#virtual-reality
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but the one that will be super super hard to hack on vive is the "i expect you to die"
awesome game
but it uses everything
from joystick to buttons to trigger and grab
even the gestures, you can extend your finger to press buttons
both of those games are incredible
yeah the finger pointing is definitely a helpful 1
thats the main 1 thats actually beneficial. since you can say closing a hand is pulling a trigger. thumb down is not that helpful. pointing is very helpful
i also like the analog and smoother Grab button
a lot more
its GREAT to pick up stuff
thats why my Shootout prototype uses them exactly for that
I am keen to try those different controller types that valve has been working on. the controllers attached to your hands rather than having to hold them seems like a great idea
i had to implement sticky grab for vive
i found myself accidentily dropping the guns lots in robo recall because of that mechanic actually
Sticky grab should be par the course for a number of object types
Until we get cap grip
which to be fair isn't far off.
cap grip is there btw
Is it?
I keep hearing conflicting information
some people saying cap grip not there, some say it is. Have you implemented it?
no due to limited animations
but im sure of that
let me doublecheck
ok it seems it doesnt
but its odd, it has 2 imput events for the trigger
one is the "pointing" captouch, and other the "trigger" captouch
so 3 different points for the thumb?
index is pointer...
but yeah, I think it also has a resting cap touch spot?
Maybe not
i think yes
I'm just gonna leave that there.
Is that yours? ๐
its job simulator, zombie edition
Why does everyone call the diner portion of job simulator - 'job simulator'? ๐
Before Vive released, that was the only job available
It was free for all SteamVR devs
Did anyone try ReVive ?
Virtual reality is becoming even more realistic with its game-changing technology. VR company Oculus is introducing its Touch hand controllers Tuesday. They bring its virtual reality into a new dimension. Oculus co-founder and CEO Brendan Iribe joins "CBS This Morning" to discuss why the company wanted to bring hands into the VR world, and the Brendan Iribe Center for computer science at University of Maryland.
hmm... making its way to TV now
pretty cool
The Khronos Group, the industry consortium dedicated to creating open standards in computing and graphics APIs, has announced a new initiative to develop an open standard API for VR. As the makers of Unreal Engine 4, which powers cross-platform VR experiences, Epic Games is fully supportive of this effort. Read on for more details.
sometimes standards slow down innovation
but I guess at this point Oculus/Valve want to be able to sell VR to AMD users too
so they are probably willing to share ASW / ATW into open API
http://vrtalk.com/forum/showthread.php?5816-16-Incredible-Uses-For-Virtual-Reality-Besides-Entertainment << VR monetization potentials besides games
While gaming seems to get most of the attention within the virtual reality space, it's the non-gaming applications which could bring VR to the mainstream. From education to sex to medical treatment, virtual reality is already making its impact felt in many extraordinary ways. Below are 16 different non-gaming applications for the technology that's making our lives better and more bearable. With each application I have provided an example via a link:
- Treat Pain -
https://www.oculus.com/blog/oculus-touch-launches-today/ << doesn't look like you need to press anything to show thumbs up
Excited. Getting my Touch this week hopefully
any idea when 4.14.1 is coming ?
I've been having too many issues with Oculus, I ended up taking it back, the way they went about securting the connection to the HDM itself with the fact you're going to be constantly moving around was just down right idiotic, thus resulting it cables twisting, knotting, and destroying the pins on the HDM side from wiggling. They need to revisit this quickly, don't think I'll look at another until mid-next year.
Ahh sorry, don't have my glasses on this morning yet haha.
you have to remove the brace to move the cables
Doesn't Oculus have cable embedded into HMD ? It sure looked like that in the store.
btw, I wonder if it's possible to have 2 GPUs in one case (non-SLI) and have 2 HMDs running off the same PC ?
(having limited amount of USB ports would be an issue though)
well, firstly the software won't support it, but I'm also somewhat sure you wouldn't have enough bandwidth to handle two HMDs anyway
you'll either be CPU bound, or bandwidth bound
handling rendering for two HMDs is an awful lot of work to do at 90fps+
In theory you could run two HMDs on the same system software wise if you used Linux with PCI pass through but you'd need multiple graphics cards and a very robust CPU
I guess if you gimped the visuals it theoretically possible
I can run FarCry 4 at 100+ fps on Ultra in a Windows VM running on top of Arch LInux
you'd just need a second graphics card to assign the second VM and HMD to and it should work, but you'd need a top of the line CPU
Not very practical IMO
It's just local coop in VR could be an awesome thing. No need to have 2 VR PCs, no need to deal with server setup for MP games, etc.
It would be neat to try for science. I could try matching a 1080SC with a 960 but the person playing on the 960 would probably have a bad time
I'd also need another headset
local coop VR sounds like a recipe for walking into one another to me
^
or smacking one another with the controllers, lol
I guess if it was a non teleporting game you should be able to see the other player
it's bad enough with motion games where you're not in VR
doesn't Vive support 2 people in the same play area ?
Kinect games could get pretty violent, lol
@mighty carbon it does from what I have read
in theory it does, but in practice it's not a great idea
why not?
It would be pretty tight though, I have my lighthouses at 26 feet apart so having two people inside that space would be pretty tight
two people doing physical things in a small space with limited awareness isn't ideal
The tracking also starts to get goofy if you are on the edge of that space too
well, I guess
I think the only local coop I'd attempt would be in the area of a garage with somek kinda divider in the middle
or setup the virutal walls to have a gap between them
that defeats the purpose of local coop
I mean, you can play in separate rooms I guess
you could do a fps in the same room in a space near by and still use similiar strategies
needs to hit newegg and see how cheap can cheap custom VR PC be
~$900 for a decent one
-$900 is cheaper than +$0 ! ๐
Two people playing coop in the same area requires specific games like "Move as slow as possible" or "Try to get past the other player, without touching" ๐
To celebrate todayโs launch of Oculus Touch, we're pleased to announce that our Bullet Train VR demo is now available for free through the Oculus Store. Keep reading for more details.
I hope they release it on Marketplace, right @novel coyote ?
a good baseline for VR is an i7-4790k, and a GTX970
not what Oculus says
obviously you can get better, but the above is a reasonable minimum spec
I'm running the 4790k I think its an older CPU than the 6100 but I don't know how it compares spec wise. Can't comment on the 1060 but when I had a 980Ti it ran basically everything well.
The most difficult game to run in VR I have come across is DCS World. That game is heavily CPU bound. Going from 980Ti to 1080 helped a little but not as much as I had hoped.
I goofed on the ram too. Next build I do I'd get a bit less RAM and go for higher clock speed.
ask Oculus, @hard light Those are official specs
most games list something closer to what I posted as their minimum
but the i3s are usually fairly low-end processors, I wouldn't want to chance it
Also I'd say at this point if you haven't built one or are going to I'd take the extra time and save for the 1070. You will get way more for your money.
the 1070 is probably a good buy at the moment
not really
its still overpriced for its cost
the 1060 is a very good card
i would say he gets the 1060 and the i5
all over priced
AMD is goddamn terrible for VR
at least for now
maybe he can find a second hand cheap 970
more ram is better than slightly faster ram
so I saw a bit of a discussion yesterday on sending a seperate camera to your hmd mirror window, I assume that custom code to do that, there's nothing currently built in to 4.14 for that?
hmm... rumor has it that S8 will have quadHD screen after all, but it will all new (instead of pentile, could be RGB?)
if so, maybe 4k isn't even needed for VR
@wicked oak It's hard to believe loading times any different than for non-VR game
should be about same time
yes, but it feels really bad to just stare at nothingness for a while
ssd speeds that up
well, why not to load small level, then stream main level in the background ?
any touch devs: do we also get medium, etc for free somehow? Or is only consumers?
did they just show up in your account?
yes
i have the dead & buried single player thing and bullet train, but i've had those for a while
oh there, they are they showed up this morning i guess
nice!
installs medium
Superhot looks dope, and i had a good time with the zombie shooter at Connect
I think Valve said that OpenVR would eventually be replaced by the Khronos standard though. So hopefully wont be extra standards.
@mighty carbon would be awesome though
because then we wouldn't see this platform exclusivity like now with bullet train and robo recall
good example is AMD - tries to be all about openness and standards, lost to Nvidia and Intel
Oculus is closed - you get better controller and ASW /ATW
so, maybe for basic functionality standards are good, but when it comes to bleeding edge and innovations, they are not
and one can't really make money with open stuff
Don't buy an i3 for VR. If you can afford the i5 go for it. Ignore that oculus new min spec
ASW sometimes is real shitty with motion controllers
Medium to unreal worked...nice
@spring pond I can't afford i5 (since I was basically buying whole new PC I had to go with bottom line).
i3 3.7Ghz for gaming isn't that far behind of i5. So I'd rather wait and get i7 than i5
dual core is NOT going to cut the job
isn't 4 core automatically 2x faster when baking your shaders?
seem to launch a thread for every core
but, we aren't talking about UE4.. We are talking about playing in VR on i3 vs i5
i3 6100 is 2-cores 4-threads
new rendering pipelines are more threaded as well aren't they
but still, you are going to develop
yeah
that i5 will go a long way over the i3
GPUs are easy to upgrade
just get a new one to SLI or a bigger on e
but for a CPU
you end up having toget motherboard and stuff
yeah, I cant upgrade my cpu without changing whole system
sure, but I had to choose whether I get full upgrade and for with i3, then later upgrade to i7, or I get partial upgrade and let it collect dust until I get missing components
I have Z170 chipset, so i can upgrade for years to come
I'm on z87
wait a bit
hell, I am sure after upgrading to i7 I will not going to upgrade for the next 15 years
Zen is appearing this january
meh, amd are always a let down
you might be able to get a good cpu for the price of that i3
who knows
its just 1 month wait
a shame cos the first amd x64 left intel for dead
AMD is sh#t, I have no faith in them
I bet AMD x64 helped Intel to propel to their current position
people would be in shock if zen actually beat intel
I don't care
maybe it will
but then next gen Intel will bring something better to the table
10nm arch
I buy Intel, but I'd love to see AMD smash them in performance. Intel needs to have a fire lit under them to up their game.
it's like with Nvidia.. AMD released RX lineup, it was comparable to NV, and cheaper. NV released Pascal shortly after.
intel only deliver real upgrades when AMD push them
well, for me going from Phenom x3 2.2Ghz to i3 Skylake 3.7Ghz is a massive upgrade
especially working in UE4
my i920 could overclock from 2.5 to 4ghz, on air cooler
my 4770k couldn't even manage an extra 200mhz
I think you did something wrong on that 4770K then. I got mine to 4.5 from 3.5.
I wasn't willing to delid it
I didn't delid mine either.
well I got an extra 1.5gz from my i920 no problem
My i7 920 did the same thing. Was just how the architecture worked back then.
that could be the worst cpu comparison ive ever seen
they only seem to have benched single core
or do I have adverts blocking something
i3 is better value but i5 is faster in use
single core is all that matters in games nowadays
it's different when it comes to building lighting or baking textures
but for games that's what matters the most
I am sure i5 can be generally faster everywhere, but it's not worth the money they ask for it
that's why I don't see a point at all in spending that money on i5
better get i3 6100 now, i7 later
btw, I could use Kaby Lake in my mobo
(that's if desktop Kaby Lake will come out)
@wicked oak you get your touch yet?
nice
im on order for amazon, theres a few guys in the oculus channel freenode getting them today
mine hasnt shipped yet though
@wicked oak any major headaches/hangups using touch on UE4?
ive got a c++ ue4 projecting going now using vive motion im going to try and integrate touch when i get it
did you develop your product for both simultaneosuly?
cool
if you use the Motion Controller interfaces, then yes
so things like Motion Controller Trigger
ahhh
cool
Does Unreal have Occlusion Culling for VR?
yes
can you please link me the documentation or a video of it, simply can't find it!
same as for non-VR
here is one for precompiled visibility culling http://timhobsonue4.snappages.com/culling-precomputed-visibility-volumes
Unreal Engine 4 tutorials, Tips & Tricks, and other curiosities!
Thank you!
Hello Everyone!
I've been wanting to do this for sometime and just now getting around to organizing and getting some mini projects and things together. Instead of just posting a bunch of random threads with a bunch of scattered bits of information and tutorials I'd rather have them as one cohesive growing piece. Plus, it's such a chore to keep track of so many different threads! :)
As many of you know, I typically answer a lot of questions regarding APEX Destruction. A lot of these
Twitch stream
I think that one talks about real-time and precompiled visibility culling
Thanks man, one last thing regarding ambient occlusion. Since it's turned off as a precaution for being to heavy do you guys recommend baking it in maya or something then just apply a texture of it in the material or do you have any other tips regarding that?
hahah, so humble ๐
what kind of AO are you talking about? It's definitely too heavy for VR imo. You can bake AO to the texture in your 3D app (which is what I do anyway - models look better) and you can also bake AO on the level with Lightmass
Is Lightmass an extra setting you have to turn on or is that just part of the default lighting build?
didn't know about the lightmass thing
but real-time AO isn't something VR can handle well at this moment. And also I think it doesn't work well with Forward rendering yet
I think it's an extra check box or two.. I am not sure, I usually tweak my settings in the beginning and never mess with it again. So I forgot by now ๐
I would think that baking it in wouldn't matter with forward rendering, if it doesn't work baked in then I guess pass for me ๐ข
@tribal citrus Lightmass is what you bake lighting with. It's all in the docs btw ๐
yeah, baked AO doesn't care for deferred or forward
Bare with me here, I'm rather new and is neither a 3D Artist or a Programmer but find this interesting. so AO can be baked while just building hte light as normal if you check a few boxes in the lightmass settings and it's basicly free? What you're saying is also that the AO checkbox in rendering settings that is realtime AO but those are not the same thing?
is realtime AO* damn I'm tired
@mighty carbon
I'm new to Unreal Engine also, but I would suspect the baked lightmass settings are free or almost free at gameplay time but will come at a cost during build time to compute them.
I would expect realtime ambient occlusion to be too much for VR
Basically grab any game with real time AO and run benchmarks
There are tons of videos about real time rendering on youtube
Check those out
hold on, is anyone here using Unreal's precomputed visiblity volumes as opposed to HZB Occlussion? Should I be using precomputed? o_O
Does anyone know the name of the input key for the Oculus Home button on Right Touch controller?
@raven halo depends
is there usually an advantage in terms of draw time when using precomputed visibility?
well, it's less computations
I don't know if you can have only precomputed visibility
for mobile for example you are better off using precomputed visibility
I seen a quick method to somewhat fake transparent objects using screenresolution node, made a grid like patern for the mask, anyone remember seeing that recently?
@zenith charm This? https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Materials/UMaterial/DitherOpacityMask/index.html
Dither opacity mask.
@real needle No, somewhat close but it uses an actual "ScreenResolution" node, I think dividing it with something to produce similar look but you can adjust the size of the "grid" I came across it a few days ago and forget the exact nodes now
Ohh ok, got it. https://forums.unrealengine.com/showthread.php?129792-Making-your-materials-transparent-without-Transclucency&highlight=screenresolution
Hello guys!
I want to share a little idea, that I got today. It's about making your objects transparent without using Translucency mode. I don't know, if somebody has already posted it, I want to share it aswell.
So, the trick is really really simple.
First of all, you have to set your material blend mode to Masked
Next you need to call Checker node and connect it to Opacity Mask pin.
In order to make material masking by screenspace (we do not need to use model's UV here), you
Does that work in stereo since it's using screenspace?
Seems like some of the comments suggests that Dithering is exactly what this does
dithering is the lighter way to go for VR. especially on mobile
Yeh but I thought it only worked on TemporalAA, which I'm not a fan of on the vive
Some of the comments suggests it works with any aa, which would be great. Have to test
not sure i remember testing on the vive actually. normally not as concerned with performance on the stuff im doing on desktop if i can just throw 1080s at it
There are some good comments on the issues with temporal and vr in thursdays stream
I just think it makes everything look blurry/out of focus, especially on distant objects
thats pretty much what it is setup to do
Yeah I'm trying to use MSAA so dithering in this aspect wouldn't look fantasic, I'm not doing much but thought I'd play around with that technique
@zenith charm I like to use additive, it's still technically translucent but it's cheaper
kills performance though. better off with the new forward renderer, higher scaling and txaa
Yeah I try to scale as much as possible instead of spending it on aa
multi res makes a big difference as well
also using forward, and higher scaling with txaa
msaa is pretty broken on 4.14
also sharped and somewhat cheaper txaa is coming in 4.15 if githubs commits are to be believed
and about transparency, I've had great success with using additive and unlit material, and sampling the cubemap manually in the shader. It's way cheaper than computing the entire PBR shader on it.
(of course it has its limitations)
lights won't get reflected on the surface for example
@raven halo I'm using MSAA on 4.14 what part is broken?
What's that mean? ๐
Within a release version, Epic won't break anything that's compatible from their end. Or at least will try not to. So going from 14.0 to 14.1 won't change anything for any project (for the most part)
But they don't test 3rd part branches
Or reall care if they break them
Ah
Well, I guess the upside is that multi-res isn't a mission critical function of the game right?
So if it breaks, you just lose it until someone fixes it
So, in theory, there shouldn't be any dependency from a 3rd party branch that relies on something that's small enough to be changed within a release version
In practice, who knows
If you are looking at a production release
who knows
You lock your version
Well... hopefully some of us devs have it figured out ๐
A lot of people here in a production pipeline are still on 4.12 or 4.11
I need that 1ms frame saving from 4.14.1!
And then look at new releases for stuff they can poach back into their branch of the engine
So they'll base from 4.11 and have bits and pieces from 4.12, 4.13, 4.14, etc
Fair enough.
Or, if the change is too big, they'll look at an engine update...but that's rare
hmm.. Didn't know about dithered transparency... Will try it on mobile VR.
Yeah. Someones going to do a cost benefit analysis to see if its worthwhile
Like buying a new car vs. getting yours fixed up
At some point, yeah, you need a new car
But for an oil change?
(1-fps gain?, etc)
Nah
Fair analogy
supposedly 1ms is 10% performance increase in VR
Yeah. I assume jwainwright's 1 fps gain wasn't in relation to the 1ms comment I made.
do cockpits cause an overdraw issue on mobile, or does ue4 try to cull whats behind it
if it's a model and whatever actor is going to be culled, gets obscured by cockpit then it will be culled
cuz culling on mobile isn't the same as on PC
if you have a big actor (like a mountain range, one mesh) and if even a small part of it will be in camera's frustum, it will render whole, even whatever is offscreen
so on mobile you have to balance between having less actors to reduce drawcalls, but also having it as modular as possible due to how culling is done
and since instancing doesn't work for shit on mobile, it's just a chore to develop for
(rather, doesn't work in mobile VR)
Oculus VR, a technology company revolutionizing the way people experience video games.
bam!
and no UE4 support of course ๐ฆ
works with ue4, says native C++ support on there
How do you guys get either you motion controllers velocity or something that's attached to your motion controller
store the previous location and compare it to the current location.
I think you might also be able to attach an object to it.
It's kinda expensive, but not that expensive in the grand scheme of things.
I just don't see why we can't do it without it being a physics item
since you can get velocity on anything with physics or char move
Yes, well... Maybe attach something to the controller via physics constraint and use that to read velocity.
heh, that's a thought
I'm shifting over to a physics constrained hand mesh after my current project, so that'll be useful.
I know what you mean though. You can get physics readings from the HMD.
So why not the motion controllers?
๐๐ผ
Gotta dive into the engine to figure that shit out.
Anyway, the prev/current location comparison is adequate for prototyping at least.
physics constrained mesh for a hand? sounds finicky
Well, some devs are definetly doing physics something with hands - as they have hands that can be stopped by the envionrment.
Well anyway, there should be an easy way to just get the velocity of the motion controllers ๐
Arizona Sunshine UE4?
Unity apparently?
Ignorance.
The UE4 games usually have blurry looking text IMO
And also because Unity did VR marketing to devs good.
I am just curious exactly the different in packaged game
Unity games usually look crisper
And to be fair, Unreal 4 has been behind in VR friendly features until recently.
But I don't see why any of that should matter from a player perspective - just which games are better.
And there are plenty of great UE4 VR games around.
Pool Nation/Sports Bar, Raw Data, Out of Ammo
Solus Project, Henry, Bullet Train, Robo Recall
as far as my eyes can see ue is far superior to unity, especially in output quality
and u should trust me, cuz my icon is an eye
๐
Early UE4 defaults for VR looked and felt bad. Since 4.13, UE4 VR has seen big improvements.
So it's not as dependent on the knowledge the dev has about VR specific pros/cons
How are you guys handling collision in VR?
For a while I tried inheriting from the character class but then the capsule would be out of sync with the player position.
Recently I have tried by just inheriting from actor and moving the VR origin and not inheriting from the character class, but then I of course lose all the free physics stuff like gravity.
OHHHHHHHHHHHH BABY
I saw some plugin mentioned the other day too. Are any of you using that?
To be specific for like a first person style game with room scale
It's early days for both platforms IMO
but who gives a shit about what I think. I dunno what I'm talking about
its definitely good they finally added in a default vr template for people to use. at least gives everybody a base to start from
Yeah saves me a bit of time.
there is the vr extension plugin thing i think thats what you are referring to
@pearl tangle I haven't used any plugins yet, are they locked to certain engine versions or prevent you from upgrading say down the line if the plugin isn't updated?
well you can always rebuild the plugin if you have the source for it
watching videos of that plugin, that looks really useful
VR (OpenVR) Expansion Plugin
Updated: 11/30/2016
11/13/2016 - Added template project.
10/10/2016 - No longer OpenVR specific, if platform does not support OpenVR the plugin no longer compiles out the OpenVR specific code.
I kinda wish I looked into that sooner now
@storm vortex you can use stereo layers in UE4 and get crisp text
I've been using the forward renderer and I think that makes a difference. I'll checkout the stereo layers too.
works on Oculus only
ah ๐ฆ
specifically designed for UI and text
btw, what about Lone Echo? What engine is it being built with ?
@mighty carbon Really? I didn't see that mentioned anywhere?
The Oculus only part
I didn't find out how to use them with UMG (seems to only accept textures) so I decided to just go with high res UMG widgets and downscale them
Hmmm... Arizona Sunshine pretty damn great.
But got some real jank to it.
Especially in the night areas... they've got big dynamic lights hitting everything and causing frame drops constantly
instead of static lights.
Then there's the bloody torch that you get. Worst torch in VR!
I mean it looks good and meaty... but it forces you to hold it backwards - meaning you have to hold it up above your shoulder to use it.
Which is a kinda cool way to hold a torch. Until you have to hold it for 10+ minutes like that.
I ended up taking the controller strap off and holding the controller backwards by its ring.
my touch controllers haven't shipped from amazon yet annoyingly. even though 1 of the other guys in my team ordered his at the same time as me but like an hour or so later, he got his notification yesterday
@pearl tangle well that plugin was a world of pain, 4 hours later I've ripped all my C++ code out of the project and got it all working again. In it's current state I could not get it to compile for 4.14 to save me ๐ฆ
Too bad because it looks like it does so much stuff. It worked fine with the sample but trying to integrate it into an existing project was compiler error after compiler error.
I suppose I likely missed some detail when adding it to the project. It seemed like it couldn't find anything in the compiler path. Stuff that was part of the project. like # SteamVRHMD.h
@storm vortex I'd recommend building it for 4.14 in a seperate project and then migrating stuff across (levels normally pick up all the necessary dependencies).
At least that way if it doesn't work right, it won't take down the rest of the project.
Yeah, im giving it another shot now
But yeah, VRExpansionPlugin is basically the functionality that UE4 VR needs out of the box.
I didn't have much C++ in my project to begin with so not a big deal to remove it all.
Yeah, I've already rebuilt much of the stuff in blueprint myself, but it does a lot more than what I have done
It also has way better physics for picking up stuff
Like, my first challenge in doing my locomotion system was... hmm, how am I going to do capsule movement?
I'm just parenting things to the controller, I like the physics that prevent the weapons from clipping walls
Oh, looks like someone's already done it... and all this other great stuff along with it. ๐
Yeah, I kinda put that part off and now im back to figuring out how to properly do it
You can get pretty far prototyping stuff, but then comes the time it needs to actually work
@clever sky So did you have to install a SteamVR SDK or anything else. I got so many strange compiler errors.
Nope.
The installation documentation is kinda a bummer.
like in a fresh C++ project I get that, then if I fix that I get an error about SteamVR
But basically, once you figure it out, it's the same for every other C++ per project plugin
I fixed those and then it started throwing me some include errors deep in the C++ code. I had to hard code paths to C:\Program Files\Epic\Ureal...\Lib.h
Anyway... I'm not sure what you did, nor how to diagnose it...
but here's what I did.
make a new project.
Drop the plugin files into projectdirectory/plugins/VRExpansionPlugin/
make a new C++ class
which automatically compiles and launches VS
Go into VS, under the build.cs file...
add in 'VRExpansionPlugin' to the first line of plugins
So far thats everything I have done exactly. I'm running on 4.14. I'm wondering if that might be the issue. I'm going to try it with 4.13 next
Then built it.
And after a while, it comes back and it's built the binaries and... should work.
If it's not then, post in the VRExpansionPlugin thread
and see if you can get some help there.
Thanks for your help, trying those steps again in 4.13 to see if I have better luck
Good luck. I'll let you know if I remember any other details
Revisting C++ again after a long time of doing web dev, I don't know what is worse to deal with C++ compiler errors or NodeJS dependencies
Useless compile errors are half the reason I do BP stuff only ๐
Yeah, that's the main thing keeping me in BP as well
Either I'll tamp down the performance by using UE4's compile to C++ tool, or in an important enough project, I'll pay someone to convert it to C++ ๐
I should probably be less C++ phobic ๐
I worked at a company where they paid someone to convert a bunch of C# code to Objective-C. It was not a pretty result in the end.
Yeah, I can imagine.
Especially if it's not a tight loop between the designer/C# person and the programmer
@clever sky Is your plugins directory in the root of your project or in the source folder?
ProjectDirectory/Plugins/VRExpansionPlugin/stuffhere
thanks
stuffhere isn't a folder
What version of Visual Studio are you using?
Community 2015
@storm vortex MSAA on 4.14 with masked materials doesn't work. Also a few post process type effects don't work well such as capsule shadows. Daniel Wright warned the other day on the stream that it's MSAA is still very WIP
article claims tracking is solid
Any of you using Gamesparks with Oculus online subsystem? Curious what approach you took for authentication.
@raven halo thanks for the heads up. So far only things I had it not work with were some bullet decals I bought on the market which was corrected by tweaking a setting in the materials and noticed that smoke effects don't look quite as smooth.
Hello, when creating a new VR project, and going into the motion controller map, the hands do not seem to work. They stay in the ground instead of following the controllers, and when I press any of the buttons on the controller nothing happens (the hands dont grab with the trigger, and other inputs I added myself also don't work). Any idea why this may be happening, and how to fix it?
are the meshes parented to the motion controller components?
@fallen wind sometimes the hands get stuck on the floor for me. That usually happens if the controllers are off when I open the project but not always. Try reopening the project with the controllers on.
Thanks @storm vortex , that fixed it ๐
today i made a space pirate trainer style minigame for DWVR
i want to launch with 3-4 different minigames alongside the main mode
networking in general or networking for VR ?
VR + unreal
it's not that bad, but it just requires at all times you think more than just "this event happens, this state changes" to add "Where does this event originate, how will it get to the autority" and "Make sure the state change happens on the server, how are clients responding?"
I see
I'm starting to get the habit, but I'm more worried about when I bring the non-programmer blueprint crafters on the team in, if its just going to melt their brains
only one way to find out...
heh
why not to make it where only so many things exposed to the rest of the BP so that when not dealing with networking, BP scripters don't have to worry about it ?
@spring pond when you are doing MP, do it in C++
only expose graphic events to blueprint
like "on weapon fire" so they add FX
what's wrong with doing it in BP ?
Anyone know of a cord extender for the Vive or maybe a better cable managment system for using it in large open rooms? I'm currently using a retractable clothesline but not getting the full room size I'm looking for
@mighty carbon in BP its harder to see the flow
and can get written by his blueprinters and everything getting messed up
Anyone have a good solution for turning the player capsule and viewport? Like if you are in a car I want the player to turn with it? When I try I just get a weird hard snapping at the wrong amount of degrees.
it's called swivel chair
or this https://twitter.com/roto_vr
The latest Tweets from Roto VR (@Roto_VR). Roto is the fully interactive VR chair. Motorised 360 turns, intelligent headtracking, no more tangling cables, table mount, touch pedals and much more!. London
Haha. "to play this game you must purchase a special chair"
I get sick really quickly if camera control is taken away from me.
not special, just any swivel chair will do. Player would just use legs to adjust his/her full body rotation
I wonder how Dirt Rally and alike handle this
Its for a slow turn around curves because the player is always moving forward. Just want it possible for them to stay facing forward in RL so they don't get tangled
aye
Kind of like how it works with roller coasters but I can't use a spline
but how do existing VR compatible racing games handle it ? Might want to play those and see how they do it, and if it's comfortable
I have played one, and Eve Valkyrie. They handle it how I wan't, but I can't see how they set up the BP. It was comfortable for me because it had context as to why I was turning
Awesome, thanks.
@wicked oak Thats essentially what I've decided to do, but this is a framework for experimentation, so I'm going to allow people to override the logic if they have some niche mechanic to implement
Yeah my controls allow strafing back and forth so Ill just use trigger boxes to tell the car when to turn and by how much so they can follow a track automatically. A little more interesting than a straight line the whole game.
Oculus is working on Avatars SDK for UE4 !
well holy crap
I didn't think ue4 had realtime GI
Do you guys ever read description below videos on YouTube ?
Geomerics Enlighten UE4 integration is what that is
so its an addon?
I thought maybe it was added, since unity has it
Enlighten has been around for quite some time, was available in UE3
In the sales section it said its only viable for projects with over a $1MM budget. Guess Ill have to wait to try it.
@pallid echo boring
For "vets", you would figure they would try harder than copying any other wave shooter or even more specifically Raw Data
Yup, I'm with you.
Once I saw CoD Vets were making a VR game I instantly just thought about it being like Raw Data.
Then seeing all these videos confirmed it lol
Looks like a prettier zombie simulator.
Its raw data
without movement
goddamit at least i try to add magic and fast movement and other gimmicks
its called standards, folks!
๐คท
http://steamcommunity.com/app/342180/discussions/0/152391285458876458/?ctp=2 That is disgusting... I have an i7 and I can't even play it because its a bit too old...D:
ouch
4790k @4ghz is a pretty decent processor even though its a few years old
I wonder how many people will actually get to play that exclusive mode given how many VR owners there are and ones yet that have the newest enough i7
what about a 6700 will that play it?
I think that one will
any game that wont run on an i7 when you have the required gpu is a failure
Well its an artifical lock. Someone on reddit already posted a patch that removes the processor check.
That kinda hardware exclusive stuff should not happen. Especially being announced after people have bought the game.
@opal bobcat works fine with my i7-6700
turned the res scale up to 150%
still pretty smooth
but i agree, that whitelisting cpus is a bad idea
should be left to the player, if its jerky they upgrade
same as every other pc game
Industry standards. Whoooo. Standardized controls! YEAAHHH
Probably.
We're in a stage of VR where everyone is making their own damn mouses.
And devs haven't figured out which buttons is left click and which button is right click or middle click
Worse would be having a bunch of keyboard configurations because no agreement ๐
anyone know if motioncontrollercomponent.h is the right c++ include to use the motion controller library that works for both vive and oculus?
specifically the class im using is UMotionControllerComponent
@clever sky Yeah, some of the reddit comments were focusing on the potential lack of competition and desire to innovate.
Which isn't as nearly as vital as creating a larger market to attract better developers. At least in this early stage of things.
"better" meaning more well funded.
lack of competition and desire to innovate?
Like they were insinuating that the current VR manufacturers were banding together to shut out other players?
I think they were thinking it'd remove the need to make better hardware? lol
I think some people like complaining about things.
Well, I mean in a free for all forum where any tom dick and harry can post, you're going to get uninformed comments ๐
Yep. Even me!
Haha ๐ But seriously, hopefully someone mentioned that industry standards body have existed in tech and will continue to exist
They do things like specify USB, HDMI, Resolution, etc, etc
They need to exist or else VR won't penetrate the marketplace of the common folk.
Competition is all good and well, but there needs to be a basic substrate for that competition to play on top of.
what about the valve shaped elephant in the room?
Otherwise you got everyone making and playing on their own turf ๐
I want epic to finally do something like integrate multi res shading directly into ue4 that works with Nvidia and AMD
HTC == Valve, no?
we can't use separate branches directly from Nvidia or AMD for every vr related rendering feature
no
But Starbreeze is there.
And this appears to be an organization of headset manufacturers
Well is valve deving the hardware or is HTC
both
announced the creation of a non-profit organization of international headset manufacturers
hold up, I saw a comment from Gabe about it.
So... I guess these are regarding standards relating to headset manufacture/design more than anything else.
Cool
There's that they just announced. I think they would likely be part of both
Oh yeah, sorry that's what I was referring to.
I always thought Valve did most of the prototyping of the HTC stuff and then just had them manufacture it.
no idea.
I can't find a way to detect which HMD or motioncontrollers are in use when running different headsets through SteamVR. Wether using the native "Get HMDDevice Name", or any of the versions available in plugins, it returns the platform, not the device...
Also kinda surprising they don't just manufacture their own hardware given they made that huge factory just for their Steam controllers.
โThe number of VR systems on the market is growing rapidly. Most of these require separate API support from the developer, which is causing huge fragmentation for consumers,โ said Gabe Newell of Valve. โKhronosโ work on a standard API to enable applications to target a wide variety of VR devices is an important step to counter that trend.โ
ironically, Vive uses samsung displays
I'm sure speed to market was a big piece too. Now that they are out though no reason to not just build their own stuff.
I think it's more that HTC has the supply chain covered for manufacturing this stuff.
Samsung used to make displays and I think still does for iPhones though. They are a big company.
you think valve will no longer work with HTC?
I'm not sure, probably is cheaper to continue to partner with them than to go out on their own.
They're an open standard
So, they'll work with any partner
to get their stuff out to more consumers
I think? At least that's what I understand currently.
Yeah I thought HTC were more about manufacture and distro, whereas Valve did the tech aspects with HTC's help.
Who knows.
Yeah, hopefully others like Razor come along and make more accessories
I just want epic to finally do something like integrate multi res shading directly into ue4 that works with Nvidia and AMD
so much still possible on software side
Is that like foveated rendering?
what exactly was that?
NVIDIA Research has demonstrated a new method of foveated rendering which the company says is nearly invisible to users. Researchers behind the new approach say the method can drastically reduce rendering workload, allowing for more detailed virtual reality scenes. The human eye only really detects significant detail in a tiny area at the center of our field of โฆ
Bascially only renders the part you are looking at higher res and lower res the stuff you arent so you could use a 4k display but only push pixels where you are actually looking at to save processing power
I think it requires eye tracking to work though
Multi-res shading similar in theory to foveated. It's the step before.
ah no eye tracking currently
multi res shading just renders the screen center in higher resolution than the rest
ah so similar but without the movement part then
So it reduces the rendering res on the outside and then warps the final image into the same thing you'd get without multi-res
Works incredibly well. Like you can see something happening when you toggle between multi-res and not-multires
Anything that helps us get to the 4k res per eye would be nice. I much rather have the increased quality than wireless.
But you're not sure if its worse
And you certainly can't tell if it's already turned on.
As long as the cable is decent it's bearable
the Vive's flat fatty is the worst cable for roomscale ๐
at what settings is it not noticeable?
Multi-res 1 and 2 you can't really notice it.
1 you don't even notice it toggle.
2 you don't notice it unless you're doing an A-B toggle
and 3?
Raw Data didn't have 3 ๐
I thought you tested it in your own game in ue4 ๐
Nope! I'm on 4.14
but you weren't on 4.14 for ever
Would definetly like to try it there. But I suspect I'll get similar results. Most devs have reported that it works well - free performance gain without perceptible loss of quality
how much performance gains are there on 2 or 3?
ok
Second best performance upgrade after ASW
asw is oculus only so meh
don't expect valve to catch up soon
I think in part to get this stuff standardized?
stuff like asw? don't think so. oculus will want to keep that for themselve
It uses a lot of Nvidia tech apparently
i.e. a novel application of video decoding functionality.
why?
and soon AMD tech.
Because they both have video decoders that can handle it. AMD just needs to get their software in order.
AMD sucks due to software lagging behind NV like ... always
did AMD ever say that they will have it "soon"?
Hmmm. I can't recall exactly where I read that TBH.
Somewhere on one of the news posts in the last week or so.
I should save these news clippings ๐
AMD also can't do ATW at the vive currently. though it's not clear if that's because of valve or AMD
if they all start making competing tech VR is dead
I bet Nvidia probably developed or helped develop the stuff for Async Reprojection* or made it easier to do that first. I don't think Valve would choose to intentially not do it for AMD
valve said they will support amd too
but for some reason they did it for Nvidia first and it seems to take quite a while to be available for amd
Well, you always support the best first
AMD supports it for oculus so the support should be in the driver already
shouldn't be hard for them to support valves ATW too
so it's probably valve who doesn't support amd yet
I'm guessing Nvidia just made it easier to implement or something to push it along faster. It's not like Valve needs money to make stuff exclusive.
yeah
If the situation is anything like us VR devs and Nvidia features...
basically, we rely on Nvidia to do the hard work.
And just implement their features into our stuff.
So... AMD will also need to do the same
even if the company is Valve sized ๐
what?
ps what's this raw data thing
Prepare the hooks and stuff to make it easy for Valve to implement into their SDK
they call it raw data?
Raw data is a Vive game
why is Nvidia doing the hard work?
oh. right lol
which has multi-res shading in it.
AMD is usually doing the same, just later
@full junco Yeah.
but it's same hard I think
getting ATW or asw support into the driver isn't easier just because Nvidia did it already I think
Pretty much. Just like Nvidia drivers doesn't make AMDs driver writing job any easier.
BTW, amd releases a new driver today that has multi res shading for the first time it seems
Or at least Unity should. Light a fire under Epic's ass.
and not even Nvidia is able to do that currently
Can't lose out on 20-30% performance delta
4.13 is freaking old, who would use that for shipping a game
its all disappointing, still waiting for vulkan and dx12
mah phone does poo itself if you try to use it
ue4 showed an amazing Samsung Vulcan demo, then didn't realease it
an exe, but not the project
with 4.14 vulkan is automatically used when packaging for mobile I think
the project they showed doesn't matter
its like they say "look at this, its super cool"......"but we're not showing you how we did it , muahahhahahahaaa"
it should show the vulkan api
who cares about the assets
some floating rocks, quite boring
and the vulkan stuff is in ue4
I liked the water drops
it's simple I think
A guy from Nvidia is explaining it from last year, so could be better these days?
it's so simple there's no much to improve I think
would I be right assuming the 3gb 1060 is to be avoided like a $1 sushi bar?
I can't really see the difference here with it, maybe it only kicks in when the FPS drops enough though?
that fog
Well, isn't multi res not suppose to look any different, just more efficient?
So less FPS drop overall.
@wintry escarp you mean because just 3 GB?
all 3 look the same to me
that page there has some better side by sides. Still difference seems so minor seems very worth it for VR FPS gain
The game any good ?
I'm guessing a 3gb 1060 will be so crippled it wont be an ugrade from my 3gb gtx780
The last image out of that set looks the most different
@digital marlin I haven't played it. Looks cool though.
hmmmm, intel want to license amd gpu stuff
yay fove shipping to singapore now
they won't use it though most likely @wintry escarp .it's only for having it
getting one to look at?
Fove looks cool
yeah i backed them on kickstarter for a couple of headsets but got a refund when it was going without steamvr integration
and then they weren't shipping here so couldn't order 1 anyway
oh that sucks
I wonder how it will compare using 70fps vs 90
I've played a ton of DCS World with it running at 45 so I think it would be pretty good still
well oculus is now saying 45fps rather than 90 anyways. reprojection does a pretty decent job
if the eye tracking is done right it could remove most of the sickness
well foveated rendering gives us some big improvements
@wintry escarp ? in what sense?
can push the multi res a lot further
when you look at shit you move the eyes to it, then move the head to recenter the eyes
OK... but how does that reduce (motion) sickness?
I guess he meant more fps equals less motion sickness
it reduces the link between head motion and what youre seeing
the GPU's already do it. thats what the nvidia multi res does
@pearl tangle the gpus currently use fixed resolution grids
but with that implementation its just doing 100%,75% 50% from the centre outwards. eye tracking lets us shift that centre point to where your eyes are looking and do that scaling even further
center is always full etc
@full junco That might make sense...
thats exactly it. you are just shifting the centre point
yeah but can gpus shift it?
no, human eyes work more like the teleportion hack people are using in games
just have to be told where to shift it to
you move the head enough to get the eyes onto it quickly, then you rotate the head to centre the eyes
and how does it reduce motion sickness?
like when you look out a car/train window, you don't look straight out, your eyes pick objects and track them
its a lot more more natural than the current ysstem
... the current system has everything in focus all the time.
but the eye doesn't see a difference in the best case. it's just that performance is wasted currently
looks like they are running their own implementation for the foveated rendering so not gpu reliant. part of their sdk
Your eyes simply pick the spot to focus on and it'll be in focus for you.
Akin to the real world.
currently everything can be on eye focus. in future only the stuff where your eye is is actually rendered high res
but it won't improve anything for your eye
with eye tracking you can move the cursor around the screen, without the actual view moving
just don't make it worse in the best case
foveated rendering allows you to shift that focus around to match where your eyes are actually looking.
It's not something that will improve motion sickness, except indirectly by improving frame rates.
there is no cursor in vr
ok, the reticule
I think Smilertoo is thinking from a gear VR perspective?
And we're all thinking motion controllers.
That might make a lot more sense.
I have no idea about gear vr and what it is and what it does
does gear vr have something like a cursor?
He's saying that if you can use your eyes to pick out objects in Gear VR
it'll be better than having to move your head around
I get it.
I think ๐
im more interested in the foveated rendering for performance boosts
@full junco I haven't used the gearvr but if it's anything like google cardboard there is a fixed pointer in the center you use for selection on hover time length
gear vr will hopefully die
silence you, I only just got it
I don't mind that there is mobile VR for the masses, I just hope they get some kinda hand controls
daydream now has the controller which is much better
the next gear vr will have some interesting enhancements to it as well
or at least integrate leap motion
nah leap motion is rubbish.
and low end vr isn't good for vr
neither is high end, no-one can afford it
getting millions of people to experience and enjoy vr is good for vr
not when it's a bad experience
Poor GearVR devs. Constantly getting shit on by the mainly roomscale crowd in here ๐
that comes down to developers
Although anyone I have demo'd the Vive with said the GearVR or Cardboard made them dizzy and I had to convince them to try the Vive. No one has gotten dizzy using the Vive. I've had probably 30-40 people try it.
it comes down to low end hardware
I got dizzy myself trying the Google cardboard roller coaster and other little demos on my phone
ive had plenty of people get dizzy with the vive, less people get dizzy watching a basic 360 static position video on a gear vr than interactive stuff with moving around on the vive. i have had hundreds of people through a bunch of different experiences
i personally prefer room scale stuff for everything. but majority of people think VR is 360 video
The 360 video looks bad IMO. The Disney speeder bike video was horrible. Resolution and just when you even slightly move it feels strange.
also it isn't stereo
im well aware of the differences. i go around the world doing educational sessions on VR and AR to dozens of clients
@pearl tangle Dizzy in just roomscale experiences? Or moving around as in locomotion
dizzy in lots of stuff. problem with the high end headsets are that they have lots of customization to get the perfect view for you. impossible to do that when you are putting a hundred people through in a day
and even harder when a client wants you to make a skiing VR game even after you point out all the problems with pushing people down a virtual hill
Rather I meant, dizzy even in just roomscale experiences*
have had 600+ people go through that 1
seems trange gearvr lets you move the lenses away from the screen, but rift doesnt
in the Fiji 1 I built people still get issues sometimes because of eye problems, inner ear problems etc
even with only their movement controlling things
Vive lets you adjust a lot of things, but not something you get random people to do
Well... you could have an IPD ruler handy ๐
if you control all your own movement its definitely much better
im actually surprised steam vr hasn't implemented an IPD measuring tool like the old rift setup stuff had
Because it doesn't need to be that exact.
anyone ever tested direct eye projection?
I can't tell if I'm out by 2 mm
and neither can most of the people that use mine it seems
makes a big difference when the thing has accidentily shifted to 70mm+
Yeah, 5mm+ out starts to make a bit more of a difference
people not familiar with it wont know something is wrong they will just know they are getting a bit sick
It's pretty adequate to juse use a ruler
and measure pupil to pupil
ensuring for parallax correction
did an 6ish hour event, 100 people through a 3 minute experience. doesn't really give you time to adjust for everybody
Yeah fair call
if its just me at home yeah il setup my headset properly and adjust each eye
for VR arcades and stuff and events the equipment just needs to work as good as it can for the most people
i go 64
I have my Vive set to min IPD and I wish it would still go lower for me.
have you measured your actual IPD @storm vortex
I asked my eye dr what mine was and it was about 2 less than what the Vive does
are you 10 years old?
It still works good enough for me, but I think it would be much more comfortable if it could go a bit more together
I'm 29
wow just saw 1 on reddit a guy saying he has 56mm IPD
thats hot
mongo likes it
I have my vive for like half a year now but I never cared about that IPD stuff lol
I see no difference between lowest and highest
I just always have it set to some random value
Haha... 'hmm, what should I have it at today??' spins the dial a little before putting it on
does it really make a difference to you?
If its out by a few mm yeah
I should see a real difference between lowest and highest?
But the tenths that the Vive thing shows is just silly.
It's not huuggeeee... but highest will have higher FOV
definitely makes a difference, but thats my point that people wont realise its making a difference, it's just something that will make it more uncomfortable and you wont really know why
and you'll notice blurriness
Or at least I do.
Maybe you should get an eye-checkup? ๐
I am never uncomfortable in vr unless I accidentally spawn the pawn in the air and let me be in free fall when I hit play
that's not so nice
puketastic!
Onward and Windlands made me not feel very good. The Onward motion I think I am slowly getting used to though. Windlands I could not take at all.
I didn't really play much games apart from the lab
I just started with developing my own and that's what I do for months now
I will drop into johnlewis when I'm doing my xmas shopping, see if they've got the demo rifts in yet
theyre the only actual shop that sells them here
I've found that the worst part of falling...
is the sudden deceleration when you hit the ground
yeah
in both VR and real life!
lol
falling in your dream is the best!
in VR, you can mitigate it by jumping up and hitting the ground with knees bent at roughly the same time you hit the ground in VR
the rule you cant hit the ground in dreams in rubbish
not with knees bent... with knees ready to bend
sometimes I would wake up upon the impact feeling as if I got pressed into the mattress... Totally crazy stuff.
eyes clear hearts full
does rift stop you using a gpu that's too weak, or do you just get a poor experience?
you're all missing avatars here on discord
@wintry escarp poor experience
I don't think anyone really tries that though
i have 1
<<
huh, you cnat set it on your profile
I'm sure my 780 would do
when people pay like 900 dollars for something they check before if their gpu can do it
no rule says I need to turn shit up to full
a 780 can run some stuff
most things are made to run at their lowest settings on a 970 though
I have a amd r9 390. that's minimum spec. or it was before asw
forces me to optimize my game though
that's good
i don't know amd cards
i think a 480 or 1060 is the cheapest entry point to decent vr at the moment
yeah
much better
supposedly 1060 is really good as it's faster than 970
only in vr
i think its about on par with the 970
in normal use its supposed to be a sidestep from my 780
horrible how slow gpu progress is
come on @wintry escarp , stop pimping your 780 ๐
780 rules, you know it
1060 is also roughly same like my r9 390
my 980ti makes my 970 jelly
1070 is the shit, but $450 .... o.O
waiting for the 1080ti before i swap out my water cooled 980 at home
but at work got a few water cooled 1080s and regular 1070s for stuff
we need a new moore