#virtual-reality

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wicked oak
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for that reason, games like superhotVR will be super hard to play hacked in vive

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but the one that will be super super hard to hack on vive is the "i expect you to die"

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awesome game

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but it uses everything

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from joystick to buttons to trigger and grab

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even the gestures, you can extend your finger to press buttons

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both of those games are incredible

pearl tangle
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yeah the finger pointing is definitely a helpful 1

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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

wicked oak
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i also like the analog and smoother Grab button

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a lot more

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its GREAT to pick up stuff

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thats why my Shootout prototype uses them exactly for that

pearl tangle
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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

wicked oak
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i had to implement sticky grab for vive

pearl tangle
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i found myself accidentily dropping the guns lots in robo recall because of that mechanic actually

clever sky
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Sticky grab should be par the course for a number of object types

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Until we get cap grip

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which to be fair isn't far off.

wicked oak
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cap grip is there btw

clever sky
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Is it?

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I keep hearing conflicting information

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some people saying cap grip not there, some say it is. Have you implemented it?

wicked oak
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no due to limited animations

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but im sure of that

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let me doublecheck

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ok it seems it doesnt

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but its odd, it has 2 imput events for the trigger

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one is the "pointing" captouch, and other the "trigger" captouch

pearl tangle
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yeah it definitely has 3 capacative touch locations

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thumb, index,pointer

wicked oak
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not only thumb

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also the buttons

pearl tangle
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so 3 different points for the thumb?

wicked oak
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yes

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well, 4

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there is thumbup, joystick, button A, and button B

clever sky
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index is pointer...

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but yeah, I think it also has a resting cap touch spot?

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Maybe not

wicked oak
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i think yes

real needle
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I'm just gonna leave that there.

clever sky
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Is that yours? ๐Ÿ˜›

wicked oak
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its job simulator, zombie edition

clever sky
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Why does everyone call the diner portion of job simulator - 'job simulator'? ๐Ÿ˜›

leaden jackal
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Before Vive released, that was the only job available

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It was free for all SteamVR devs

clever sky
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Ah ok

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Makes sense kinda ๐Ÿ˜›

neon egret
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Did anyone try ReVive ?

mighty carbon
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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.

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hmm... making its way to TV now

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pretty cool

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sometimes standards slow down innovation

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but I guess at this point Oculus/Valve want to be able to sell VR to AMD users too

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so they are probably willing to share ASW / ATW into open API

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clever sky
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Excited. Getting my Touch this week hopefully

mighty carbon
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any idea when 4.14.1 is coming ?

manic tundra
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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.

mighty carbon
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how come others don't have that issue?

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also, it's HMD

hard light
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different cable setup

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the Vive's are clipped into place with a plastic brace

manic tundra
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Ahh sorry, don't have my glasses on this morning yet haha.

hard light
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you have to remove the brace to move the cables

mighty carbon
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Doesn't Oculus have cable embedded into HMD ? It sure looked like that in the store.

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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 ?

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(having limited amount of USB ports would be an issue though)

hard light
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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

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you'll either be CPU bound, or bandwidth bound

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handling rendering for two HMDs is an awful lot of work to do at 90fps+

storm vortex
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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

hard light
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I guess if you gimped the visuals it theoretically possible

storm vortex
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I can run FarCry 4 at 100+ fps on Ultra in a Windows VM running on top of Arch LInux

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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

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Not very practical IMO

mighty carbon
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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.

storm vortex
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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

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I'd also need another headset

hard light
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local coop VR sounds like a recipe for walking into one another to me

storm vortex
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^

hard light
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or smacking one another with the controllers, lol

storm vortex
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I guess if it was a non teleporting game you should be able to see the other player

hard light
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it's bad enough with motion games where you're not in VR

mighty carbon
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doesn't Vive support 2 people in the same play area ?

hard light
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Kinect games could get pretty violent, lol

storm vortex
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@mighty carbon it does from what I have read

hard light
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in theory it does, but in practice it's not a great idea

mighty carbon
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why not?

storm vortex
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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

hard light
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two people doing physical things in a small space with limited awareness isn't ideal

storm vortex
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The tracking also starts to get goofy if you are on the edge of that space too

mighty carbon
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well, I guess

storm vortex
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I think the only local coop I'd attempt would be in the area of a garage with somek kinda divider in the middle

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or setup the virutal walls to have a gap between them

mighty carbon
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that defeats the purpose of local coop

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I mean, you can play in separate rooms I guess

storm vortex
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you could do a fps in the same room in a space near by and still use similiar strategies

mighty carbon
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needs to hit newegg and see how cheap can cheap custom VR PC be

storm vortex
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~$900 for a decent one

mighty carbon
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-$900 is cheaper than +$0 ! ๐Ÿ˜›

graceful junco
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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" ๐Ÿ˜ƒ

mighty carbon
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I hope they release it on Marketplace, right @novel coyote ?

hard light
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a good baseline for VR is an i7-4790k, and a GTX970

mighty carbon
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not what Oculus says

hard light
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obviously you can get better, but the above is a reasonable minimum spec

mighty carbon
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i3 6100 for CPU

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so, i3 6100 + 1060 should be pretty good

storm vortex
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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.

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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.

hard light
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I'm not sure I'd try to run VR on an i3

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some of the new i5s, maybe

storm vortex
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I goofed on the ram too. Next build I do I'd get a bit less RAM and go for higher clock speed.

mighty carbon
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ask Oculus, @hard light Those are official specs

hard light
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most games list something closer to what I posted as their minimum

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but the i3s are usually fairly low-end processors, I wouldn't want to chance it

storm vortex
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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.

hard light
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the 1070 is probably a good buy at the moment

wicked oak
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not really

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its still overpriced for its cost

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the 1060 is a very good card

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i would say he gets the 1060 and the i5

wintry escarp
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all over priced

wicked oak
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AMD is goddamn terrible for VR

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at least for now

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maybe he can find a second hand cheap 970

wintry escarp
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more ram is better than slightly faster ram

wicked oak
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yup

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and an SSD is great for vr

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loading times on vr are PAINFUL

crimson tide
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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?

mighty carbon
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hmm... rumor has it that S8 will have quadHD screen after all, but it will all new (instead of pentile, could be RGB?)

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if so, maybe 4k isn't even needed for VR

mighty carbon
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@wicked oak It's hard to believe loading times any different than for non-VR game

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should be about same time

wicked oak
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yes, but it feels really bad to just stare at nothingness for a while

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ssd speeds that up

mighty carbon
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well, why not to load small level, then stream main level in the background ?

spring pond
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any touch devs: do we also get medium, etc for free somehow? Or is only consumers?

wicked oak
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yes

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medium and dead and burier

spring pond
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did they just show up in your account?

wicked oak
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yes

spring pond
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i have the dead & buried single player thing and bullet train, but i've had those for a while

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oh there, they are they showed up this morning i guess

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nice!

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installs medium

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Superhot looks dope, and i had a good time with the zombie shooter at Connect

zinc violet
mighty carbon
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yet another standard

storm vortex
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I think Valve said that OpenVR would eventually be replaced by the Khronos standard though. So hopefully wont be extra standards.

wicked oak
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superhot is awesome

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VERy tiring and quite hard btw

zinc violet
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@mighty carbon would be awesome though

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because then we wouldn't see this platform exclusivity like now with bullet train and robo recall

granite jacinth
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That's how people make extra monies though

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MONIES OP

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Monies > money btw

mighty carbon
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good example is AMD - tries to be all about openness and standards, lost to Nvidia and Intel

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Oculus is closed - you get better controller and ASW /ATW

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so, maybe for basic functionality standards are good, but when it comes to bleeding edge and innovations, they are not

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and one can't really make money with open stuff

spring pond
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Don't buy an i3 for VR. If you can afford the i5 go for it. Ignore that oculus new min spec

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ASW sometimes is real shitty with motion controllers

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Medium to unreal worked...nice

mighty carbon
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@spring pond I can't afford i5 (since I was basically buying whole new PC I had to go with bottom line).

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i3 3.7Ghz for gaming isn't that far behind of i5. So I'd rather wait and get i7 than i5

wicked oak
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there is a huge difference motorsep

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i3s tend to be dual core

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i5 cuad core

mighty carbon
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sure

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but most games use 2 core / 2 thread

wicked oak
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dual core is NOT going to cut the job

wintry escarp
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isn't 4 core automatically 2x faster when baking your shaders?

mighty carbon
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depends how it's designed in UE4

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(shader baking system or whatever that is)

wintry escarp
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seem to launch a thread for every core

mighty carbon
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but, we aren't talking about UE4.. We are talking about playing in VR on i3 vs i5

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i3 6100 is 2-cores 4-threads

wintry escarp
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new rendering pipelines are more threaded as well aren't they

wicked oak
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but still, you are going to develop

mighty carbon
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yeah

wicked oak
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that i5 will go a long way over the i3

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GPUs are easy to upgrade

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just get a new one to SLI or a bigger on e

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but for a CPU

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you end up having toget motherboard and stuff

wintry escarp
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yeah, I cant upgrade my cpu without changing whole system

mighty carbon
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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

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I have Z170 chipset, so i can upgrade for years to come

wintry escarp
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I'm on z87

wicked oak
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wait a bit

mighty carbon
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hell, I am sure after upgrading to i7 I will not going to upgrade for the next 15 years

wicked oak
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Zen is appearing this january

wintry escarp
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meh, amd are always a let down

wicked oak
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you might be able to get a good cpu for the price of that i3

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who knows

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its just 1 month wait

wintry escarp
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a shame cos the first amd x64 left intel for dead

mighty carbon
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AMD is sh#t, I have no faith in them

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I bet AMD x64 helped Intel to propel to their current position

wintry escarp
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people would be in shock if zen actually beat intel

mighty carbon
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I don't care

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maybe it will

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but then next gen Intel will bring something better to the table

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10nm arch

wintry escarp
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intel have done almost nothing in last 4 years

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except increase prices

storm vortex
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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.

mighty carbon
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it's like with Nvidia.. AMD released RX lineup, it was comparable to NV, and cheaper. NV released Pascal shortly after.

wintry escarp
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intel only deliver real upgrades when AMD push them

mighty carbon
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well, for me going from Phenom x3 2.2Ghz to i3 Skylake 3.7Ghz is a massive upgrade

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especially working in UE4

wintry escarp
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my i920 could overclock from 2.5 to 4ghz, on air cooler

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my 4770k couldn't even manage an extra 200mhz

pallid echo
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I think you did something wrong on that 4770K then. I got mine to 4.5 from 3.5.

wintry escarp
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I wasn't willing to delid it

pallid echo
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I didn't delid mine either.

mighty carbon
wintry escarp
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well I got an extra 1.5gz from my i920 no problem

pallid echo
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My i7 920 did the same thing. Was just how the architecture worked back then.

wintry escarp
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that could be the worst cpu comparison ive ever seen

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they only seem to have benched single core

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or do I have adverts blocking something

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i3 is better value but i5 is faster in use

mighty carbon
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single core is all that matters in games nowadays

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it's different when it comes to building lighting or baking textures

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but for games that's what matters the most

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I am sure i5 can be generally faster everywhere, but it's not worth the money they ask for it

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that's why I don't see a point at all in spending that money on i5

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better get i3 6100 now, i7 later

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btw, I could use Kaby Lake in my mobo

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(that's if desktop Kaby Lake will come out)

opal bobcat
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@wicked oak you get your touch yet?

wicked oak
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i got it at the end of august

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its what ive used to develop DWVR

opal bobcat
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nice

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im on order for amazon, theres a few guys in the oculus channel freenode getting them today

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mine hasnt shipped yet though

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@wicked oak any major headaches/hangups using touch on UE4?

wicked oak
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nothing at all

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works great

opal bobcat
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ive got a c++ ue4 projecting going now using vive motion im going to try and integrate touch when i get it

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did you develop your product for both simultaneosuly?

wicked oak
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then it will work out of the box

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yes

opal bobcat
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cool

wicked oak
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if you use the Motion Controller interfaces, then yes

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so things like Motion Controller Trigger

opal bobcat
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ahhh

wicked oak
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and a motion controller component for location

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those are the same on both

opal bobcat
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cool

tribal citrus
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Does Unreal have Occlusion Culling for VR?

mighty carbon
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yes

tribal citrus
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can you please link me the documentation or a video of it, simply can't find it!

mighty carbon
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same as for non-VR

tribal citrus
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Thank you!

mighty carbon
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Twitch stream

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I think that one talks about real-time and precompiled visibility culling

tribal citrus
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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?

mighty carbon
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np

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I am guru-in-the-making, so I don't know much yet ๐Ÿ˜›

tribal citrus
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hahah, so humble ๐Ÿ˜›

mighty carbon
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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

storm vortex
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Is Lightmass an extra setting you have to turn on or is that just part of the default lighting build?

tribal citrus
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didn't know about the lightmass thing

mighty carbon
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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

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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 ๐Ÿ˜›

storm vortex
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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 ๐Ÿ˜ข

mighty carbon
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@tribal citrus Lightmass is what you bake lighting with. It's all in the docs btw ๐Ÿ˜‰

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yeah, baked AO doesn't care for deferred or forward

tribal citrus
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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?

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is realtime AO* damn I'm tired

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@mighty carbon

storm vortex
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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.

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I would expect realtime ambient occlusion to be too much for VR

mighty carbon
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@tribal citrus afk for now

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Have you even done any game dev?

mighty carbon
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Basically grab any game with real time AO and run benchmarks

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There are tons of videos about real time rendering on youtube

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Check those out

raven halo
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hold on, is anyone here using Unreal's precomputed visiblity volumes as opposed to HZB Occlussion? Should I be using precomputed? o_O

leaden jackal
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Does anyone know the name of the input key for the Oculus Home button on Right Touch controller?

mighty carbon
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@raven halo depends

raven halo
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is there usually an advantage in terms of draw time when using precomputed visibility?

mighty carbon
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well, it's less computations

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I don't know if you can have only precomputed visibility

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for mobile for example you are better off using precomputed visibility

zenith charm
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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?

real needle
zenith charm
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@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

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real needle
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Does that work in stereo since it's using screenspace?

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Seems like some of the comments suggests that Dithering is exactly what this does

pearl tangle
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dithering is the lighter way to go for VR. especially on mobile

real needle
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Yeh but I thought it only worked on TemporalAA, which I'm not a fan of on the vive

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Some of the comments suggests it works with any aa, which would be great. Have to test

pearl tangle
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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

real needle
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There are some good comments on the issues with temporal and vr in thursdays stream

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I just think it makes everything look blurry/out of focus, especially on distant objects

pearl tangle
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thats pretty much what it is setup to do

zenith charm
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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

real needle
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@zenith charm I like to use additive, it's still technically translucent but it's cheaper

pearl tangle
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kills performance though. better off with the new forward renderer, higher scaling and txaa

real needle
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Yeah I try to scale as much as possible instead of spending it on aa

pearl tangle
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multi res makes a big difference as well

raven halo
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also using forward, and higher scaling with txaa

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msaa is pretty broken on 4.14

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also sharped and somewhat cheaper txaa is coming in 4.15 if githubs commits are to be believed

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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.

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(of course it has its limitations)

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lights won't get reflected on the surface for example

storm vortex
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@raven halo I'm using MSAA on 4.14 what part is broken?

clever sky
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Once Nvidia updates their stuff for 4.14

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its good for all versions of 4.14 right?

empty sundial
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in theory? Yes

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in practice? v0v

clever sky
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What's that mean? ๐Ÿ˜›

empty sundial
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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)

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But they don't test 3rd part branches

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Or reall care if they break them

clever sky
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Ah

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Well, I guess the upside is that multi-res isn't a mission critical function of the game right?

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So if it breaks, you just lose it until someone fixes it

empty sundial
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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

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In practice, who knows

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If you are looking at a production release

clever sky
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who knows

empty sundial
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You lock your version

clever sky
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Well... hopefully some of us devs have it figured out ๐Ÿ˜›

empty sundial
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A lot of people here in a production pipeline are still on 4.12 or 4.11

clever sky
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I need that 1ms frame saving from 4.14.1!

empty sundial
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And then look at new releases for stuff they can poach back into their branch of the engine

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So they'll base from 4.11 and have bits and pieces from 4.12, 4.13, 4.14, etc

clever sky
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Fair enough.

empty sundial
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Or, if the change is too big, they'll look at an engine update...but that's rare

mighty carbon
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hmm.. Didn't know about dithered transparency... Will try it on mobile VR.

empty sundial
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Well, not rare

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Just a very weighed option

clever sky
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Yeah. Someones going to do a cost benefit analysis to see if its worthwhile

empty sundial
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Like buying a new car vs. getting yours fixed up

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At some point, yeah, you need a new car

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But for an oil change?

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(1-fps gain?, etc)

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Nah

clever sky
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Fair analogy

mighty carbon
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supposedly 1ms is 10% performance increase in VR

clever sky
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Yeah. I assume jwainwright's 1 fps gain wasn't in relation to the 1ms comment I made.

wintry escarp
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do cockpits cause an overdraw issue on mobile, or does ue4 try to cull whats behind it

mighty carbon
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if it's a model and whatever actor is going to be culled, gets obscured by cockpit then it will be culled

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cuz culling on mobile isn't the same as on PC

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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

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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

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and since instancing doesn't work for shit on mobile, it's just a chore to develop for

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(rather, doesn't work in mobile VR)

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bam!

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and no UE4 support of course ๐Ÿ˜ฆ

pearl tangle
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works with ue4, says native C++ support on there

granite jacinth
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How do you guys get either you motion controllers velocity or something that's attached to your motion controller

clever sky
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store the previous location and compare it to the current location.

granite jacinth
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Used to be a physics item, but not anymore

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eh

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And that's on tick

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:0

clever sky
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I think you might also be able to attach an object to it.

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It's kinda expensive, but not that expensive in the grand scheme of things.

granite jacinth
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I just don't see why we can't do it without it being a physics item

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since you can get velocity on anything with physics or char move

clever sky
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Yes, well... Maybe attach something to the controller via physics constraint and use that to read velocity.

granite jacinth
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heh, that's a thought

clever sky
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I'm shifting over to a physics constrained hand mesh after my current project, so that'll be useful.

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I know what you mean though. You can get physics readings from the HMD.

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So why not the motion controllers?

granite jacinth
#

๐Ÿ‘๐Ÿผ

clever sky
#

Gotta dive into the engine to figure that shit out.

granite jacinth
#

Yeah, something's off

#

Or maybe we are just ignorant

clever sky
#

Anyway, the prev/current location comparison is adequate for prototyping at least.

pearl tangle
#

physics constrained mesh for a hand? sounds finicky

clever sky
#

Well, some devs are definetly doing physics something with hands - as they have hands that can be stopped by the envionrment.

granite jacinth
#

Well anyway, there should be an easy way to just get the velocity of the motion controllers ๐Ÿ˜ƒ

#

Arizona Sunshine UE4?

clever sky
#

Unity apparently?

granite jacinth
#

Where?

#

I can't find the info

clever sky
granite jacinth
#

ggwp

#

thanks

#

What's all the hate for UE4 VR games?

clever sky
#

Ignorance.

storm vortex
#

The UE4 games usually have blurry looking text IMO

clever sky
#

And also because Unity did VR marketing to devs good.

granite jacinth
#

I am just curious exactly the different in packaged game

storm vortex
#

Unity games usually look crisper

granite jacinth
#

I do like Unity VR workflow

#

But, Hmm

clever sky
#

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.

granite jacinth
#

Name 3

#

Three

clever sky
#

Pool Nation/Sports Bar, Raw Data, Out of Ammo

#

Solus Project, Henry, Bullet Train, Robo Recall

rare violet
#

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

#

๐Ÿ˜›

clever sky
#

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

storm vortex
#

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.

granite jacinth
#

OHHHHHHHHHHHH BABY

storm vortex
#

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

digital marlin
#

It's early days for both platforms IMO

#

but who gives a shit about what I think. I dunno what I'm talking about

pearl tangle
#

its definitely good they finally added in a default vr template for people to use. at least gives everybody a base to start from

digital marlin
#

Yeah saves me a bit of time.

pearl tangle
#

there is the vr extension plugin thing i think thats what you are referring to

storm vortex
#

@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?

pearl tangle
#

well you can always rebuild the plugin if you have the source for it

storm vortex
#

watching videos of that plugin, that looks really useful

#

I kinda wish I looked into that sooner now

mighty carbon
#

@storm vortex you can use stereo layers in UE4 and get crisp text

storm vortex
#

I've been using the forward renderer and I think that makes a difference. I'll checkout the stereo layers too.

mighty carbon
#

works on Oculus only

storm vortex
#

ah ๐Ÿ˜ฆ

mighty carbon
#

specifically designed for UI and text

#

btw, what about Lone Echo? What engine is it being built with ?

real needle
#

@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

clever sky
#

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.

pearl tangle
#

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

storm vortex
#

@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 ๐Ÿ˜ฆ

#

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

clever sky
#

@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.

storm vortex
#

Yeah, im giving it another shot now

clever sky
#

But yeah, VRExpansionPlugin is basically the functionality that UE4 VR needs out of the box.

storm vortex
#

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

clever sky
#

Like, my first challenge in doing my locomotion system was... hmm, how am I going to do capsule movement?

storm vortex
#

I'm just parenting things to the controller, I like the physics that prevent the weapons from clipping walls

clever sky
#

Oh, looks like someone's already done it... and all this other great stuff along with it. ๐Ÿ˜›

storm vortex
#

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.

clever sky
#

Nope.

storm vortex
clever sky
#

The installation documentation is kinda a bummer.

storm vortex
#

like in a fresh C++ project I get that, then if I fix that I get an error about SteamVR

clever sky
#

But basically, once you figure it out, it's the same for every other C++ per project plugin

storm vortex
#

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

clever sky
#

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

storm vortex
#

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

clever sky
#

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.

storm vortex
#

Thanks for your help, trying those steps again in 4.13 to see if I have better luck

clever sky
#

Good luck. I'll let you know if I remember any other details

storm vortex
#

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

clever sky
#

Useless compile errors are half the reason I do BP stuff only ๐Ÿ˜›

storm vortex
#

Yeah, that's the main thing keeping me in BP as well

clever sky
#

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++ ๐Ÿ˜›

#

I should probably be less C++ phobic ๐Ÿ˜›

storm vortex
#

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.

clever sky
#

Yeah, I can imagine.

#

Especially if it's not a tight loop between the designer/C# person and the programmer

storm vortex
#

@clever sky Is your plugins directory in the root of your project or in the source folder?

clever sky
#

ProjectDirectory/Plugins/VRExpansionPlugin/stuffhere

storm vortex
#

thanks

clever sky
#

stuffhere isn't a folder

storm vortex
#

What version of Visual Studio are you using?

clever sky
#

Community 2015

raven halo
#

@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

mighty carbon
#

Supposedly MSAA on Gear VR is broken in 4.14

#

Can someone confirm please?

mighty carbon
#

article claims tracking is solid

leaden jackal
#

Any of you using Gamesparks with Oculus online subsystem? Curious what approach you took for authentication.

storm vortex
#

@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.

fallen wind
#

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?

hard light
#

are the meshes parented to the motion controller components?

storm vortex
#

@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.

fallen wind
#

Thanks @storm vortex , that fixed it ๐Ÿ˜ƒ

wicked oak
#

today i made a space pirate trainer style minigame for DWVR

#

i want to launch with 3-4 different minigames alongside the main mode

spring pond
#

๐Ÿ‘

#

Boy, networking takes a bit of getting used to

mighty carbon
#

networking in general or networking for VR ?

spring pond
#

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?"

mighty carbon
#

I see

spring pond
#

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...

mighty carbon
#

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 ?

wicked oak
#

@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

mighty carbon
#

what's wrong with doing it in BP ?

slim raft
#

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

wicked oak
#

@mighty carbon in BP its harder to see the flow

#

and can get written by his blueprinters and everything getting messed up

mighty carbon
#

why not to make it modular ?

#

just like you'd do in the code

glossy agate
#

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.

mighty carbon
#

it's called swivel chair

#

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

glossy agate
#

Haha. "to play this game you must purchase a special chair"

mighty carbon
#

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

glossy agate
#

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

mighty carbon
#

aye

glossy agate
#

Kind of like how it works with roller coasters but I can't use a spline

mighty carbon
#

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

wicked oak
#

they parent the camera to the car

#

nothing more

glossy agate
#

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

wicked oak
#

just parent the camera to the car

#

and it will automatically work

glossy agate
#

Awesome, thanks.

spring pond
#

@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

glossy agate
#

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.

mighty carbon
#

Oculus is working on Avatars SDK for UE4 !

mighty carbon
wicked oak
#

dat default ue4 teleport

#

and is that meshes supergrid?

zenith charm
#

well holy crap

wintry escarp
#

I didn't think ue4 had realtime GI

mighty carbon
#

Do you guys ever read description below videos on YouTube ?

#

Geomerics Enlighten UE4 integration is what that is

wintry escarp
#

so its an addon?

mighty carbon
wintry escarp
#

I thought maybe it was added, since unity has it

heady parrot
#

Enlighten has been around for quite some time, was available in UE3

glossy agate
#

In the sales section it said its only viable for projects with over a $1MM budget. Guess Ill have to wait to try it.

mighty carbon
#

ha, "We were running on a single Nvidia Titan X"

#

re: Geomeric Enlighten VR demo

pallid echo
granite jacinth
#

@pallid echo boring

#

For "vets", you would figure they would try harder than copying any other wave shooter or even more specifically Raw Data

pallid echo
#

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

digital marlin
#

Looks like a prettier zombie simulator.

wicked oak
#

Its raw data

#

without movement

#

goddamit at least i try to add magic and fast movement and other gimmicks

opal bobcat
#

its called standards, folks!

winged shale
#

๐Ÿคท

storm vortex
opal bobcat
#

ouch

storm vortex
#

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

opal bobcat
#

what about a 6700 will that play it?

storm vortex
#

I think that one will

wintry escarp
#

any game that wont run on an i7 when you have the required gpu is a failure

storm vortex
#

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.

odd musk
#

@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

wintry escarp
#

should be left to the player, if its jerky they upgrade

#

same as every other pc game

clever sky
#

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 ๐Ÿ˜›

opal bobcat
#

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

digital marlin
#

@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.

clever sky
#

lack of competition and desire to innovate?

#

Like they were insinuating that the current VR manufacturers were banding together to shut out other players?

digital marlin
#

I think they were thinking it'd remove the need to make better hardware? lol

#

I think some people like complaining about things.

clever sky
#

Well, I mean in a free for all forum where any tom dick and harry can post, you're going to get uninformed comments ๐Ÿ˜›

digital marlin
#

Yep. Even me!

clever sky
#

Haha ๐Ÿ˜› 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

digital marlin
#

They need to exist or else VR won't penetrate the marketplace of the common folk.

clever sky
#

Competition is all good and well, but there needs to be a basic substrate for that competition to play on top of.

opal bobcat
#

what about the valve shaped elephant in the room?

clever sky
#

Otherwise you got everyone making and playing on their own turf ๐Ÿ˜›

opal bobcat
#

why no valve

#

?

full junco
#

I want epic to finally do something like integrate multi res shading directly into ue4 that works with Nvidia and AMD

clever sky
#

Well, Valve can get in line, or they can try going out alone.

#

But HTC is there.

opal bobcat
#

yeah its weird

#

htc but no valve

digital marlin
#

HTC == Valve, no?

full junco
#

we can't use separate branches directly from Nvidia or AMD for every vr related rendering feature

opal bobcat
#

no

clever sky
#

But Starbreeze is there.

#

And this appears to be an organization of headset manufacturers

digital marlin
#

Well is valve deving the hardware or is HTC

full junco
#

both

clever sky
#

announced the creation of a non-profit organization of international headset manufacturers

digital marlin
#

hold up, I saw a comment from Gabe about it.

clever sky
#

So... I guess these are regarding standards relating to headset manufacture/design more than anything else.

#

Cool

storm vortex
#

There's that they just announced. I think they would likely be part of both

digital marlin
#

Oh yeah, sorry that's what I was referring to.

storm vortex
#

I always thought Valve did most of the prototyping of the HTC stuff and then just had them manufacture it.

digital marlin
#

no idea.

real needle
#

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...

storm vortex
#

Also kinda surprising they don't just manufacture their own hardware given they made that huge factory just for their Steam controllers.

digital marlin
#

โ€œThe 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. โ€œKhronosโ€™ 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€

full junco
#

HTC knew Display stuff

#

valve didn't

clever sky
#

ironically, Vive uses samsung displays

storm vortex
#

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.

clever sky
#

I think it's more that HTC has the supply chain covered for manufacturing this stuff.

storm vortex
#

Samsung used to make displays and I think still does for iPhones though. They are a big company.

full junco
#

you think valve will no longer work with HTC?

storm vortex
#

I'm not sure, probably is cheaper to continue to partner with them than to go out on their own.

clever sky
#

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.

digital marlin
#

Yeah I thought HTC were more about manufacture and distro, whereas Valve did the tech aspects with HTC's help.

#

Who knows.

storm vortex
#

Yeah, hopefully others like Razor come along and make more accessories

full junco
#

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

storm vortex
#

Is that like foveated rendering?

full junco
#

what exactly was that?

storm vortex
#

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 โ€ฆ

full junco
#

yeah I think something like that

#

but it's called multi res shading now

storm vortex
#

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

clever sky
#

Multi-res shading similar in theory to foveated. It's the step before.

full junco
#

ah no eye tracking currently

clever sky
#

It exploits the distortion of the HMD lenses

#

that reduce the visible resolution

full junco
#

multi res shading just renders the screen center in higher resolution than the rest

storm vortex
#

ah so similar but without the movement part then

clever sky
#

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

full junco
#

yeah

#

epic should support that

clever sky
#

Works incredibly well. Like you can see something happening when you toggle between multi-res and not-multires

storm vortex
#

Anything that helps us get to the 4k res per eye would be nice. I much rather have the increased quality than wireless.

clever sky
#

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 ๐Ÿ˜›

full junco
#

at what settings is it not noticeable?

clever sky
#

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

full junco
#

and 3?

clever sky
#

Raw Data didn't have 3 ๐Ÿ˜›

full junco
#

I thought you tested it in your own game in ue4 ๐Ÿ˜

clever sky
#

Nope! I'm on 4.14

full junco
#

but you weren't on 4.14 for ever

clever sky
#

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

full junco
#

how much performance gains are there on 2 or 3?

clever sky
#

20-30% apparently

#

Substantial.

full junco
#

ok

clever sky
#

Second best performance upgrade after ASW

full junco
#

asw is oculus only so meh

clever sky
#

For now.

#

But that Khronos thing is happening

full junco
#

don't expect valve to catch up soon

clever sky
#

I think in part to get this stuff standardized?

full junco
#

stuff like asw? don't think so. oculus will want to keep that for themselve

clever sky
#

It uses a lot of Nvidia tech apparently

#

i.e. a novel application of video decoding functionality.

full junco
#

why?

clever sky
#

and soon AMD tech.

full junco
#

why soon?

#

you talk about asw?

clever sky
#

Because they both have video decoders that can handle it. AMD just needs to get their software in order.

mighty carbon
#

AMD sucks due to software lagging behind NV like ... always

full junco
#

did AMD ever say that they will have it "soon"?

clever sky
#

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 ๐Ÿ˜›

full junco
#

AMD also can't do ATW at the vive currently. though it's not clear if that's because of valve or AMD

wintry escarp
#

if they all start making competing tech VR is dead

storm vortex
#

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

full junco
#

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

granite jacinth
#

Well, you always support the best first

full junco
#

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

storm vortex
#

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.

full junco
#

yeah

clever sky
#

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 ๐Ÿ˜›

full junco
#

what?

digital marlin
#

ps what's this raw data thing

clever sky
#

Prepare the hooks and stuff to make it easy for Valve to implement into their SDK

digital marlin
#

they call it raw data?

clever sky
#

Raw data is a Vive game

full junco
#

why is Nvidia doing the hard work?

digital marlin
#

oh. right lol

clever sky
#

which has multi-res shading in it.

full junco
#

AMD is usually doing the same, just later

clever sky
#

@full junco Yeah.

full junco
#

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

clever sky
#

Pretty much. Just like Nvidia drivers doesn't make AMDs driver writing job any easier.

full junco
#

BTW, amd releases a new driver today that has multi res shading for the first time it seems

clever sky
#

Yes.

#

Wonder if that'll mean Epic will implement multi-res natively in UE4...

full junco
#

they really should

#

I would want to have support for this in master

clever sky
#

Or at least Unity should. Light a fire under Epic's ass.

full junco
#

and not even Nvidia is able to do that currently

clever sky
#

Can't lose out on 20-30% performance delta

full junco
#

4.13 is freaking old, who would use that for shipping a game

wintry escarp
#

its all disappointing, still waiting for vulkan and dx12

full junco
#

it's both in ue4

#

Vulkan works quite well

#

with feature level SM4

wintry escarp
#

mah phone does poo itself if you try to use it

#

ue4 showed an amazing Samsung Vulcan demo, then didn't realease it

full junco
#

on mobile it's even considered stable now I think

#

they released the vulkan stuff

wintry escarp
#

an exe, but not the project

full junco
#

with 4.14 vulkan is automatically used when packaging for mobile I think

#

the project they showed doesn't matter

wintry escarp
#

its like they say "look at this, its super cool"......"but we're not showing you how we did it , muahahhahahahaaa"

full junco
#

it should show the vulkan api

#

who cares about the assets

#

some floating rocks, quite boring

#

and the vulkan stuff is in ue4

wintry escarp
#

I liked the water drops

digital marlin
#

Ah

#

Now I get multi-shading res.

full junco
#

and Vulkan also runs on Linux

#

@digital marlin you do ?

digital marlin
#

well the overall idea of it, yeah.

#

20% less pixels is pretty significant.

full junco
#

it's simple I think

digital marlin
#

A guy from Nvidia is explaining it from last year, so could be better these days?

full junco
#

it's so simple there's no much to improve I think

wintry escarp
#

would I be right assuming the 3gb 1060 is to be avoided like a $1 sushi bar?

storm vortex
#

I can't really see the difference here with it, maybe it only kicks in when the FPS drops enough though?

full junco
#

that fog

digital marlin
#

Well, isn't multi res not suppose to look any different, just more efficient?

#

So less FPS drop overall.

full junco
#

@wintry escarp you mean because just 3 GB?

wintry escarp
#

all 3 look the same to me

storm vortex
#

that page there has some better side by sides. Still difference seems so minor seems very worth it for VR FPS gain

digital marlin
#

The game any good ?

full junco
#

I wanna use it in my game

#

but im on master and I have amd

#

so meh

wintry escarp
#

I'm guessing a 3gb 1060 will be so crippled it wont be an ugrade from my 3gb gtx780

storm vortex
#

The last image out of that set looks the most different

#

@digital marlin I haven't played it. Looks cool though.

wintry escarp
#

hmmmm, intel want to license amd gpu stuff

pearl tangle
#

yay fove shipping to singapore now

full junco
#

they won't use it though most likely @wintry escarp .it's only for having it

wintry escarp
#

getting one to look at?

digital marlin
#

Fove looks cool

pearl tangle
#

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

digital marlin
#

oh that sucks

storm vortex
#

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

pearl tangle
#

well oculus is now saying 45fps rather than 90 anyways. reprojection does a pretty decent job

wintry escarp
#

if the eye tracking is done right it could remove most of the sickness

pearl tangle
#

well foveated rendering gives us some big improvements

clever sky
#

@wintry escarp ? in what sense?

pearl tangle
#

can push the multi res a lot further

wintry escarp
#

when you look at shit you move the eyes to it, then move the head to recenter the eyes

full junco
#

@pearl tangle but can gpus do it?

#

dynamically move the resolution grid around

clever sky
#

OK... but how does that reduce (motion) sickness?

full junco
#

I guess he meant more fps equals less motion sickness

wintry escarp
#

it reduces the link between head motion and what youre seeing

pearl tangle
#

the GPU's already do it. thats what the nvidia multi res does

full junco
#

@pearl tangle the gpus currently use fixed resolution grids

pearl tangle
#

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

full junco
#

center is always full etc

clever sky
#

@full junco That might make sense...

pearl tangle
#

thats exactly it. you are just shifting the centre point

full junco
#

yeah but can gpus shift it?

wintry escarp
#

no, human eyes work more like the teleportion hack people are using in games

pearl tangle
#

just have to be told where to shift it to

wintry escarp
#

you move the head enough to get the eyes onto it quickly, then you rotate the head to centre the eyes

full junco
#

and how does it reduce motion sickness?

wintry escarp
#

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

clever sky
#

... the current system has everything in focus all the time.

full junco
#

but the eye doesn't see a difference in the best case. it's just that performance is wasted currently

pearl tangle
#

looks like they are running their own implementation for the foveated rendering so not gpu reliant. part of their sdk

clever sky
#

Your eyes simply pick the spot to focus on and it'll be in focus for you.

pearl tangle
clever sky
#

Akin to the real world.

full junco
#

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

wintry escarp
#

with eye tracking you can move the cursor around the screen, without the actual view moving

full junco
#

just don't make it worse in the best case

clever sky
#

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.

full junco
#

there is no cursor in vr

wintry escarp
#

ok, the reticule

clever sky
#

I think Smilertoo is thinking from a gear VR perspective?

#

And we're all thinking motion controllers.

#

That might make a lot more sense.

full junco
#

I have no idea about gear vr and what it is and what it does

#

does gear vr have something like a cursor?

clever sky
#

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 ๐Ÿ˜›

pearl tangle
#

im more interested in the foveated rendering for performance boosts

storm vortex
#

@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

full junco
#

gear vr will hopefully die

wintry escarp
#

silence you, I only just got it

storm vortex
#

I don't mind that there is mobile VR for the masses, I just hope they get some kinda hand controls

pearl tangle
#

daydream now has the controller which is much better

#

the next gear vr will have some interesting enhancements to it as well

storm vortex
#

or at least integrate leap motion

full junco
#

low end vr will stay low end vr

#

vr that runs on snapdragons is low end vr

pearl tangle
#

nah leap motion is rubbish.

full junco
#

and low end vr isn't good for vr

wintry escarp
#

neither is high end, no-one can afford it

pearl tangle
#

getting millions of people to experience and enjoy vr is good for vr

full junco
#

not when it's a bad experience

clever sky
#

Poor GearVR devs. Constantly getting shit on by the mainly roomscale crowd in here ๐Ÿ˜›

pearl tangle
#

that comes down to developers

storm vortex
#

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.

full junco
#

it comes down to low end hardware

storm vortex
#

I got dizzy myself trying the Google cardboard roller coaster and other little demos on my phone

pearl tangle
#

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

full junco
#

that's not vr

#

that's 360 video

#

tell them

storm vortex
#

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

wintry escarp
#

I was ok on gearvr until I slid sideways on the ocean rift demo

#

using a gamepad

pearl tangle
#

im well aware of the differences. i go around the world doing educational sessions on VR and AR to dozens of clients

clever sky
#

@pearl tangle Dizzy in just roomscale experiences? Or moving around as in locomotion

pearl tangle
#

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

clever sky
#

Rather I meant, dizzy even in just roomscale experiences*

pearl tangle
#

have had 600+ people go through that 1

wintry escarp
#

seems trange gearvr lets you move the lenses away from the screen, but rift doesnt

pearl tangle
#

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

opal bobcat
#

im pretty sensitive to vr sickness

#

but room scale im ok with

pearl tangle
#

Vive lets you adjust a lot of things, but not something you get random people to do

clever sky
#

Well... you could have an IPD ruler handy ๐Ÿ˜›

pearl tangle
#

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

clever sky
#

Because it doesn't need to be that exact.

wintry escarp
#

anyone ever tested direct eye projection?

clever sky
#

I can't tell if I'm out by 2 mm

#

and neither can most of the people that use mine it seems

pearl tangle
#

makes a big difference when the thing has accidentily shifted to 70mm+

clever sky
#

Yeah, 5mm+ out starts to make a bit more of a difference

pearl tangle
#

people not familiar with it wont know something is wrong they will just know they are getting a bit sick

clever sky
#

It's pretty adequate to juse use a ruler

#

and measure pupil to pupil

#

ensuring for parallax correction

pearl tangle
#

did an 6ish hour event, 100 people through a 3 minute experience. doesn't really give you time to adjust for everybody

clever sky
#

Yeah fair call

pearl tangle
#

if its just me at home yeah il setup my headset properly and adjust each eye

clever sky
#

Best to leave it at 65

#

in that sort of situation.

pearl tangle
#

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

storm vortex
#

I have my Vive set to min IPD and I wish it would still go lower for me.

clever sky
#

Why's that?

#

You find more people have smaller heads than larger ones? ๐Ÿ˜›

pearl tangle
#

have you measured your actual IPD @storm vortex

storm vortex
#

I asked my eye dr what mine was and it was about 2 less than what the Vive does

pearl tangle
#

are you 10 years old?

storm vortex
#

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

pearl tangle
#

wow just saw 1 on reddit a guy saying he has 56mm IPD

storm vortex
pearl tangle
#

thats hot

opal bobcat
#

mongo likes it

clever sky
#

Haha

#

I've got a big head... but it's nicely sitting at the upper end of normal ๐Ÿ˜›

full junco
#

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

clever sky
#

Haha... 'hmm, what should I have it at today??' spins the dial a little before putting it on

full junco
#

does it really make a difference to you?

clever sky
#

If its out by a few mm yeah

full junco
#

I should see a real difference between lowest and highest?

clever sky
#

But the tenths that the Vive thing shows is just silly.

#

It's not huuggeeee... but highest will have higher FOV

pearl tangle
#

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

clever sky
#

and you'll notice blurriness

#

Or at least I do.

#

Maybe you should get an eye-checkup? ๐Ÿ˜›

full junco
#

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

opal bobcat
#

puketastic!

storm vortex
#

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.

full junco
#

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

wintry escarp
#

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

clever sky
#

I've found that the worst part of falling...

#

is the sudden deceleration when you hit the ground

full junco
#

yeah

clever sky
#

in both VR and real life!

full junco
#

lol

mighty carbon
#

falling in your dream is the best!

clever sky
#

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

wintry escarp
#

the rule you cant hit the ground in dreams in rubbish

clever sky
#

not with knees bent... with knees ready to bend

mighty carbon
#

sometimes I would wake up upon the impact feeling as if I got pressed into the mattress... Totally crazy stuff.

opal bobcat
#

eyes clear hearts full

wintry escarp
#

does rift stop you using a gpu that's too weak, or do you just get a poor experience?

full junco
#

you're all missing avatars here on discord

#

@wintry escarp poor experience

#

I don't think anyone really tries that though

pearl tangle
#

i have 1

storm vortex
#

<<

opal bobcat
#

huh, you cnat set it on your profile

wintry escarp
#

I'm sure my 780 would do

full junco
#

when people pay like 900 dollars for something they check before if their gpu can do it

wintry escarp
#

no rule says I need to turn shit up to full

pearl tangle
#

a 780 can run some stuff

#

most things are made to run at their lowest settings on a 970 though

full junco
#

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

wintry escarp
#

i don't know amd cards

pearl tangle
#

i think a 480 or 1060 is the cheapest entry point to decent vr at the moment

full junco
#

yeah

opal bobcat
#

much better

mighty carbon
#

supposedly 1060 is really good as it's faster than 970

wintry escarp
#

only in vr

pearl tangle
#

i think its about on par with the 970

wintry escarp
#

in normal use its supposed to be a sidestep from my 780

full junco
#

horrible how slow gpu progress is

pearl tangle
mighty carbon
#

come on @wintry escarp , stop pimping your 780 ๐Ÿ˜›

wintry escarp
#

780 rules, you know it

full junco
#

1060 is also roughly same like my r9 390

opal bobcat
#

my 980ti makes my 970 jelly

mighty carbon
#

1070 is the shit, but $450 .... o.O

full junco
#

gpu progress was once so fast

#

and now it's like nothing

pearl tangle
#

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

full junco
#

we need a new moore