a higher res
Isn't the playstationVR 1080p?
id be disappointed if Apple didn't up the VR ante after arriving a few years late to the game
WQHD Super AMOLED is what S6/S7 have
yup
and S8 is coming with 4k screen, so..
I don't think just increasing res is the answer
@storm vortex only @wicked oak can tell ๐
@wintry escarp they already figured that 8k is what VR needs
the more you increase res the more area you lose to to the gaps between pixels, they need a new thing to reduce that
(I forgot if it's per eye or total)
HD at 90hz with no screen door would be better than current 2560@60hz
supposed to look very nice isn't it
@wintry escarp but you won't have 90Hz on mobile screen. It will still be 60Hz or rather 59.xx Hz
it has lower screendor effeect
you CANT see the pixel grid
at all
but there is some serious aliasing becouse games just render at those 1080p and done
no super resolution like pc gamers use
Hmmm
World To Meters....
Is there NO context of it in Construction Script?
I can't get this damn thing scaled in CScript unless I do it manually. But, If I do the WTM conversion in Event Graph it works.
90fps makes no sense on a normal phone, they could always have VR edition...pay $50 more for a 90fps capable phone
But, I don't understand why there would be no context of WTM in CScript
Hmm there is
shame the modular phone idea didn't take off
Lame Function libraries
@wintry escarp what does 90 fps has to do with 90 Hz ? Why people keep mixing the two things ?!
you can run 100 fps on 60 Hz screen. Just will have screen tearing.
did you order the big one or smaller one ?
Also, 90hz/90fps makes sense
Because that's how its designed
I ordered the XL
128GB one
But it's taking forever
Said Jan 4th of something for delivery estimate
๐ฆ
I was really hoping that a new shipment would magically appear sooner though
But yeah, it would be nice to try out Mobile VR on it
I have a SamsungS6 and GearVR
And that's not terrible, but it's just eh
@granite jacinth can you just set the world scale and an internal value for world scale at the same time that blueprints can access the internal value?
and you don't like Gear VR with S6 or just expanding into Daydream for science ?
you wont get 90fps on a 60hz screen though, you'll get missing frames
(or to cover larger market)
@silk lodge ha, I actually figured out my problem
I was setting WTM in GameMode dynamically ๐
True WTM was the actual number in the level
Silly me
@wintry escarp except you will.. I played games on my 60Hz screen at all kind of fps, from 20 to 120 fps
But wait..
even screen tearing doesn't happen to often
Nah, never mind
no, I can get 200fps on ue4, but I'm only seeing 60of them as my monitor is only 60hz
GM doesn't work in editor
public property on an object?
Nah, I was doing it wrong anyway
Since I am dynamically scaling in the game
I will need to ensure that the item scales dynamically also
I was hoping to just make it default scale for now, so I could place it better in the level
My workaround is in begin play, to just set the scale correctly, and then teleport it somewhere close to the player
It works for my main goal anyway
@wintry escarp of course you won't see more frames, but if your game can run at 120 fps, even if you vsync it to refresh rate of the scree, it will be more fluid than the game that can only pull 60 fps.
Hz is pure refresh rate. Fps is affected by everything in your game. It's measure of performance to put it simply.
there isn't much point running higher than your monitor hz rate, that's why gamers pay for 120hz monitors
even if my computer can respond 2x faster, I still cant see that response until my next screen update
it's just a common sense that games with higher fps feel much smoother than the game with lower fps
FreeSync ๐
Vr preview window size seems to ignore ini's. Is this specified somewhere else?
I have 144hz monitors
I have them set at 120fps
Anytime I play they never go above 120hz
Even with GSynx
Gsync
I don't know what you people are smoking, but DOOM came uncapped and all e-sports games come uncapped
But imho, Gsync is irrelevant at 120fps
so, I am paying extra for no reason
FUCK YOU Nvidia
But I love NVidia
So, I love you
Love/Hate
if fps wouldn't matter, all games would be capped to common screen refresh rate (60Hz until recently)
That's when the PCMasterRacers get pissy
and DOOM was capped at first to 60 fps, and then they uncapped it later
if hz didn't matter people wouldn't be paying extra for 120/144hz
hey, can i show my store page here?
i just published the store page of DWVR and would like some review
NIGHT and DAY 60hz and 120hz+
what's DWVR @wicked oak ?
And yes please, post your store page
@wintry escarp There were no 120Hz screens when Quake and Quake 3 and CS started in e-sports .. And yet they ran uncapped, and people tried to squeeze out as much fps as they could, which was a way above 60Hz.
There's no "promotion" channel
if you cap a scalable game you break it don't you?
on pc?
yep
fuck that, id return a game capped at 30fps
@wicked oak Seems fine as a store page, but your game name sucks
except for some games like Doom and for esport games, like CS and whatever else they play nowadays
But, you should put a little more thought to the game name
im aware of it
Anything is better than what you have right now
not really everything
whats the DW ?
it stands for nothing, codename
Oh @wintry escarp picked up on that too
Hmm
But you launched a storepage?
That's not the time for "codenames"
2 of them
interesting, steam is already giving it good amoutns of traffic
from discovery queue and "coming soon"
So this is how I would feel as a customer... the devs can't even come up with a game name, how are they even going to finish or come up with a conclusive finish to this game
dark watch VR
@wicked oak heheh
Those are yours...
Tailored to you
So, of course it would be ๐
Don't forget this just changed a few weeks ago
no, 20 people watching it its not only me XD
im using google analytics
this on the realtime
discovery queue and the like
HHHHHMMMMMMMMMMMMMMMMMMMMMMMMMMMM
no, becouse i gave you a different link
I see
yours had 2 //
anyone available for a VR / programming question?
that kind of thing actually shows on analytics
@urban shell shoot
preview windows...why are they not following what was specified in the ini?
@wicked oak does steam actually provide realtime analytics of the store pages? I'm surprised...
@granite jacinth yeah. have specified a resolution / window size. but packaged game doesn't use it
with the google analytics ue4 plugin
its SUPER basic, but lets me know stuff like scores
@urban shell you have to mod engine files for that
Oh that's really cool.
@wicked oak that's on Marketplace?
Must be why like every Unreal game I open aways triggers the firewall popup
are you use the C++ SDK?
yes, that plugin is on marketplace, i think
but i bought it outside the marketplace
the firewall is due to epic games crash log
This is for freshly launched new games though
you know that thing when you crash that says" send data to Epic"
thats why the firewall opens
and becouse ue4 has lots of multiplayer stuff
so it asks just in case
must be for multiplayer
@wicked oak https://www.unrealengine.com/marketplace/google-analytics-plugin this the one you were talking about?
The Google Analytics Provider plugin lets you integrate out-of-the-box Google Analytics into your Unreal Engine project (compatible with all platforms).
wow way cheaper off market I found the link you were talking about
https://www.unrealengine.com/marketplace/google-analytics-plugin for anyone else interested
The Google Analytics Provider plugin lets you integrate out-of-the-box Google Analytics into your Unreal Engine project (compatible with all platforms).
this is the kind of stats you can end up getting
this is on the BowGameEnd "event"
with different variables
i basically upload stats
rightmost colum is the average value
so you can see average is 28 score, for example
That's cool. I wanted to do game development to get away from implementing google analytics in stuff, but I could definitely see teh value in it for indie games
GameSparks provides a nice alternative
Lots of analytics
Also, going to be free for most Indies
what's the catch ?
Google Analytics is free too afaik as long as you don't hit the API limits
The catch for GameSparks?
also SUPER easy to get working
You need like 100,000 Monthly Users
after all, google uses it becouse you use analytics for ADVERT data
and then they start charging
But tbh, it's a great deal
A lot of stuff comes with GS
so they want to keep it free, after all you use it to monitor the adverts you post
I see.. I guess if there is a native plugin for GameSparks for UE4, it worth trying it
leaderboards is alraedy on Steam
but you gotta access steamworks directly, UE4 integration is abysmal
GameSparks is good when you want to go outside of Steam. It's a bold move, but if your game is good, it can help a lot if you are interested in VC or publishers
I wonder if Epic will ever open their own storefront
like rolling downhill snowball ?
Um, I guess that could be one thing ๐
๐
it sounds like old tech. I recall in none of the idTech engines size of the actors that have physics or even collision hulls couldn't be changed in run time (and if you changed it, you would lose collisions and thus physics)
surprised UE4 doesn't allow that
strange you cant alter scale, that wouldn't affect mass
I agree
But it wouldn't do shit until I disabled physics and then reenabled it AFTER it scaled
unless the worry is scaling static objects wouldn't push objects it grew into, breaking the physics
It literally "processed" the nodes
because I had print strings after it
but it just wouldn't scale
is there a way to determine if a motion controller is currently connected?
hmm
so I can disable/enable functionality if its connected or not
Well, other than the obvious?
hah
yeah other than the obvious
like i want to hide the static mesh of motion controllers if its not connected
hm.
and if not, it's probably not connected
unless the player places it on a table
then you're screwed
yeah
um
There should be an event
On Active
Yeah
On Component Activated
And On Component Deactivated
ahhhh that sounds perfect
They are on every component
and that would be for the motioncontroller component
Not sure if it works on that though
Never tried it
Sometimes they don't work
And yes
well I guess I could give it a shot
On MotionControllerComp
BTW, when I said other than the obvious, this is what I meant ๐
ohhh, thought you meant if the controller LED was on or something ๐
Well, the controller would disappear also
Well, it'll go to origin
or wherever it goes
yeah it'll go to origin, but i dont want it to be just sitting there at origin
and i dont want to raise the entire level
What are you wanting it to do?
well its just that the app im doing the user may or may not have controllers
motion controllers
of course, I could always just have something in the settings
but thats not ideal
I'm running the "stat startfile" command and using the frontend tool to vizualize it. Problem is, the moment I enter "stat startfile" into the console, my framerate drops about 10-30 frames. It seems like the realtime visualizer is eating quite a bit of performance. Is running it in the background and analyzing afterwards the only way to get accurate stats out of it?
@real needle you looked at this? https://www.unrealengine.com/blog/how-to-improve-game-thread-cpu-performance
Yeah that's a good resource, but atm I'm just trying to figure out if realtime stat viewing will always give me inaccurate results, or if I'm so close to the CPU limit that once frontend is running it stalls it to the point where the cpu bottlenecks
Probably is, I just ran it in you know what and it seemed fine
were you hitting 100% on your CPU the whole time before you were running it fantasifall? does seem like its throttling to make it appear but you wouldn't think it could be that much, unless your hdd is also at 100% usage or something and its slowing it down to write to it?
Anyone where have experience getting the HMD position in c++? I am trying to expose the data from SteamVR or some level other than IHeadMountedDisplay (we want to turn off hmd rendering and still get the HMD info)
just trying to use the motion controllers for something on a screen rather than for vr?
well, we have a VR app, but we have a mode in it that needs 16:9 hi res output to the monitor, and does not need the HMD display to be going necessarily...but the only way to get 16:9 out is to enable=false the hmd
in 4.11 i think it was it worked still
(spit out the correct hmd position data even while disabled)
but now it doesnt...so trying to find that data a few levels higher up in c++ so we can get both 16:9 and positional data
ah you can change the mirror mode and you need to modify in the engine the output that its showing for it. have a look at a pull request on git that is talking about Mixed Reality and that should get you what you need
ill check into that, but I've arleady gone the route of modifying the output so it shows mirror mode with 16:9, but we are in dire need of 4k out or close, so that tiny slice of the single eye doesnt do the trick
yeah you are wanting the view from a different render output, not the HMD output
yea. we already have the other output, i just need the HMD position when im not using the HMD output on screen
yeah just leave the HMD on is what I am saying. attach another camera to the players head position and use that as the display for the screen
hrmm, interesting. i was turning off HMD for some reason earlier but I may not have to
just switch to the other view
ty! ill give it a shot
yeah just leave it on and it should still function fine, you will just need to change your camera output, annoying you cant just use the steam vr stuff easily without the headset
thanks man!
Anyone know if I upload a game to steam, do they scan for mailicious files or viruses etc?
@pearl tangle tried that method, but unless I do stereo off, the camera will not take over the display =X
@digital marlin When I uploaded a game I worked on to steam, there were no explicit indications that it was scanning for malicious files but I assume it would.
yeah you need to modify then engine code to change what its displaying on the monitor
i did that modification but its too low res for our use..
im gonna try and keep looking for a way to get HMD position from SteamVR or some other spot in UE
the resolution should be whatever you set it to be, i think you are doing your modification a bit wrong. are you doing a render to texture or something>?
no, i have a new camera that I attach to the HMD position, and switch to that view target, but unless I deactivate the HMD it wont let me take over the render
yeah thats why im saying you need to change the engine source to tell it what camera to use as the camera for the screen
what would I google to figure out how thats done?
@rare violet How about using Sequencer to record the in game actions and then add a Cinematic camera to the HMD location, and screen cap that output?
i assumed he was talking about displaying it while somebody was playing rather than just for screen recording?
Have you tried that integration? I am actually using sequencer, but I have to composit afterwards, can't do realtime
i haven't done it but I saw some similar suggestions on the UDN from Epic for that too
I would have to try to convert his changes to 4.14... could be easy but I doubt it
He did include a third controller though so imma definitely look at that
there was another pull request back in June somebody did just to swap around to a different scene camera thats the 1 i think he needs
lets you do a proper undistored full screen view without the black edges
Yeah I've modified it to give me full screen but I don't have control over the res
@real needle hey, thanks for the feedback. basically need it live for recording performances using our app, we are recording to sequencer for other things, but this wont work
not on UDN yet unfortunately
There was actually some information I found somewhere previously about using sequencer to record stuff using another camera attached to the player so that could potentially work for it i suppose. But easiest method is just to do the video output and video capture then from that display. the link i sent through should get you most of that. Or alternatively you just create a multiplayer game and player 2 is a camera, not a vr player
tahts the ting, we already allow 2nd player to do it, but we want our devs to be able to record content without having 2 computers
i will digg into that mix reality code...does that enable 16:9?
I am not sure with that 1 but id say it's pretty likely. If you can find the other pull request from back in july or august that got turned down by Epic it's got the ability to just set the different camera on it and it's just an engine modification not any extra blueprints or anything
nice ty
Touch gestures are getting a lot of coverage.
Here's what gets me though. You can do pretty similar things with the Vive!
If you wanted to.
Thumbs up = trigger pull and thumb off pad.
Fist = trigger pull and thumb on pad.
Index out = grip only
no buttons + touch off = open hand wide
no buttons + touch on = open hand, fingers together.
much more awkward
you could just do the thumb up if its not touching the trackpad?
the touch does a decent job with that stuff but depends on the game your playing if its useful or not