#virtual-reality

1 messages ยท Page 59 of 1

mighty carbon
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the gist of the issue is while discrimination is a bad thing, when it comes to Oculus, it's okay to discriminate them. People who think they are being discriminated against feel like it's ok for them to discriminate and point fingers. Hypocrisy at its finest.

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anyhow, back to VR ๐Ÿ˜‰

mighty carbon
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how do you guys do version control ?

rare violet
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Perforce for ue4

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github for everything else

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perforce is a bit of a hassle to get started on, but it works great for giant binary files

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i.e. ue4 projects and assets

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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

mighty carbon
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perforce is pricey, isn't it ?

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I guess I can set up my own server using my old PC

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just didn't want to run it 24/7

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anyway, I am out ๐Ÿ––

storm vortex
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@rare violet do you use it with blueprints? How do you handle merge conflicts?

digital marlin
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Any of you peeps familiar with VR and widget Huds?

clever sky
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Fairly familiar

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What about them?

digital marlin
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hey Zap

rare violet
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hey @storm vortex yes I do, all of our project

digital marlin
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Getting an issue where the UMG faces the wrong way

rare violet
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there are no merge conflics because you have to check out the file before working on it

digital marlin
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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.

rare violet
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so only one person can work on a single file

storm vortex
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Oh so you are using version control with locking

rare violet
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yea

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u can say 'make writeable'

storm vortex
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I was wondering because when I read github mentioned I was curious how that worked

rare violet
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but u dont wanna do that

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lest u end up w/ conflicts

clever sky
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@digital marlin Rotating the widget or rotating the mesh?

rare violet
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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

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i almost like it ๐Ÿ˜›

clever sky
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Bit weird that simply rotating the widget doesn't help...

storm vortex
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@rare violet wait, so you checkout in git, and checking a commit saying make writable?

clever sky
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Tried putting it in an empty actor and putting in the game world and seeing what that does?

storm vortex
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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.

digital marlin
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@clever sky well I've tried both. It's attached to a motion controller.

clever sky
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Hmmmmm...

digital marlin
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I'm spawning it from BP - would that matter?

clever sky
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It might do? I have all my widgets setup as child components

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to my actor

rare violet
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@storm vortex we do not use github for any UE4 related stuff

digital marlin
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Yeah maybe I should just do that

clever sky
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No spawning

storm vortex
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oh I misread that then

digital marlin
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No real need to spawn TBH. It's a single player thing anyway

rare violet
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you use p4v the perforce program and then check out directly from UE4

storm vortex
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ah okay that makes more sense

clever sky
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And then I hide/unhide/set collision on/off as required.

rare violet
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when u start editing a file, and hit save, ti says 'must check out'

storm vortex
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got it

digital marlin
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Yeah

rare violet
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so u check it out automatically

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then u can commit it all from ue too

digital marlin
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okay, let me see if that makes a different

clever sky
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Cool ๐Ÿ˜ƒ lemme know how it goes

digital marlin
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Do you just spawn in your UMG?

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That's fairly standard, isn't it?

clever sky
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@digital marlin I don't call any spawns at any point. I just have them as a widget component in the actor

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and I define the widget to use before hand.

digital marlin
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oh

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duh. Yeah of course

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I doubt if it'd make much difference anyway

clever sky
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Fair call. Well, give it a shot anyway. Make sure that those widgets are turned towards the camera

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Or rather, facing away from forwards

digital marlin
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Yeah

clever sky
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In other news...

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MECHWARRIOR 5 ANNOUNCED! OH GOD YES!

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Lemme see those details.

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UE4, so decent chance of seeing it in VR

digital marlin
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Oh perfect for VR

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That's awesome. I haven't played Mech Warrior in aboout 15 years

clever sky
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Battle Tech was my Star Wars

digital marlin
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shit 17

clever sky
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when all the other kids was like ooh star wars, ooh star trek

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I was all... so lonely. But giant robos will be my friends.

digital marlin
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"My best friends.."

clever sky
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Me and giant robots... we have a long history.

digital marlin
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dang

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no luck

clever sky
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Hmmm

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Try building a quick example project and replicating the steps?

digital marlin
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Hrmm

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It's the attachment to the skeleton mesh

clever sky
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Skeleton mesh?

digital marlin
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Yeah

clever sky
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Oh, you've put it on the inverted scale hand?

digital marlin
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I'm attaching it to a skeleton mesh hand

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MOTHERFUCKER

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yes

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God damn it

clever sky
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Ah... yeah, you need to put it on the motion controller component itself ๐Ÿ˜›

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I just assumed you were...

digital marlin
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Uggggggggggggggggggggggggggggggggghh

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ok.

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I gotta take a minute here

clever sky
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Hahahah ๐Ÿ˜„

digital marlin
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thanks so much

clever sky
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I had a similar issue with grabbing a shield

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No probs!

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Flipping all the bloody normals around when I grabbed it with my left hand.

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In the end, had to rotate the thing around.

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You know.

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Like you would in real life.

digital marlin
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heh

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What gets me was that it's basic stuff

clever sky
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What gets me is that the skeleton mesh doesn't flip normals

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But static meshes do.

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Like what's up with that?

digital marlin
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Well at least its well documented 8\

clever sky
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I didn't know D:

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I had to discover it myself!

digital marlin
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eh I guess its how you learn a bunch of stuff

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Well, at least how I learn. I usually just keep fucking up

storm vortex
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Is that flipping stuff an issue with the VR template? I haven't run into that at all

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Before the VR template I didn' t have the issue either, but I didn't have hands at that time either

digital marlin
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Well I'm using the VR template as a base

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and I was attaching the actor that the widget was on directly to the hand mesh.

storm vortex
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Yeah I switched to using that, I haven't run into that flipping issue so was just curious if you were also

clever sky
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Oh there are so many scaling and flipping issues with using 2 hands

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Worth it though.

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Hand presence is awesome.

storm vortex
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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

clever sky
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It depends on the model.

storm vortex
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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.

clever sky
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Symmetrical things are ok

storm vortex
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I like H3VR where the model disappears after you pickup something

clever sky
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Yeah, I get that. As long as something is moving according to your hand motion, it feels pretty decent.

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I prefer to keep the user grounded with the hand mesh though.

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Plus I've got a watch/HUD status thing

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and that kinda looks wonky without the hand.

storm vortex
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yeah im planning on doing something like that too for health

clever sky
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It's a literal watch ๐Ÿ˜„

storm vortex
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I liked how it is in Out of Ammo

clever sky
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And it's come in handy during the course of development.

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Oh, it's this time already??

storm vortex
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haha

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oh so does it display the local time on your machine?

clever sky
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Yeah

storm vortex
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that's cool

clever sky
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comes from the now node

storm vortex
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Does the game match the time of day then?

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like sunlight and such?

clever sky
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No. Static lighting

storm vortex
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The engine can handle dynamic though can't it? I saw some videos on how to have time day / sun movement

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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 ๐Ÿ˜ฆ

clever sky
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Oh yeah. But I mean I'm choosing to use static lighting for my stuff.

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You can certainly tie lighting and day/night cycle to real time change.

storm vortex
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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

clever sky
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Well you can shorten the day night cycle

storm vortex
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I meant if you want to keep it in sync with real time

clever sky
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True. But few games do it for precisely the reason you mention.

storm vortex
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I recall an old pokemon game doing that and only certain ones were out at certain times of day

storm vortex
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Wow I flipped on MSAA with the Forward Renderer by default it uses the TSAA I think. the MSAA looks so much better.

digital marlin
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What's a forward renderer ?

storm vortex
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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.

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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.

digital marlin
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oh 8\

storm vortex
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You are trading features for better performance, and I think visual quality.

wicked oak
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it also has worse performance in some cases

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mainly if you have lots of lights and lots of geometry

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for simpler scenes is easy to see a impressive speedup

digital marlin
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Newb question

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Does the UMG have to be part of the event tick to show?

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ah nope. I know the answer to that.

clever sky
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Trying to make a HUD for my guns.

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Anyone know how to assign an actor reference to widget

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so that I can read the actor variables

digital marlin
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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.

clever sky
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Specifically, the actor that the widget is attached to.

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This is how I'm doing it:

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And it doesn't seem to be working D:

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Nevermind.

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You set that thing in Begin Play

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not construction

digital marlin
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yeah

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Just seems like I need to do somethign to activate it.

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or rather, make it render

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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.

native cedar
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is there any tutorial about creating something you grab and rotate in VR?

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like a floating object you can rotate with your controller by grabbing an edge

wicked oak
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a phyisics constraint plus a physics handle

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you would use the constraint with locked "position", but free rotation

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and then with the physics handle you can grab the object at the place you touch it

clever sky
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@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.

native cedar
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@wicked oak thanks!

wintry escarp
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does the 90hz on the rift/vive remove the ghosting you can see on the gearvr?

mighty carbon
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there is no ghosting on gear vr unless you mean black smearing

wicked oak
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yes

mighty carbon
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and there is black smearing on Rift and Vive since both use same AMOLED screens

zinc violet
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I thought they had different panels

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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.

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or did you just mean the display type?

mighty carbon
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type

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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

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in that case it's going to be in any HMD, even at 1000Ghz

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rather, on any HMD with (super)AMOLED panels

wicked oak
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man, my game runs so much worse on the vive

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the mountain cathedral map lags haaard

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my render time is 8 ms

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but being vive, the fps is much lower than 90...

wintry escarp
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what preview rendering level is closest to es3.1/vulkan?

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I have a test scene with coloured cubes floating over a bright ground, move your head and you can see ghosting

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could explain why gearvr demos are all so dark

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the coloured cubes leave a ghost image behind as you move head side to side

wicked oak
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its becouse gearvr is not low persistence

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the rift and vive screen flashes

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its actually flickering

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that way it hides the time where the pixels are changing

wintry escarp
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so does gearvr, but only at 60hz

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you can force a gearvr dev mode where you can see it on the phone, it looks awful on normal android desktop

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reminds me of amiga interlace

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that extra 30hz must remove it

mighty carbon
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I've been working with Gear VR for a while now - there is no ghosting

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there is black smear and it's just a nature of AMOLED panels, you can't get a rid of it

dusky moon
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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 ?!

sullen stirrup
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those are the names, I got that from a vr template somewhere

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no idea if pins pointed the same way though

dusky moon
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@sullen stirrup Cool Thanks man !

sullen stirrup
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๐Ÿ™๐Ÿผ

dusky moon
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But I think for SteamVR it has to be set on Eye Level Instead of Floor

sullen stirrup
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so according to some posts, @dusky moon

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floor level is pretty much used on games where you truly rely on where your floor is in real world space

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so when you're standing and walking around pretty much

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and so in seated games you basically only care about your height, thus eye level

dusky moon
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@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

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pitty I don't have a headset now to test but thanks anyways.

sullen stirrup
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no problemo ๐Ÿ˜›

wintry escarp
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damn it, ue4 has gone on a compiling shaders loop again

wintry escarp
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9000 to go, again

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wondering if my ue4 installs are corrupted somehow

wintry escarp
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2000 to go

mighty carbon
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it only happens if you switch render preview or mess with materials directly

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use material instances

wintry escarp
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hehe vehicle game tries to run but crashes after a few seconds

jagged vale
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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

wintry escarp
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play/vr preview?

wicked oak
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VR editor

wintry escarp
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is there any screen protector for the S7 that doesn't get damaged by the gearvr ? or make the image quality worse

mighty carbon
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nope

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as a matter of fact, Samsung / Oculus don't recommend using screen protectors

sullen stirrup
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how does it damage the screen

noble crater
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is there a way to stop the editor minimizing during VR play mode? I usually want to see the output log

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@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

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but resolution is so low that in practice not very useful ๐Ÿ˜ฆ

jagged vale
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VR editor is no use if i can't code/bp in it ๐Ÿ˜›

inland acorn
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hmm.. my pain causing volumes aren't working in VR... strange

wintry escarp
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if you want vr pain try developing for gearvr

digital marlin
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This is odd

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Why does hiding / unhiding an actor "trigger" its rendering?

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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.

mighty carbon
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@wintry escarp why is it a pain ?

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you gotta aim for Quake 3 like graphics and you shouldn't have too many issues

wintry escarp
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having to remove phone from headset to deploy etc. seeing ghosting you say shouldn't be there

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I see ghost..ing

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in creepy 6th sense voice

mighty carbon
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why don't you take a shot of the ghosting ?

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I have less powerful phone than yours and I see no ghosting

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only black smears in a very dark scenes

wintry escarp
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on edge of objects?

mighty carbon
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at 60 fps?

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and no, I never had it even at lower fps

wintry escarp
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gearvr only does 60hz

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no, I mean ive seen the black thing as well

mighty carbon
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no, Gear VR only does what your scene can perform

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if you have freaking Showdown running on GEar VR, you will have 5 fps

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and fps is not Hz

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Hz is what your screen refresh rate is

wintry escarp
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but hz is what will cause the ghosting etc

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poor fps will just be choppy movement

mighty carbon
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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 ๐Ÿ˜›

wintry escarp
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I wonder if its an exynos issue, theyre smoother better phones but the gpu ability is much lower than spadragon820

mighty carbon
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I have Exynos in my S6

wintry escarp
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all demos ive tried have been reasonably dark scenes that keep contrast quite low

mighty carbon
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and choppy fps will cause so called ghosting

wintry escarp
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my ghosting scene is probably worst case scenario, almost pure red/.green/blue cubes on almost white scenery

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its all fine as long as youre moving towards objects, move head left/right and you get double image ghosts left behind

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I did need 100hz on crt monitors before I couldn't see flicker

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once I was at 17"

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not worth worrying about for now, I would never use such a bright background...would cause eye strain quickly

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also drains the battery much faster on amoled

mighty carbon
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are you using Unity? Cos I am sure anyone with UE4 tried FPS template first and there is no white background ๐Ÿ˜‰

wintry escarp
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own test scene, basically a room with a slit in the roof for dalylight...3 point lights and some pillars

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well its a box, but player is inside it

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I made it for testing GI bounces

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i learned i need a faster pc

mighty carbon
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if you get faster PC, might as well get Rift ๐Ÿ˜‰

wintry escarp
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if i hadn't needed a new phone i could have got one

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an old windows phone doesn't cut it these days

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a shame MS so incompetent, WP was decent when it came out

pearl tangle
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the windows 10 phones are probably ok now

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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

wintry escarp
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strange it needs 3, 1 in each opposite corner should do it

pearl tangle
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nah doesn't track well enough

grim condor
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my 2 cams are tracking the touch perfectly in a 3m x 2 m room

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i have a third cam on order thogh

mighty carbon
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Westworld finale, here I come...

wintry escarp
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i just saw ep 6

pearl tangle
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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?

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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

grim condor
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i get a small drop out when my body is in front of the touch right in the cornes

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corners

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but a third cam would fix that

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to be honest i dont find my self in the corner when playing

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i have a small office thogh

pearl tangle
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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.

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I would run 4 oculus cameras but chewing through USB ports like crazy

wintry escarp
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get addon cards?

grim condor
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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

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need to run the 2nd cam off usb 2

pearl tangle
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yep thats the problem. you hit the bandwidth limit with them

grim condor
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then it all runs with no issues

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yeh, annoying, its not even the number of ports avaiable, it is maximum data

pearl tangle
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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

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the xbox 1 controller chews through shitloads too

grim condor
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ahh yeh

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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.

pearl tangle
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yeah entirely depends on the usb bus and how its rigged up

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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

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gotta go for the top end motherboards to get decent design on stuff

grim condor
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yep, agreed

wintry escarp
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either of then x99 systems?

pearl tangle
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yeah running a few x99's

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1 broadwell and 1 skylake

wintry escarp
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x99 the one that runs better?

pearl tangle
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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

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the cpu's are pretty much the same

mighty carbon
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omg, can't wait for season 2 of Westworld ๐Ÿ˜ฑ

pearl tangle
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anybody done any screwing around with the updated cable actor and attaching to a motion controller yet for making flails and whips and whatnot?

digital marlin
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No but that sounds awesome

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bdsmVR

pearl tangle
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hah not quite what i had in mind but sure i suppose thats possible

silk lodge
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@pearl tangle It doesn't seem to inherit teleport movement and it's funky when you teleport your character

pearl tangle
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oh yeah because it would be physically moving it and inheriting its velocity and bouncing like crazy

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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

clever sky
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Can't you freeze it while teleporting?

pearl tangle
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yeah im sure there is a way

clever sky
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Probably would have to save the momentum of the component parts into a struct.

pearl tangle
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yeah simple way would be just reset it when you teleport

clever sky
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Or something?

wicked oak
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uhm, you gave me the idea, im going to try a lightning whip for my game

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with that physical cable stuff

clever sky
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Nice

wicked oak
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perfect complement for the fireball and the ice arrow

pearl tangle
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hah yep thats what i thought would be cool

wicked oak
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i wanted to add a lightning spell, in close AOE

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basically sith rays

pearl tangle
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you can create a nice material on it and make it look lightning like pretty quickly

wicked oak
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but no idea how to get it to look right

pearl tangle
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do a masked sprite sheet material for the lightning?

wicked oak
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looks super bad on VR

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i cant just use masked planes

clever sky
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Beam particle with noise?

wicked oak
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it needs to be very tridimensional

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nope, cant be only 1

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the idea is to do sith style rays

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so a bunch of them, in an arc

clever sky
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Can't you do multiple particles? an array?

pearl tangle
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why would you want a rope for that though? just a particle effect would be better

clever sky
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and connect them to the points in the rope

wicked oak
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for actual whip physics

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basically a whip with a lightning material on it

pearl tangle
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unless you want them to be like impotent lightning that gets affected by gravity hah

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yeah but multiple whips?

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or more like a cat of 9 tails

wicked oak
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uhmm

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gotta have to try it

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that would actually be a way to do the sith style rays

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multiple "whips", with the lightning material, and no gravity on them

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but they get added random force in the direction you are pointing

pearl tangle
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id start with just the 1 and see

storm vortex
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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

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nvm I found it. Cable Actor. I was searching rope

pearl tangle
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yep thats the 1

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they had it in since the beginning but gave it a big update in 4.14

storm vortex
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So would that support like a mace style weapon if we wanted?

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Like if I wanted to put a weight on one end let the user swing around from handle?

pearl tangle
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thats exacty what we had been talking about before

storm vortex
#

oh I missed that part, I just saw the laser whip. That's sweet though.

pearl tangle
#

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

storm vortex
#

playing with the rope now, seems like the links clip through the floor or ignore physics by default on it

pearl tangle
#

you need to enable collision

dusk vigil
#

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

wicked oak
#

there is an option to disable that

#

is not recomended

#

it murders your vr performance

#

the editor minimizes so the VR performance isnt affected

dusk vigil
#

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 )

wicked oak
#

that is not lol

#

new gameplay video. Ill probably add it to the store page

graceful junco
#

What does DWVR stand for?

wicked oak
#

nothing

clever sky
#

Donkey Wants (to) VR

wicked oak
#

its the codename, but couldnt find a better name

graceful junco
#

ah, ok ๐Ÿ˜ƒ

clever sky
#

Dutch Wives VR

#

Dutch Wives - Very Runny

graceful junco
#

This Work Very Rad

wicked oak
#

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

dusk vigil
#

Viewport gets HMD control, that could be it I guess - Allow to use HMD in normal preview

wicked oak
#

no

dusk vigil
#

give me a clue if you can remember it?

wicked oak
#

im searching

dusk vigil
#

tag me if you find it, I gotta head off : E

silk lodge
#

@dusk vigil use less cpu in background

mighty carbon
#

bam!

hard light
#

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

wicked oak
#

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

clever sky
#

Touch would be a nice supplementary control scheme

mighty carbon
#

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

clever sky
#

Not unlike microphone

hard light
#

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

clever sky
#

How do you move around motorsep?

#

Even teleportation?

mighty carbon
#

you wouldn't be able to use either with Leap, @hard light

#

since pulling hand would be out of FOV

hard light
#

bingo

#

there's so much you can't do

mighty carbon
#

that's what I said

#

initially

hard light
#

ah right, apologies, I assumed you said the opposite

mighty carbon
#

if you only need to press buttons, etc. in front of you, why would Leap not work for that ?

hard light
#

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

mighty carbon
#

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 ?

hard light
#

but what does it do when you cannot see it?

mighty carbon
#

who knows.. Put it behind player

hard light
#

the way leap motion works is that the hand actually ceases to exist when you look away

mighty carbon
#

eeh, that's poor design on their part :/

hard light
#

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

mighty carbon
#

event then, why not to place object behind player, hide it. When hand goes back into FOV, attach it to the hand, show it ?

hard light
#

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

mighty carbon
#

isn't there hand ID or something, per player ?

hard light
#

(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

graceful junco
#

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

hard light
#

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

mighty carbon
#

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.

graceful junco
#

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.

hard light
#

yeah, the problem is that when fingers close or get obscured it can;t track them, so once again, it's trying to guess

graceful junco
#

I used it on my desk though, maybe attached to a hmd it's better, idk.

hard light
#

it's okay

#

and it is the best thing that GearVR probably has right now

#

GearVR could just do with an actual motion controller

mighty carbon
#

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

hard light
#

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

mighty carbon
wicked oak
#

basically full version Bullet Train

#

so its awesome

#

super awesome

mighty carbon
#

I like how you can shoot with arms crossed ๐Ÿ˜ƒ

wicked oak
#

you can do that in my game too xD

#

you cant throw a gun into the head of an enemy tho

#

only a fireball

mighty carbon
#

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

wicked oak
#

thats what im doing, but its kind of hard

#

they want to just let you slaughter them

mighty carbon
#

that gets old quickly

#

but I guess it'll do for casual crowd

mighty carbon
mighty carbon
#

I think next step should be feet tracking in VR

#

seriously

clever sky
#

Someone already working on that stuff

mighty carbon
#

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

hard light
#

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

mighty carbon
#

no no, I mean foot placement tracking, so you can see your feet on the ground in VR world

#

nothing to do with locomotion

hard light
#

ah okay

#

in theory you can do that quite easily

#

some sort of crampon style attachment to the shoe might work

mighty carbon
#

yep

storm vortex
#

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

mighty carbon
#

Wishful thinking ๐Ÿ˜ƒ

#

but, what about Rift ?

storm vortex
#

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

mighty carbon
#

More cameras is a bad idea.. Not enough USB ports ๐Ÿ˜›

storm vortex
#

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.

mighty carbon
#

true

#

Epic needs to do something (or nothing?) about how UE4 is perceived :/

#

"only for pros" and "for FPS games only"

storm vortex
#

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.

clever sky
#

How old is that article?

storm vortex
#

Also $19 a month?

clever sky
#

Both engines are pretty much free to use now.

mighty carbon
#

2016 article

wicked oak
#

19 per month...

#

2016 article...

clever sky
#

To be fair, a lot of the strides towards been a more indy friendly engine has come in the last 6-12 months.

wicked oak
#

yet, a bit later: "Free with 5% revenue share"

#

such a terrible article

#

they contradict themselves

mighty carbon
#

I worked with Unity for a bit and I never liked it..

wicked oak
#

andd the fps question is bullshit this days

clever sky
#

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!

mighty carbon
#

not only that, the tools were nothing like UE4 tools

wicked oak
#

same with the "limited graphics" answer with unity

#

you can do cool stuff in unity too

clever sky
#

Yeah, the article seems old

#

and misinformed and out of date with its facts

#

Par the course for cheap filler journalism.

mighty carbon
#

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

hard light
#

Daydream kind of renders GearVR redundant, so I expect that in future GearVR will simply cease to exist

clever sky
#

@wicked oak Have you used Medium?

wicked oak
#

nope

#

i dont have it

clever sky
#

You can't download a bunch of touch stuff as a touch dev?

mighty carbon
#

@hard light how so?

#

as Samsung smartphone owner, I don't have any intentions going with anything else but Gear VR

hard light
#

that's because you're a deranged GearVR fanatic

mighty carbon
#

it's simply better than Daydream

hard light
#

but from a consumer perspective, Daydream is better than GearVR in every way

mighty carbon
#

I don't see how half-assed controller can make it all that better. It's nothing like Vive's wands at all

hard light
#

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)

mighty carbon
#

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.

real needle
#

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"

hard light
#

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?

mighty carbon
#

do you have both Gear VR and Daydream?

hard light
#

actually, I do!

clever sky
#

@real needle Send them all to Ben Tristem's course. Dude's amazing.

mighty carbon
#

then you are deranged fan of Daydream

real needle
#

It was ben saying it though ><

hard light
#

lol, no

clever sky
#

Doh

hard light
#

I have no intention of developing for either platform

real needle
#

His new RPG kickstarter

clever sky
#

Well, he does a good job teaching unreal anyway.

hard light
#

but I can quite easily see Daydream superceding GearVR

clever sky
#

I think the harder part is if you're doing a lot of C++/BP mixing like he's doing in his courses

hard light
#

Daydream does have it's weaknesses compared to GearVR, but it's none of the things you've mentioned

clever sky
#

@hard light cept for the light leakage

hard light
#

light leakage is a problem at present, yeah

clever sky
#

Does Daydream do low persistence?

hard light
#

I can see that going away with future iterations

mighty carbon
#

@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)

hard light
#

@clever sky - yeah, it does have low-persistence stuff, it's part of the Android NDK

clever sky
#

Cool

storm vortex
#

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

mighty carbon
#

Gear VR is a much better product (and Galaxy S8 is going to be significantly more powerful and better than Google Pixel)

hard light
#

I'm expecting iOS support eventually

#

but it'll take time

mighty carbon
#

on software side, Gear VR is 100% above Daydream, thanks to Oculus

storm vortex
#

Does the Daydream remote track accurately where it could be used as a weapon in a FPS or is it more like the Wiimote?

mighty carbon
#

well, if iOS will support Daydream, then Gear VR will become even deeper niche product

hard light
#

of course it's ahead? People have only been able to develop for Daydream properly for a couple of months

clever sky
#

@storm vortex so you have to assume/suggest the positioning of the player's hand

mighty carbon
#

it won't die because Galaxy has to die first

wicked oak
#

IOS, daydream?

hard light
#

@storm vortex - haben't done enough with the remote, but I know it's not stellar

wicked oak
#

lol

#

-its apple

#

at most they will show their own version of GearVR. Worse, much more expensive, but stylish

storm vortex
#

Why wouldn't it work? Isn't it pretty much the same as cardboard? iOS aleady supports bluetooth controllers.

wicked oak
#

becouse you need OS level support

hard light
#

it's similar to Cardboard, but it's not the same

wicked oak
#

and screens that meet the standard in FPS, latency, and resolution

hard light
#

minimum res for Daydream is 1920x1080, IIRC

#

(which is pretty low, IMHO)

wicked oak
#

wich only the iphone 7 PLUS has

hard light
#

do none of the iPhones have 2560x resolutions?

wicked oak
#

nope

hard light
#

0_o

wicked oak
#

the plus is 1080p

#

the normal 7 is less

hard light
#

no VR for iPhone users!

wicked oak
#

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

hard light
#

well, you need an operating system that only two phones on the market currently run :p

#

(at present)

storm vortex
#

Ah, that makes more sense. I just assumed it was closer to cardboard since it was still using a phone to power the VR

wicked oak
#

wich is android, so no apple

#

its more like gearVR

#

a very high end version of cardboard

#

just this time it isnt samsung specific

hard light
#

the current headsets aren't intended to be mass-market anyway, so we'll see how it goes

mighty carbon
hard light
#

I wondered that too, but indications at present say 'no'

clever sky
#

Yes it will be

#

Or at least their chief has indicated that's what will happen on Twitter

real needle
#

it would be pretty rad

upbeat holly
#

best game ever period ๐Ÿ˜„

mighty carbon
#
#

^^ 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 ๐Ÿ˜’

wicked oak
#

holy shit SuperHOT VR

#

10/10

storm vortex
#

That game looked really cool. I hope it eventually comes to SteamVR

wintry escarp
#

iphone8 is expected to use a new amoled screen

mighty carbon
#

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

wintry escarp
#

the move to their own amoled is meant to allow a higher res

storm vortex
#

Isn't the playstationVR 1080p?

wintry escarp
#

id be disappointed if Apple didn't up the VR ante after arriving a few years late to the game

mighty carbon
#

WQHD Super AMOLED is what S6/S7 have

wintry escarp
#

yup

mighty carbon
#

and S8 is coming with 4k screen, so..

wintry escarp
#

I don't think just increasing res is the answer

mighty carbon
#

@storm vortex only @wicked oak can tell ๐Ÿ˜Š

#

@wintry escarp they already figured that 8k is what VR needs

wintry escarp
#

the more you increase res the more area you lose to to the gaps between pixels, they need a new thing to reduce that

mighty carbon
#

(I forgot if it's per eye or total)

wintry escarp
#

HD at 90hz with no screen door would be better than current 2560@60hz

wicked oak
#

psvr is 1080p 120 fps

#

but LED, not OLED

#

its still RGB

#

instead of Pentile

wintry escarp
#

supposed to look very nice isn't it

wicked oak
#

nope

#

well, there is one thing

mighty carbon
#

@wintry escarp but you won't have 90Hz on mobile screen. It will still be 60Hz or rather 59.xx Hz

wicked oak
#

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

granite jacinth
#

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.

wintry escarp
#

90fps makes no sense on a normal phone, they could always have VR edition...pay $50 more for a 90fps capable phone

granite jacinth
#

But, I don't understand why there would be no context of WTM in CScript

#

Hmm there is

wintry escarp
#

shame the modular phone idea didn't take off

granite jacinth
#

Lame Function libraries

mighty carbon
#

@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.

granite jacinth
#

I can't wait for my Pixel

#

Should be interesting

mighty carbon
#

did you order the big one or smaller one ?

granite jacinth
#

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

#

๐Ÿ˜ฆ

#

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

silk lodge
#

@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?

mighty carbon
#

and you don't like Gear VR with S6 or just expanding into Daydream for science ?

wintry escarp
#

you wont get 90fps on a 60hz screen though, you'll get missing frames

mighty carbon
#

(or to cover larger market)

granite jacinth
#

@silk lodge ha, I actually figured out my problem

#

I was setting WTM in GameMode dynamically ๐Ÿ˜‰

#

True WTM was the actual number in the level

#

Silly me

mighty carbon
#

@wintry escarp except you will.. I played games on my 60Hz screen at all kind of fps, from 20 to 120 fps

granite jacinth
#

But wait..

mighty carbon
#

even screen tearing doesn't happen to often

granite jacinth
#

Nah, never mind

wintry escarp
#

no, I can get 200fps on ue4, but I'm only seeing 60of them as my monitor is only 60hz

granite jacinth
#

GM doesn't work in editor

silk lodge
#

public property on an object?

granite jacinth
#

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

mighty carbon
#

@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.

wintry escarp
#

there isn't much point running higher than your monitor hz rate, that's why gamers pay for 120hz monitors

mighty carbon
#

eeh, there is

#

are you not a gamer ?

wintry escarp
#

even if my computer can respond 2x faster, I still cant see that response until my next screen update

mighty carbon
#

it's just a common sense that games with higher fps feel much smoother than the game with lower fps

granite jacinth
#

GSYNC

#

FREESPACEWHATEVER

#

I forgot AMD's version ๐Ÿ˜ฆ

#

But, anyway

mighty carbon
#

FreeSync ๐Ÿ˜ƒ

granite jacinth
#

Without that

#

It's stupid to go above your Hz

urban shell
#

Vr preview window size seems to ignore ini's. Is this specified somewhere else?

granite jacinth
#

I have 144hz monitors

#

I have them set at 120fps

#

Anytime I play they never go above 120hz

#

Even with GSynx

#

Gsync

mighty carbon
#

I don't know what you people are smoking, but DOOM came uncapped and all e-sports games come uncapped

granite jacinth
#

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

mighty carbon
#

if fps wouldn't matter, all games would be capped to common screen refresh rate (60Hz until recently)

granite jacinth
#

?

#

They are...

#

Some games are even locked at 30

mighty carbon
#

sure

#

but esports

granite jacinth
#

That's when the PCMasterRacers get pissy

mighty carbon
#

and DOOM was capped at first to 60 fps, and then they uncapped it later

wintry escarp
#

if hz didn't matter people wouldn't be paying extra for 120/144hz

granite jacinth
#

too many games are locking their Framerates

#

I agree

#

with @wintry escarp

wicked oak
#

hey, can i show my store page here?

#

i just published the store page of DWVR and would like some review

granite jacinth
#

NIGHT and DAY 60hz and 120hz+

#

what's DWVR @wicked oak ?

#

And yes please, post your store page

mighty carbon
#

@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.

granite jacinth
#

I don't think anyone is going to cry about some advertisement

#

VR related

wicked oak
#
granite jacinth
#

There's no "promotion" channel

wintry escarp
#

if you cap a scalable game you break it don't you?

mighty carbon
#

not sure what you mean

#

most games are capped nowadays

#

to 30 fps or to 60 fps

wintry escarp
#

on pc?

mighty carbon
#

yep

wintry escarp
#

fuck that, id return a game capped at 30fps

granite jacinth
#

@wicked oak Seems fine as a store page, but your game name sucks

mighty carbon
#

except for some games like Doom and for esport games, like CS and whatever else they play nowadays

wicked oak
#

i know the game is too meh

#

but i couldnt find a better one on months

granite jacinth
#

But, you should put a little more thought to the game name

wicked oak
#

im aware of it

granite jacinth
#

Anything is better than what you have right now

wicked oak
#

not really everything

granite jacinth
#

Well no, I Suck Donkey Nuts VR isn't better

#

true

wintry escarp
#

whats the DW ?

granite jacinth
#

I don't even know what DW stands for

#

Even reading the description

wicked oak
#

it stands for nothing, codename

granite jacinth
#

Oh @wintry escarp picked up on that too

#

Hmm

#

But you launched a storepage?

#

That's not the time for "codenames"

wicked oak
#

2 of them

#

interesting, steam is already giving it good amoutns of traffic

#

from discovery queue and "coming soon"

granite jacinth
#

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

wintry escarp
#

dark watch VR

granite jacinth
#

@wicked oak heheh

#

Those are yours...

#

Tailored to you

#

So, of course it would be ๐Ÿ˜‰

#

Don't forget this just changed a few weeks ago

wicked oak
#

no, 20 people watching it its not only me XD

#

im using google analytics

#

this on the realtime

granite jacinth
#

20 people...

#

I wonder where those 20 people came from?

wicked oak
#

discovery queue and the like

gilded oyster
#

HHHHHMMMMMMMMMMMMMMMMMMMMMMMMMMMM

granite jacinth
#

Or here?

#

Come on...

#

lol

wicked oak
#

no, becouse i gave you a different link

granite jacinth
#

I see

wicked oak
#

yours had 2 //

urban shell
#

anyone available for a VR / programming question?

wicked oak
#

that kind of thing actually shows on analytics

granite jacinth
#

@urban shell shoot

urban shell
#

preview windows...why are they not following what was specified in the ini?

granite jacinth
#

You mean the size?

#

Like fullscreen?

storm vortex
#

@wicked oak does steam actually provide realtime analytics of the store pages? I'm surprised...

wicked oak
#

it lets you hook google analytics

#

i also use google analytics for game stats

urban shell
#

@granite jacinth yeah. have specified a resolution / window size. but packaged game doesn't use it

wicked oak
#

with the google analytics ue4 plugin

#

its SUPER basic, but lets me know stuff like scores

granite jacinth
#

@urban shell you have to mod engine files for that

storm vortex
#

Oh that's really cool.

granite jacinth
#

@wicked oak that's on Marketplace?

storm vortex
#

Must be why like every Unreal game I open aways triggers the firewall popup

granite jacinth
#

Nope

#

That's just OSS

storm vortex
#

are you use the C++ SDK?

wicked oak
#

yes, that plugin is on marketplace, i think

#

but i bought it outside the marketplace

#

the firewall is due to epic games crash log

storm vortex
#

This is for freshly launched new games though

wicked oak
#

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

storm vortex
#

must be for multiplayer

wicked oak
#

yes

#

its a really great plugin

storm vortex
#

wow way cheaper off market I found the link you were talking about

wicked oak
#

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

storm vortex
#

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

granite jacinth
#

GameSparks provides a nice alternative

#

Lots of analytics

#

Also, going to be free for most Indies

mighty carbon
#

what's the catch ?

storm vortex
#

Google Analytics is free too afaik as long as you don't hit the API limits

wicked oak
#

google is free too, and no limits i think

#

at least for normal game use

granite jacinth
#

The catch for GameSparks?

wicked oak
#

also SUPER easy to get working

granite jacinth
#

You need like 100,000 Monthly Users

wicked oak
#

after all, google uses it becouse you use analytics for ADVERT data

granite jacinth
#

and then they start charging

#

But tbh, it's a great deal

#

A lot of stuff comes with GS

wicked oak
#

so they want to keep it free, after all you use it to monitor the adverts you post

granite jacinth
#

Authentication

#

Leaderboards

#

And a whole slew of other stuff

mighty carbon
#

I see.. I guess if there is a native plugin for GameSparks for UE4, it worth trying it

wicked oak
#

leaderboards is alraedy on Steam

#

but you gotta access steamworks directly, UE4 integration is abysmal

mighty carbon
#

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

granite jacinth
#

oh wow

#

I never knew you couldn't dynamically change a physics item's scale

mighty carbon
#

like rolling downhill snowball ?

granite jacinth
#

Um, I guess that could be one thing ๐Ÿ˜‰

mighty carbon
#

๐Ÿ˜ƒ

#

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

wintry escarp
#

strange you cant alter scale, that wouldn't affect mass

granite jacinth
#

I agree

#

But it wouldn't do shit until I disabled physics and then reenabled it AFTER it scaled

wintry escarp
#

unless the worry is scaling static objects wouldn't push objects it grew into, breaking the physics

granite jacinth
#

It literally "processed" the nodes

#

because I had print strings after it

#

but it just wouldn't scale

stuck hamlet
#

is there a way to determine if a motion controller is currently connected?

granite jacinth
#

hmm

stuck hamlet
#

so I can disable/enable functionality if its connected or not

granite jacinth
#

Well, other than the obvious?

stuck hamlet
#

hah

#

yeah other than the obvious

#

like i want to hide the static mesh of motion controllers if its not connected

granite jacinth
#

You can probably check velocity

#

like if "in motion"

stuck hamlet
#

hm.

granite jacinth
#

and if not, it's probably not connected

#

unless the player places it on a table

#

then you're screwed

stuck hamlet
#

yeah

granite jacinth
#

um

#

There should be an event

#

On Active

#

Yeah

#

On Component Activated

#

And On Component Deactivated

stuck hamlet
#

ahhhh that sounds perfect

granite jacinth
#

They are on every component

stuck hamlet
#

and that would be for the motioncontroller component

granite jacinth
#

Not sure if it works on that though

#

Never tried it

#

Sometimes they don't work

#

And yes

stuck hamlet
#

well I guess I could give it a shot

granite jacinth
#

On MotionControllerComp

#

BTW, when I said other than the obvious, this is what I meant ๐Ÿ˜‰

stuck hamlet
#

ohhh, thought you meant if the controller LED was on or something ๐Ÿ˜›

granite jacinth
#

Well, the controller would disappear also

#

Well, it'll go to origin

#

or wherever it goes

stuck hamlet
#

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

granite jacinth
#

What are you wanting it to do?

stuck hamlet
#

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

real needle
#

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?

granite jacinth
real needle
#

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

granite jacinth
#

Probably is, I just ran it in you know what and it seemed fine

pearl tangle
#

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?

rare violet
#

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)

pearl tangle
#

just trying to use the motion controllers for something on a screen rather than for vr?

rare violet
#

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

pearl tangle
#

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

rare violet
#

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

pearl tangle
#

yeah you are wanting the view from a different render output, not the HMD output

rare violet
#

yea. we already have the other output, i just need the HMD position when im not using the HMD output on screen

pearl tangle
#

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

rare violet
#

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

pearl tangle
#

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

rare violet
#

thanks man!

digital marlin
#

Anyone know if I upload a game to steam, do they scan for mailicious files or viruses etc?

rare violet
#

@pearl tangle tried that method, but unless I do stereo off, the camera will not take over the display =X

lost dome
#

@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.

pearl tangle
#

yeah you need to modify then engine code to change what its displaying on the monitor

rare violet
#

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

pearl tangle
#

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>?

rare violet
#

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

pearl tangle
#

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

rare violet
#

what would I google to figure out how thats done?

real needle
#

@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?

pearl tangle
#

i assumed he was talking about displaying it while somebody was playing rather than just for screen recording?

real needle
#

Have you tried that integration? I am actually using sequencer, but I have to composit afterwards, can't do realtime

pearl tangle
#

i haven't done it but I saw some similar suggestions on the UDN from Epic for that too

real needle
#

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

pearl tangle
#

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

real needle
#

Yeah I've modified it to give me full screen but I don't have control over the res

pearl tangle
#

yeah gotta swap the camera around

#

are you in the UDN?

rare violet
#

@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

pearl tangle
#

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

rare violet
#

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?

pearl tangle
#

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

rare violet
#

nice ty

clever sky
#

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.

wicked oak
#

much more awkward

pearl tangle
#

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

wicked oak
#

there is no equivalent for the trigger finger capacitative

#

and there is no equivalent for the grab analog

#

the gab in the vive is digital

#

and hard to press

pearl tangle
#

nah just for the thumb

#

would be handy to have in the trigger actually