#virtual-reality

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full junco
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the old one sucks now

opal bobcat
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yeah i want a 1080ti

wintry escarp
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we need amd to be real competition to nvidia

storm vortex
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and with intel!

full junco
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then buy amd

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AMD can only compete when they have money

wintry escarp
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buys the protest card, back to Matrox

storm vortex
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at least with the Matrox you can do like 20 displays

opal bobcat
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matrox is nice for that

full junco
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Nvidia can cheat with stuff like 970 and people will still buy it

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that's not good

storm vortex
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That's because AMD's stuff is so much more worse

full junco
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it's not so much more

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it's slightly

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and just because of software

storm vortex
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I bought a GTX960 (regrets) when that 970 business happened because the AMD cards were crappy. I upgraded to a 980Ti right before I got my Vive and luckily caught the 90 day upgrade window to the free 1080 โค EVGA

wintry escarp
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free?

storm vortex
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yeah

full junco
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it's a huge problem that some people think amd is "crappy"

wintry escarp
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i thought you paid the difference

storm vortex
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EVGA does a 90 day step up program. So if a new card comes out after you buy one you just pay shipping and price difference. They send you the new one. For me to go from 980Ti->1080 was just $15 in shipping.

full junco
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AMD is behind with stuff like multi res shading, and power efficiency, but that's it

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and currently they don't have high end gpus

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but that was different before 10xx release

clever sky
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AMD needs to stay around to light a fire under Nvidia's and Intel's ass... but problem is those two companies are very good at shutting out competition through anti-competitive means D:

wintry escarp
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noise and heat put me off amd, i run everything stock with good cooling to keep it as quiet as possible

full junco
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@clever sky yesh

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I like to overclock everything as much as possible

storm vortex
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Thankfully all the consoles and Apple are using AMD right now to give them some money

full junco
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a gpu has to eat at least 300w or it isn't a gpu

clever sky
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Also Arizona Sunshine devs rescinded their ill-thoughout exclusivity for i7

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'it was supposed to be a reward to the people that heeded our recommendation guys!'

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'please believe us!'

full junco
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well maybe I should make my game exclusive to i7 lol

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it will not run good on CPUs with less than 8 threads

clever sky
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If I ever take a money-hat, I'll straight up say - I took a money hat! woo!

wintry escarp
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i though they were blocking older i7s

clever sky
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And then start a kickstarter to a value exceeding the cost of the money hat.

wintry escarp
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being douchebags

clever sky
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Then when gamers are all - why'd you take the money hat, I'll say... because it let me make a better game then without it.

full junco
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CPU progress is even less than gpu

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horrible

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no idea how we should ever be able to run 8k vr

clever sky
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Problem is... when you don't even get the money hat, gamers aren't going to buy your game more just because it's not exclusive!

storm vortex
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I have no problem with people taking money for games as long as they are up front about it.

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It sucks, but if it pays for the game to happen that's cool.

clever sky
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Right. And I think that's true for the most passionate/vocal of the community.

wintry escarp
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why use expensive screens when you could project an image straight into the eye

clever sky
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They understand economic rationality. They just don't want devs treating them like idiots.

full junco
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that's not cheaper

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somewhere you need to have the pixels

wintry escarp
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i thought dlp uses spinning mirrors

clever sky
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The magic leap stuff

full junco
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still not cheaper

clever sky
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uses a type of retinal display tech

full junco
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vr needs to be 8k

clever sky
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Virtual Retinal display

full junco
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but no gpu can handle that

wintry escarp
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a little dlp mirror isa lot lighter than an 8k panel

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vr headsets should make you look like a bono fan, not like you have a box stuck to your face

clever sky
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But yeah, VRDs is essentially fiberoptic steered by DLP style mirror motors

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Or something to that essence. I can't remember the deets

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It was from an interview with Tom Furness on the voice of VR podcast

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Any of you guys listen to that podcast?

full junco
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nope

wintry escarp
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they all seem to be stuck with the box on the head cos that's what palmer demo'd

full junco
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I hope vive 2 is announced soon. need 4k and eye tracking.

wintry escarp
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i saw an 80s VR system

full junco
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should be doable

wintry escarp
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it was whacky

clever sky
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It's pretty good stuff... lets you know what other VR devs are doing and working on...

wintry escarp
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your whole head went inside it

full junco
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I guess vive 2 or rift 2 will be announced on gdc

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would make sense, right?

wintry escarp
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no

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they will cost reduce versions 1 first to try and grow the market

full junco
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release 2 and at the same time cost reduce 1

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how it's done with all other tech too

wintry escarp
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vive said they've halved the component count

full junco
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release galaxy s7 and make s6 cheaper

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release vive 2 with 4k and eye tracking and make vive 1 cheaper

wintry escarp
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but steam also said the steam controller was amazing, apparently its not

full junco
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they halfed lighthouse

granite jacinth
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Steam Controller is amazing for some people

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I wasn't too keen on it though

storm vortex
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I Love the Steam controller, but definitely isn't for all games

granite jacinth
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SUperRobins look pretty nice

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one motor instead of two is good for many reasons

wintry escarp
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why is the lighthouse so big?

storm vortex
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Rushed to market I think

wintry escarp
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or is it a lot smaller than it looks

granite jacinth
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Just because they've reduced components and in essence reduced the price it takes to make them, does not mean that it will trickle down as much as people are hoping

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I really doubt it will be 50% pricing next year

mighty carbon
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I bet v2 of VR HMDs isn't coming for the next 2 years or so

granite jacinth
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Maybe...MAYBE... 25% if we're lucky... But, I think they reduced the price on Vive $100 for Black Friday as a test

mighty carbon
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and we already know what Rift 2 might be like

granite jacinth
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If they saw any sort of big jump in sales because of that price, you may see the new price

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If they didn't, they will reduce it once again

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another $100 or so

storm vortex
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They probably wanted to milk all the early adapters first that will pay extra. I know I would have paid more.

granite jacinth
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To put it in line with OSVR/Rift

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Early Adopters always get shafted

storm vortex
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The first iPhone was the same way. I think it was like $1000 or somewhere near there. I didn't buy one myself though.

wintry escarp
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not here it wasnt

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ยฃ399 and been creeping up in price ever since

storm vortex
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oh you are right, I thought it was more. I just looked up some pricing

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I think it didn't use to have as good of a cell phone provider plan discount though

wintry escarp
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unlocked here

digital marlin
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I'd like to see the next version of the OSVR

granite jacinth
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OSVR3.0?

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Hmmmmm, who knows

digital marlin
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Yeah

granite jacinth
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Probably wireless

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like the next bunch

digital marlin
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yeah that'd be nice

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I'd like to see better resolution

granite jacinth
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?

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Resolution is at Rift levels?

digital marlin
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yep

granite jacinth
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SO...

digital marlin
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๐Ÿ˜‰

pearl tangle
clever sky
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So that's how they're rebranding Windows mobile

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Fuck it. We can't crack the mobile phone market, but we can sure as hell crack the mobile PC market!

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What's the difference? The difference is one can run full fledged Windows apps*!
*that are compatible with mobile specs.
Yay?

mighty carbon
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btw, when is MS going to announce VR ? We are in December already ๐Ÿ˜ƒ

storm vortex
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That's pretty impressive it runs the games. I wonder if you could connect a game controller to the phone and play games that way. Also RIP battery life

digital marlin
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meh

granite jacinth
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Cellular PC has been a thing

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But, this is what is going to cause AR to overtake VR

storm vortex
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AR will be cool when it happens but I feel like we are still a ways off performance and battery wise before it gets as good as VR is now.

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For games that is...

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If I can wear a light headset that does high quality video pass through with 3d overlayed and not have battery die after 30 minutes that would be pretty cool

mighty carbon
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I don't see AR being cool for games

pearl tangle
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microsoft already announced vr a few months back

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they are releasing their plans to OEM's. integrating the hololens sensors into a vr headset similar in design to the PSVR headset

mighty carbon
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@pearl tangle yeah, but they said they will give us details in December (specs and whatnot)

pearl tangle
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AR games are already quite good, especially if you get the holograms at the magic leap level too

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yeah its still early in december. having the full windows 10 on arm architecture opens up quite a few possibilities too

mighty carbon
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cya ppl o/

pearl tangle
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Today at the Microsoftโ€™s Windows Hardware Engineering Community event in Shenzhen, China, the company announced that VR/AR (mixed reality) headsets from top manufacturers are due to hit the market in 2017. Whatโ€™s more, theyโ€™ll run on integrated Intel graphics without the need for a dedicated GPU. Back in October, Microsoft announced that mixed reality headsets for Windowsโ€™ forthcoming native โ€ฆ

clever sky
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Ha... ok.

pearl tangle
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rather interesting

clever sky
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So Microsoft doing their own thing.

pearl tangle
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well all the stuff comes with the embedded hololens inside out tracking in there

clever sky
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Essentially a mobile-VR without the smartphone kinda deal?

pearl tangle
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from the pic though it looks like everybody else has a tethered setup, or at least a box separate from the headset itself

clever sky
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Hopefully to a portable box.

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on the belt

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or some such.

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That's acceptable wireless.

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or wired.

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whatever.

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๐Ÿ˜›

pearl tangle
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yeah id say a smartphone sized thing you just chuck in your pocket is a good bet

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just need the headset themselves to hurry up and be the size of regular glasses and people will use them all day for sure

clever sky
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Heh. Need those next gen meta-material optics

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I read about Havard designing new lenses

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completely flat, using diffraction grates to focus light

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Only a narrow wavelength for now.

pearl tangle
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yeah its not going to take too long for some big shifts in that field now that there is strong demand for it at a consumer level

clever sky
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Exactly. Havard aren't the only players in town as far as that stuff goes.

pearl tangle
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seems likely that all those headsets are running something like the intel NUC box at the moment. if its the skullcandy 1 then thats decently powerful for a full integrated box

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nah even glass manufactures are 1 of the most trade secret heavy industries in the world

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nobody patents any of the techniques or anything so its all kept completely secret, moreso than coke recipe even

clever sky
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But the coke recipe is more of a marketing thing

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then it is a real 'so nobody can guess our formula' thing ๐Ÿ˜›

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Given the simple fact that coke has a variety of tastes!

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And I'm not talking about the zeroes, stevias, diets, etc.

granite jacinth
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TBH, things like this is a good thing

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We will get the good from whatever we can

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And improve upon it in the next gen

clever sky
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I mean, the precise formula for the syrup that they make might not have been guessed by their competitors... but the taste delta of coke is variable enough that competitors can get 'close enough' to be 'like coke'.

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Such that the only thing that seperates them is... the marketing/branding on the bottle.

silk lodge
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and that nice pesticide flavoring

pearl tangle
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hah yep but its a lot harder to have exact tempering techniques and injecting the perfect amount of particular oxides into glass at the exact right time to get the perfect lens

silk lodge
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My dad has glass charts that he can use to order specific types of glass

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it's pretty cool

pearl tangle
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this microsoft stuff is going to do a hell of a lot more for the industry as a whole than all the other current headsets combined. it's going to start getting it into mass for commercial uses

granite jacinth
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$300

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From CHina

storm vortex
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I hope they don't pollute the VR market with low quality headsets

granite jacinth
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SO we can expect ASUS ROG version for $600

pearl tangle
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the fact that there is the pure AR, pure VR and MR all using the same general hardware and interface gives a lot of options

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obviously not going to have the same level of stuff that we can do with the vive and rift for entertainment purposes but opens a lot of options for stuff.

silk lodge
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did I miss an announcement?

pearl tangle
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will be interesting to see how apple comes along with their AR stuff in the next 12-24 months. microsofts current jump into hardware again is actually very impressive

clever sky
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Do we know if the MS VR stuff will at least do positional tracking?

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I can dev for it if they have motion controllers.

pearl tangle
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yeah its all inside out tracking

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all the specs have the full hololens capabilities built into it

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so full hand tracking capability and spatialization

clever sky
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I see.

pearl tangle
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seems like leap motion is doing a mobile thing too now

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Leap Motion Blog

Working in Silicon Valley, Iโ€™ve come to realize that everything that seems futuristic was actually on the drawing board a startling number of years in the past. Technology is like a flash in the darkness โ€“ long nights building towards an instant when suddenly everything is different. Thatโ€™s why I think all of us work โ€ฆ

clever sky
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That's a pretty good FOV on their camera

pearl tangle
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definitely an improvement. that was the main problem with the other 1

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aside from the pretty shitty tracking quality that is

clever sky
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Have you tried their stuff since a few months ago?

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The orion update I think?

pearl tangle
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yeah the orion 1 makes a big difference

clever sky
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Because it's a night and day improvement

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But still not adequate for your taste?

pearl tangle
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but it still loses tracking too easily with a single sensor and they never opened up the API to multiple sensors at all

clever sky
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I haven't used it that much myself

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Only on ummm...

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waifu sim.

pearl tangle
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well when it loses tracking it loses the entire hand essentially. so whatever you were holding is dropped. and with a low field of view you have to be looking right at your hand all the time, which you dont really walk around with your hands in front of your face the whole time for anything

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except maybe that 1 where you are grabbing 12 year old girls tits

clever sky
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Haha.

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Well, the software can be worked around.

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Instead of registering hands disappear as a drop

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just register it as inventory

pearl tangle
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yeah still doesn't quite keep up with something like lighthouse either way

clever sky
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True.

pearl tangle
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maybe with some haptic gloves or something, poking at air with nothing in your hand is always a bit odd

clever sky
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Yeah. I mean, appropriate visual and audio feedback goes a long way....

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but haptics are a nice catalyzer for cementing the tactility of those other cues

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i.e. it's easier to associate the audio/visual cues with feeling, if there's already a little feeling to go with it!

pearl tangle
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yeah having something in your hand makes a big difference still. camera tracking stuff always seemed like a good idea in theory but its just not quite right in reality. same reason the kinect failed

clever sky
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Well, both hand tracking and motion controllers are substantially more compelling in VR then not.

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But the Kinect failed because you can't really make compelling games that people really would like to buy with it.

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I mean even basic tasks was a total chore.

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Like selecting the next item in a menu or saying ok

pearl tangle
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so is stuff with gear vr

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didn't stop a lot of people using it still. just gotta develop better ways to do things

clever sky
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Whereas in VR, that's actually a lot easier with camera tracked because of the third dimension.

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And in VR... controllers will still allow you to do small repetitive things easier and faster.

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But the delta isn't quite as significant as gamepad and kinect camera.

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i.e. 10s of ms vs 1000s of ms.

pearl tangle
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the kinect v2 is pretty decent with its latency actually

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same with realsense and tango and leap motion, they are all similar tech

clever sky
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I don't mean latency though. I mean time to execute a function.

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Cancel, accept, left, up, down, right... basic menu navigation.

pearl tangle
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well if your tracking is perfect then i guess you dont need to hover over the button for 1.5 seconds for something

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but yeah it was always too finicky to make shit happen

clever sky
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With 2D kinect, you had to.

pearl tangle
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kinect can track in 3D space without any problems

clever sky
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That's true.

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But it's a harder task to represent that depth information to players

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With a 2d display

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i.e. you're swiping where you think the ball is... but you're not forward enough.

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In 3D that mismatch is obvious.

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But in 2D, it's not. So kinect basically failed at basic human computing interaction requirements in the primary application in was designed for.

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What's funny in retrospect is the amount of hype it had

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Given that simple fact! ๐Ÿ˜›

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So much smoke and mirrors to dress it up!

pearl tangle
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oh yeah when you have shitloads of marketing money you can do some nice stuff

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just look at all the magic leap marketing stuff

clever sky
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4.5 Billion in venture cap raised.

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Rony Arbovitz is a master of smoke and mirrors.

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That first reveal at TED... legendary

pearl tangle
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$1.4 billion not 4.5 right?

clever sky
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4.5 valuation now

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So... yeah, you're probably right.

pearl tangle
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not sure how you could have $1.4billion in cash and only be worth $4.5 billion... its insane

clever sky
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You sell 20% of your company to investors for 1.4 billion

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Or 30%

pearl tangle
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im sure they must have given away at least 75% of the company

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its just because they do it in multiple rounds so the actual company growth figures and multipliers are all out of whack

clever sky
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Yeah true

clever sky
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Things I learned about the VR community today:
Would rather not see the content, than to see it be a timed exclusive content.

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strikethrough

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Doesn't know shit about the economics of indy game development

pearl tangle
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hah did you learn that from the community in here or just the VR community in general?

clever sky
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Reddit ๐Ÿ˜›

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About the Arizona Sunshine exclusivity debacle.

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Lots of angry pitchforks not going down after devs rescinded the exclusivity.

storm vortex
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The the developers come out and say something?

pearl tangle
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oh yeah i saw something on that. I don't quite get what they did there. locking just to i7 or something?

clever sky
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Basically intel paid them to make extra content

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they took the money and made it, added it to the game

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and told players only i7 players could access it.

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A really dumb way of doing it mind you.

storm vortex
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What they should have done was put an unskipable intel overlay / start image for people that don't have the processor but let everyone access the content

clever sky
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Players understandably got angry. Backlash, blah blah, then the devs woke up and patched in the fix.

storm vortex
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then they get their money, intel gets their ads and people are happy

clever sky
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now it's accessible from everyone.

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And they'll probably have to payback intel

storm vortex
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Intel should have known better

pearl tangle
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so it was just extra content in there locked only to i7?

storm vortex
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as should ahve the dev

clever sky
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Timed exclusive

storm vortex
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Locked to latest i7s. Even the 4790k I have apparently didn't make the cut

clever sky
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Dayum

pearl tangle
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but not the full game, just some of the content or something?

storm vortex
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And it was announced after people had already bought the game

clever sky
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@pearl tangle yep

storm vortex
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It was the "hard" mode with extra weapon unlocks

clever sky
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Well, it wasn't announced so much as discovered.

storm vortex
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It sets a bad precedent if we just let hardware manufactures time gate game features or games

pearl tangle
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weird way to do it. why not just plaster intel i7 all over in game assets or something

storm vortex
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Yeah that would have been the smart thing to do, or just do a long intel ad in the beginning

clever sky
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Don't know. Dumb deal the devs made.

pearl tangle
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well they have been doing that for ages with nvidia and amd. hair fx, turblence etc etc

storm vortex
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yeah but that is more opt in

pearl tangle
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game looks decent though actually

clever sky
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Setting dumb deals aside...

storm vortex
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If the i7 actually did make an improvement I think it would be different

clever sky
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Essentially the point to be made is, devs take this money so they can add more features to games.

pearl tangle
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well so was this by the sounds of it.

clever sky
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So that kinda makes sense right?

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Where as consumers see it as taking away features because someone paid for its exclusivity.

pearl tangle
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they didn't stop people doing it they were just saying you can do it tomorrow but i7 guys can do it today. same as going guys with a 1080 can have fancy hair and particles today and if you go and buy a $1000 GPU you can do it tomorrow

clever sky
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Which also kind of makes sense.

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But even when unrelated devs came out and said that... yo, we need this money to survive!

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People were still - fuck that, just make the game not exclusive!

pearl tangle
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yeah people bitch a lot thats for sure

storm vortex
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I think it wouldn't have been as big of a deal if it was announced ahead of pre-orders

pearl tangle
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it's annoying but thats how they survive. i wish i could play ps4 and xbox exclusives on my computer too

clever sky
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People think outrage and anger can be mitigated.

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Someone was saying - if only devs were more open and honest

pearl tangle
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oh just reading stuff on it

clever sky
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and I was like, yeah, I agree, open and honest viewpoint

pearl tangle
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its bonus content anyways that they didn't even advertise. so not like they were stopping people doing stuff

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its like hey people with this here is a bonus

clever sky
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and the guy was all - well, it doesn't matter what your situation is, tough titties.

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So... I get why devs just shut the fuck up and hope it all blows over now ๐Ÿ˜›

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you can't win!

storm vortex
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I think going silent is worse

pearl tangle
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yeah have you been following kingspray?

clever sky
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But at least you can pay to stay alive a bit longer ๐Ÿ˜›

storm vortex
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Yeah Kingspray should have just been more forthcoming from the get go

pearl tangle
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hah yeah complete silence the entire time

storm vortex
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They saw what happened to super hot and figured they should shut their mouth but I don't think it really helped

clever sky
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Well, superhot and kingspray are fantastic examples of what I'm talking about.

storm vortex
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I rather know something is exclusive from the get go so I don't have to think about it anymore

clever sky
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Damned if you do, damned if you don't. Oh well!

pearl tangle
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superhot told people

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kingspray got a day past its intended release date on steam and rolled back to coming soon. didn't say anything. then 3 months later releases on occulus store

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then 1 day later comes out on steam. devs never said anything at all

clever sky
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Just let the community make the noise. Don't even have to do marketing!

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hahahah

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๐Ÿ˜›

pearl tangle
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i think if they just came out on the release day and said sorry guys we are going to have to delay by 4 months to make some fixes. oh by the way you will also get multiplayer and etc etc when we launch now

storm vortex
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I think the key thing is to set proper expectations. No Man's Sky is another good example

clever sky
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No Man's Sky is not in the same league

pearl tangle
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yep. people don't deal well with dev silence either

clever sky
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No Man's Sky is amazing in how fucking bold a dev can be in lying like a motherfucker

pearl tangle
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similar. they didn't say anything at all until they came out and go oh heres a bit of an update

storm vortex
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I'm just really glad Steam allows for refunds now.

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So far I've only had to refund VR games but only because they made me motion sick or just weren't fun.

clever sky
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Yeah, I've refunded VR games for shitty locomotion.

storm vortex
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Before VR I never really had a reason to refund anything.

clever sky
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To be fair, I refund a game if I didn't enjoy it.

pearl tangle
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never tried to refund something. but probably could for a lot

storm vortex
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You have to do it before 2 weeks or 2 hours played

clever sky
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At least within a few minutes.

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Like some stuff is just... yep, this is trash.

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Like there was this one zombie game using the simple art assets

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Stuff popping up 1m away from you

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bad locomotion.

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I was just... welp. No dice.

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Stuff popping up 1m was ridiculous. You walk towards it thinking it's a path. Nope, it's not.

pearl tangle
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oh yeah that was garbage

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soi much vr crap just jumping on the chance to make a few bucks

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and yet steam told me they wont release my projects on there because they are marketing stuff. even though Qantas did a shitty app which is purely just playing 360 videos and I did a cool 1 thats proper room scale with interactive elements and realtime shit going on

clever sky
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Really?

storm vortex
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Wow, there are so many crappy VR games on there too

clever sky
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Fuck. Wonder if I'll be able to get my stuff up on steam now ๐Ÿ˜›

storm vortex
#

Just do another wave shooter those seem to go right in

clever sky
#

It's not a game. It's a locomotion system!

pearl tangle
#

yeah i just sent them a link to the 360 video saying we are looking to release a free version on steam. and they said they don't think its appropriate since its marketing

#

the hawaii thing and the qantas thing and the shirt shopify thing are all just marketing. at least mine is an interesting experience for people that isn't pure marketing like the others

storm vortex
#

Were you going to eventualy do paid?

clever sky
#

The shirt shopify thing was great

pearl tangle
#

nah it would be free

#

yeah its a cool little project

storm vortex
#

Ikea is basically just marketing too

pearl tangle
#

the qantas 1 is a 360 video player that is just the videos they have on youtube

clever sky
#

Haha... yeah, I get been salty about that one.

#

Ikea and Shopify are acceptable

pearl tangle
#

was trying to put these up for free. the proper interactive vive versions that is

storm vortex
#

I'd like to put what im working on steam much like budget cuts did. A short demo to get feedback and allow a way to update it. I don't want to just go into early access to get stuff onto steam.

pearl tangle
#

and potentially this 1, modified a bit more and adding in high scores and leaderboards but so far it would still be the most comfortable skiing game on steam even though its a brand thing

#

thats just a quick 360 video i threw together this morning, not properly done yet

clever sky
#

Well, definetly more worthwhile than the qantas stuff ๐Ÿ˜›

#

I guess the question is more... how the hell did qantas get that stuff on steam?

pearl tangle
#

hah yeah exactly. there is the shitty basketball 1 with gatorade crap all over it or something too and it got there

#

thats pretty much what i wrote back to steam

clever sky
#

Yeah, I should be safe with my demo.

#

It's not marketing in that sense.

#

But it is 'marketing' for my own company/services.

storm vortex
#

@clever sky do you have a demo on there now or you are currently working on one?

opal bobcat
#

anyone seen working vr implmentation in 100% c++?

clever sky
#

Gonna package it up soon

#

and upload it and get you guys to test it

#

But going through the process of setting up my company

opal bobcat
#

i'm working on one now but converting from blueprint can be tricky

clever sky
#

and getting it on steam soon

pearl tangle
#

viveport will take a lot more stuff a lot easily anyways so I will throw my stuff up there first and then get steam to stop bitching about it once they see the proper interactive 1s

upbeat kestrel
#
clever sky
#

Haha... that moment you go to build your project and it all fails so spectacularly!

#

As a novice developer, this seems like an oversight that could've been remedied by more frequently building the project during development...

wicked oak
#

i do that

#

for both pc and ps4

#

ps4 less often

#

its a good way to catch errors soon

clever sky
#

Yep. I'm just going to rebuild the project by migrating it

#

and see how it goes.

#

I suspect I'll be asking many questions over the next couple days!

#

Maybe even better is have a migration project and a editor project.

#

Because I have a shit load of extra content in the editor project

clever sky
#

What's a good file sharer for distributing a multi-gig project?

#

Directly relevant to you guys because that's how I'll be linking my demo to you ๐Ÿ˜›

upbeat kestrel
#

AWS if you don't mind paying for bandwidth

clever sky
#

Any good free ones?

upbeat kestrel
#

mediafire is decent

clever sky
#

Gonna try get it on steam for public distro

upbeat kestrel
#

I don't like Mega myself, but others might

wicked oak
#

torrent

#

also google ddrive

#

if its not big scale

clever sky
#

onedrive?

wicked oak
#

ive used google drive to send builds

#

a few times

#

another good idea is to put it on steam XD

#

if its a VR game you can put in on steam without greenlight

#

then you just send steam keys

#

pros include that you can add steam DRM, and updating

clever sky
#

Ah ok. Well... I guess I gotta go watch some tutorials on how to go through that entire process.

upbeat kestrel
#

google drive is great for private releases

clever sky
#

Why's that?

#

I just looked up 'best file sharing sites'

#

and got a site called... sabercat hosting?

mighty carbon
heady parrot
#

Some of you were speculating and asking recently how many copies of Gunjack CCP has sold. I told you it was way over the speculated 30k you were throwing around..

Well my CEO recently said in a talk that we've sold over 500k ๐Ÿ˜ƒ so take that to your estimation models for the market.

short locust
#

Nice

heady parrot
wicked oak
#

half a million????

#

jesus christ

#

wtf am i doing developing for PC vr

mighty carbon
#

whaaaat?!

#

wow

#

well, hopefully getting all parts for my new PC this weekend and then I can get back to UE4 dev for Gear VR ๐Ÿ˜ƒ

upbeat kestrel
#

I have been touched ๐Ÿ˜„

#

or is that be-touched?

#

I got my Touches.

#

No need to be touchy about it

#

I think they're a touch better than the Vive wands

#

...ok I think I'm done

clever sky
#

EveGunjack sold 500k copies?

#

Welp.

#

Gotta get that mobile money.

#

Go buy me a Pixel and daydream tomorrow. ๐Ÿ˜›

full junco
#

there are people who pay for mobile games? still don't get it ๐Ÿ˜›

wicked oak
#

VR mobile games

mighty carbon
#

@clever sky except 500k+ copies were sold on Gear VR ๐Ÿ˜‰

clever sky
#

Yes, and that gold rush isn't going to happen again on the GearVR ๐Ÿ˜›

mighty carbon
#

and with now 2M+ userbase you have better chance making money with Gear VR than Daydream

clever sky
#

Shits moving over to daydream! deal with it.

#

/sunglassesdog

mighty carbon
#

actually Gunjack was criticized from day 1 - it's basically a Galaga with nice visuals

clever sky
#

Seriously though, Gunjack was early in and a decent quality at that point in time.

mighty carbon
#

yet, that didn't stop people from buying it

clever sky
#

It's a good VR test fodder.

#

i.e. ooh, I just got VR, let's see what's pretty...

mighty carbon
#

well, good luck with Daydream ๐Ÿ˜ƒ

clever sky
#

Now? A lot of users have stopped messing around with GearVR, so you want to think about daily active users rather than total userbase

mighty carbon
#

less devs on Gear VR - better for me ๐Ÿ˜‰

clever sky
#

Well good luck with GearVR! ๐Ÿ˜›

#

The other big reason for me to develop on Daydream would be because of the motion controller.

#

The work I've done essentially requires one. Without it, I'm just making crappy nothing special games, and I'd rather just stick to my day job if that's the case.

mighty carbon
#

but Leap Motion is coming to Gear VR

clever sky
#

Integrated?

mighty carbon
#

I doubt that

clever sky
#

Because developing for a peripheral on top of a peripheral is just not good business.

mighty carbon
#

either Leap Motion doesn't want to be sold, or no one wants to acquire it ๐Ÿ˜›

#

while I really want motion controller for Gear VR, I don't see why one can't make a good game without it

clever sky
#

Because I want to make a dungeon crawler hack and slash that involves movement and moving your hand around?

#

You can make a decent gamepad only game.

#

Sure.

#

But that's not what I want to do ๐Ÿ˜›

mighty carbon
#

"According to Leap, its goal for the new module is not to package and sell it in Best Buy as the โ€œLeap Motion 2.โ€ Instead, the group wants to work with VR headset manufacturers themselves to integrate the hand-tracking sensor directly."

clever sky
#

Best of luck to Leap Motion. Really. Great tech when it works. Just... for some reasoon hasn't been incorporated yet, even though it'd be great supplementary control scheme.

opal bobcat
#

it would be good for gearvr where you dont have other controllers

mighty carbon
#

the question is - does it even work ?

#

I hear all kind of stories ranging from "wow" to "garbage"

clever sky
#

Since the Orion update it's been pretty good.

opal bobcat
#

i have one but theres not a lot of software out there for it

clever sky
#

So long as you're ok with the limited tracking FOV

opal bobcat
#

i have yet to stick it to the front of my rift

clever sky
#

But a lot of people aren't.

#

And also lack of software.

mighty carbon
#

I mean, UE4 + Orion

clever sky
#

It's just not robust enough to base any real development around.

opal bobcat
#

that jelly fish demo was cool

clever sky
#

It's only good for experimentation work at the moment.

#

And I think most devs are thinking... that's neat, but do I want to spend the time and effort playing with that tech when there's no market for it?

mighty carbon
#

well, I don't know what you expect from it ๐Ÿ˜ƒ

#

I'd use it for interactions

clever sky
#

Well, right now it only works on the PC.

#

and PCVR has motion controllers.

mighty carbon
#

not sure if I'd use it for picking up items and holding something

clever sky
#

And while leap motion can do some stuff you can't do with motion controllers.

#

The most important things like picking stuff up and moving it around can easily be done with motion controllers.

#

Hell, I'm getting a good deal of hand presence going by aligning the hand mesh correctly to the controller (so it's oriented to your hand positions as you'd hold the controllers)...

#

and having physics collision on them so that when you touch something, things react to the virtual fingers.

#

which in turn feels like things reacting to my own fingers

#

Like... the area in which finger tracking would excel... are also sadly the areas that would most benefit from tactile feedback.

#

Like typing on a keyboard.

#

Even if you track fingers perfectly, it feels whack typing with no resistance.

#

You can try how bad that is by getting a laser keyboard ๐Ÿ˜›

#

Or spinning a pencil. Just not happening if you can't feel the pencil!

opal bobcat
#

how good is it at gesture recognition?

#

seems like creating good gestures for it would be key

clever sky
#

Not sure. Haven't played around with it enough.

mighty carbon
#

that's why I'd only use it for interactions (and gestures if I was making a game with spells)

#

by interactions I mean pressing buttons, pulling levers, etc. sort of things

#

also attacking AI with bare hands should be cool ๐Ÿ˜›

#

(and if they would allow to use custom meshes for hands, then weapons can be used too)

clever sky
#

You know what... leap motion would be a great addition to Google Pixel now that I think about it.

#

daydream doesn't do positional tracking and only has a single controller.

mighty carbon
#

no way.. there is no room for it

#

Daydream was meant to be non-expandable

#

and Gear VR has more room where to put it

#

๐Ÿ˜›

clever sky
#

But with leap motion and daydream controller, you get both hands positionally tracked within a cone and some buttons still.

#

I don't mean from a it can be done now point of view.

#

Only that the two has decent synergy.

mighty carbon
#

but Google has Tango.. Probably even better than Leap Motion

#

just massive and expensive

clever sky
#

Yeah. Hopefully that makes it into the next iteration.

#

In some way or another.

mighty carbon
#

AMD have announced the release of their latest Radeon software suite, snappily titled โ€œRadeon Software Crimson ReLive Editionโ€ and, among many other features, the new suite brings with it support for Oculusโ€™ newly introduced VR performance enhancement feature Asynchronous Space Warp plus VR focused rendering features โ€˜MultiResโ€™ and โ€˜MultiViewโ€™. AMDโ€™s โ€œRadeon Software Crimson ReLive Editionโ€ โ€ฆ

clever sky
#

Yeah. Great stuff.

mighty carbon
#

can someone with Radeon test and confirm?

#

ha

#

good ol' AMD

#

I still wonder whether I should focus on VR, or port my old game to UE4 for Steam and XB1, and then focus on VR ๐Ÿค”

mighty carbon
#

lol, talking about fragmentation

#

I guess Steam isn't a good place to be, so they decided to make their own storefront

spring pond
#

Anyone here spent a lot of time doing networking in VR ?

mighty carbon
#

vblanco probably is the One

sullen stirrup
#

๐Ÿ–๐Ÿผ

#

sup @spring pond

spring pond
#

OK, so I have this setup: pawn has motioncontroller components that have child actor child compoments that are set to a custom actor type to represent hands

#

I'm trying to do a Server_sethandtransform(Ftransform) in which i check of the owning pawn islocallycontrolled() and if so doing that call

short locust
#

It's not OpenVR anymore

#

Works a charm

spring pond
#

but the server call doesn't seem to be fired, I tried doing a "SetOwner(the pawn)" to the hand class inside my pawn, but that doesn't seem to do the trick

short locust
#

Although, I'd like to hear other answers if people have any

spring pond
#

So i looked at using that but decided against it for various reasons, its really good tho

short locust
#

Ok

sullen stirrup
#

so the RPC ain't on the pawn itself

spring pond
#

No the HandActor (that is held in a child actor component)

sullen stirrup
#

so, your structure is

#
Pawn
- Motion Controller Component
    - Child actor component
#

anyhow, is the child actor replicated

spring pond
#

yep, panw is bReplicates = true and the child actor is too

#

so it all works fine on a listen server, but not dedicated which makes me thing its just a lack of net connection on the client

sullen stirrup
#

err

spring pond
#

hmmm wait, i think i have a hunch about something i might be doing wrong

sullen stirrup
#

is the child actor component set to replicate itself, not the actor it represents

#

I had a weird issue like that iirc

spring pond
#

oh, no it isnt!

#

good catch, let me try that first

#

TBH the child actor is so tied to the pawn that i could theoretically just route an RPC through the pawn like Server_MoveHand(bool IsLeft, FTransform transform) or something, but its more just trying to get an understanding of networking as a whole

wicked oak
#

@spring pond You should put every "Motion ControllerComponent" to -1 player index

#

that way it doesnt work

#

but if you are possessed by a LocalPlayer, you set it to 0

#

so it works

spring pond
#

wait, then replication of the motion controller will just magically work?

wicked oak
#

then, from the owning client you basically call "server_updatetransformations()" with the transformation for head and hands

spring pond
#

hmmm ya

wicked oak
#

and that updates the transforms

sullen stirrup
#

that's just so that you don't end up moving everyone's motion controllers

wicked oak
#

exactly

spring pond
#

ya

wicked oak
#

and controllers are only moved locally, so you need to send that info to everyone

spring pond
#

generally UE4 networking isn't so bad, but this motion controller/HMD pos stuff is clunky

wicked oak
#

my recomendation is that those replicated transforms are not "directly" added to the actual transform

#

but you interpolate to them

#

from the server_updateVRTransforms()

#

you set "desiredLeftHandTransform" and so on

#

and on Tick

#

you interpolate into that desired location and rotation

#

of course, DesiredLeftHandTransform has to be a replicated variable

#

for the child actors...

#

they are a huge damn issue

#

not sure in 4,14 with the improvements

#

but they werent replicated on my end

#

so i had to spawn them server-side

#

and then the player "attaches" the actors themselves

sullen stirrup
#

I can tell you a mockup of how I ended up doing this entire replication thing

spring pond
#

ya my pawn manually init's them in code

sullen stirrup
#

I don't use variables nor extra stuff

#

what I do is,

#

I set motion controller components / camera to replicate, and then I just send a transform to the server and then it sets components' and camera's transform

#

that way you just use the components or the camera and avoid extra variables

wicked oak
#

variables let you do interpolation so it looks smoother

sullen stirrup
#

well yea

spring pond
#

@blissful heath So, yeah thats what I'm doing for the HMD pos right now and its working perfectly, it was just fucking up with the hands and I assumed it was because they are this child actor (that is spawned on the server)

sullen stirrup
#

although, bare in mind updating, i.e., camera's transform server-side won't visually update the position on clients' end but the position and rotation variables

#

(wrong adam ๐Ÿ˜› )

spring pond
#

oops

#

OK, thanks for the help/info guys I plug away at it a tiny bit more and see where i get

#

hopefully i can knock this out so nobody else on the team ever has to worry about it ๐Ÿ˜„

sullen stirrup
#

โค

#

I don't get though why you'd do that on the child actor itself

#

rather than handling it on the pawn

#

do you call the RPC on tick? @wicked oak

#

fine, just read you mentioned you do earlier

heady parrot
#

Kraver that you? Or different Adam? ๐Ÿ˜ƒ

sullen stirrup
#

different I guess ๐Ÿ˜›

heady parrot
#

too many Adam's in VR ๐Ÿ˜ƒ hey

spring pond
#

@sullen stirrup Yeah, I think I may rearchitect this to be more like your way and just have a single RPC on the pawn. I'm always going to want to mirror those three things anyway

sullen stirrup
#

just wondering, it feels a bit more handier having it this way imo ๐Ÿ˜›

mighty carbon
#

(I am guessing as an integration)

sullen stirrup
#

wat dat exactly

#

oh I see

mighty carbon
#

I wonder if it's any different from the one on Gear VR

heady parrot
#

its a whole new game

mighty carbon
#

I figured ๐Ÿ˜ƒ But how really different is it ? From video on YouTube looks somewhat exactly the same (same mechanics for sure), but with controller support

heady parrot
#

I havent been following it that closerly, but I know they been working on quite a lot of new mechanics. So its more than just "different enemies"

#

Im not sure what has been publicly announced/shown, so I'm being careful here about what I say ๐Ÿ˜ƒ

mighty carbon
#

it's been released already, so ..

#

(I don't know how "embargo" works in these cases)

heady parrot
#

Im not sure what made it into the final game from what I've heard ๐Ÿ˜ƒ

mighty carbon
#

aye ๐Ÿ˜ƒ

full junco
#

when will Epic finally merge Dev-VR to master again...

#

the last merge was 69 days ago now, I finally want to get all the new stuff from there ๐Ÿ˜ฆ

wraith atlas
#

hello fronds, where do you all go when you want to find a decent animator/rigger? polycount for instance?

#

(for freelance / small jobs etc)

full junco
spring pond
#

FYI dudes, moving everything to a single function to replicate HMD + L/R Motion controllers worked just fine and made way simpler code

#

๐Ÿ‘

mighty carbon
#

@heady parrot how many people worked on Gunjack 1 ?

#

and how long did it take to build ?

leaden jackal
#

Well, it was worth a shot (pun fully intended...)

upbeat kestrel
#

damn

#

Oculus Medium is the shit

full junco
#

so did epic say anything about having any plans to support multi view / multi res rendering directly in ue4 (support both nvidia and amd) for rift and vive on pc?

mighty carbon
#

not that I know of :/

full junco
#

and on gearvr it's called MultiView too and UE4 supports that on gearvr, right?

full junco
#

since nvidia supports both of it in their ue4 branch I guess that it can work with both deferred and forward in theory, right?

#

Nvidias "Lens Matched Shading" only works on Pascal (GTX 10xx), but does Nvidia have something like the MultiView stuff?

mighty carbon
#

@full junco yeah, UE4 supports multiview on Gear VR, but it was done by Oculus, not Nvidia

full junco
#

ok

#

so on the ARM website they write this:
What is multiview rendering and why is it useful?
Virtual reality applications need to render all their scenes twice from different view angles in order to create the illusion of depth. Doing this by simply rendering everything twice with different view and perspective matrices is not optimal, as it requires setting up a mostly identical draw call multiple times. The GL_OVR_multiview extension adresses this issue by allowing one draw call to render to multiple texture layers of an array texture, removing the overhead of setting up multiple draw calls.

#

but I can't really find any information from nvidia about that

#

also not mentioned for the ue4 VRWorks branch

mighty carbon
#

well, I don't know the detail, but I know 4.14 should have multiview for Gear VR as an experimental feature

full junco
#
#

anything there that I should edit or does it make sense?

mighty carbon
#

lol

#

Epic knows all that

full junco
#

epic always makes such decisions dependent on "community interest". so its important that people ask about it

mighty carbon
#

why they don't support it? Because Paragon, UT, Fortnight and RR don't need it

full junco
#

RR would need it

mighty carbon
#

ehh, I don't know what makes you think they do what's in community's interest

full junco
#

because they do

mighty carbon
#

VR isn't that big yet and UE4 VR community is tiny compare to the rest

full junco
#

VR is the future

mighty carbon
#

so, right now interests of major part of the community and Epic cross. And it's not VR, sadly

full junco
#

and epic is very focused on VR currently

mighty carbon
#

then wait and see

#

UE 4.99 might have it all

#

๐Ÿ˜„

#

I was in the same boat with GEar VR (and still is to some degree)

#

now UE4 has almost everything for Gear VR

full junco
#

see, so they listen to what people need

mighty carbon
#

I was asking it in 4.10, so... Just wait ๐Ÿ˜ƒ

full junco
#

4.10 wasn't too long ago

mighty carbon
#

feels like it was

full junco
#

feels like yesterday to me

mighty carbon
#

lol, ok

real needle
#

Has anyone else had issues when using the oculus plugin in your project and performance?

mighty carbon
#

so, then by 4.18 you shall receive

real needle
#

If I enable the plugin, package, creates a session and opens it, performance is horrible

#

If I disable the plugin and do the same thing, everything works just fine

#

This is using both the Vive and the Rift btw, no difference

pearl tangle
#

what so the vr side of things still works with the plugin disabled?

real needle
#

yeah totally, the rift runs on openVR

#

But I can't get access to some stuff like ASW and Touch specific input

#

And obviously, can't package for oculus home

pearl tangle
#

hah bloody oculus

real needle
#

There's also the small issue, that if I don't use the oculus plugin, when the engine receives "HMDType", it just receives "SteamVR"

pearl tangle
#

ah yeah that is an issue

#

you doing custom controllers for the different 1s or have you just got it locked to the gun still?

real needle
#

Hmmm not sure I understand the question

pearl tangle
#

well are you showing a vive wand or touch controller in your game

real needle
#

Atm I'm pulling the data from steam and fills a procedural mesh

#

Which won't work on Oculus Home...

#

So Ideally I want to know which HMD/Controllers in use - set BP_ControllerTutorial Mesh to the correct one

#

Using steamvr is cool because it's a generic API. IE "Show Trigger Button Tooltip" can be dynamically shown in the right location of the button

#

And it doesn't matter which controller you're using

#

I just want to be able to have the consumer decide on buying through Home or Steam, whatever they're comfortable with

pearl tangle
#

depends if somebody is using the stupid frying pan controller or something that would be rather weird in the game hah

clever sky
#

Oh man.

#

Magic Leap... I was slowly getting suckered in by this shit too.

#

I mean, I was still skeptical of the entire business foundation... but man alive, didn't think Rony Arbovitz was that good with the smoke and mirrors.

#

But at least one of these videos โ€” showing an alien invader game that let the wearer of the supposed headset or glasses make use of real-world objects โ€” was created by visual effects studio Weta Workshop. Prior to today, it was believed Weta had simply created the visual assets for the game. However, The Information reveals the entire video was created by the studio.

digital marlin
#

8\

clever sky
#

Oh well. Looks like Michael Abrash was right.

#

AR is a long long time from becoming mainstream

#

And it'll have to go through VR to get there.

pearl tangle
#

i thought it was always obvious weta did the whole thing?

#

magic leap just has the display tech ahead of the curve

#

microsoft has the spatialization stuff pretty nailed but not the display

mighty carbon
#

ha, I told you so..

clever sky
#

@pearl tangle they had a kind of display tech ahead of the curve.

#

One that they couldn't minituarize apparently ๐Ÿ˜›

pearl tangle
#

yet.

clever sky
#

Yeah

pearl tangle
#

thats why people have put hundreds of millions into them

#

nobody expected it was going to be something consumer ready in 12 months

clever sky
#

Well, that's what they were going around telling people.

#

We've got this ready to go to manufacturing

pearl tangle
#

they have developer kits out there

clever sky
#

Oh yeah

#

You tried one?

#

Even if you have, you'd be under NDA ๐Ÿ˜›

pearl tangle
#

yep

#

i just had to get my entire team to go through a bunch of crazy over the top NDA for Samsung too for something that im doing for something at some time....hah

clever sky
#

Hehe

pearl tangle
#

hopefully get to do some stuff with Space X next year though ๐Ÿ˜‰

full junco
#

@clever sky @pearl tangle comment here and tell epic you wanna see it in ue4 ๐Ÿ˜„ https://forums.unrealengine.com/showthread.php?130950-Native-support-for-MultiView-MultiRes-rendering-on-Rift-Vive-VR

pearl tangle
#

hah amd only came out with the drivers today?

full junco
#

@pearl tangle yeah ๐Ÿ˜„

real needle
#

@full junco Good post

full junco
#

@real needle thanks!

real needle
#

I'm letting my team now that they should chime in

full junco
#

great ๐Ÿ˜„

pearl tangle
#

I will throw up a query on the UDN about it as well actually

real needle
#

Awesome

full junco
#

@pearl tangle great too!

pearl tangle
#

done

full junco
#

UDN is just like the answerhub, right?

#

with the difference that it isnt public and I guess epic responds faster

clever sky
#

@full junco Cheers. Good man.

#

Was playing Smashbox.

#

Bloody awesome game that kinda got lost in the whole Arizona Sunshine kerfuffle

full junco
#

thanks!

storm vortex
#

I tried Arizona Sunshine earlier. i7 stuff aside it seems like a very cool game. I'm sure the teleport haters are going to hate on it though.

clever sky
#

Teleport hater here

full junco
#

there are "teleport haters"?

storm vortex
#

The weapon aiming seems off to me though

clever sky
#

It's a good game inspite of its weak locomotion mechanics.

full junco
#

teleport is the only good way to move so how can anyone hate that

storm vortex
#

Like I look straight down the sights line it up and no headshot

clever sky
#

But really... it's the first of its type. A lengthy FPS SP campaign.

#

in VR.

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That's not a mod.

#

(Doom 3)

storm vortex
#

and not a wave shooter

#

with non annoying voice over

clever sky
#

Eh... certain parts were quite grating ๐Ÿ˜›

storm vortex
#

I'm only an hour in

clever sky
#

But not terrible!

#

overall that voice acting that is.

#

@full junco Well, even among teleportation options, there are ways to do it better and worse.

#

Dash = more immersive and slightly more motion sickness inducing... but not for the majority of people.

full junco
#

@clever sky all teleports feel the same, what options are there?

clever sky
#

Blink = less immersive, more disorientating, but slightly less motion sickness inducing.

full junco
#

what's dash?

#

what's blink?

clever sky
#

You get a quick smooth motion from point A to B

storm vortex
#

Dash is like what Raw Data uses

clever sky
#

blink is putting a black out frame between points

full junco
#

lol smooth motion in vr sounds horrible

#

never played a vr game that did that

clever sky
#

No. You have to understand the physiological mechanisms at play

storm vortex
#

It works pretty well in raw data, its not very many frames between point a and b

clever sky
#

not just blanket rule out vection whatsoever because that's what they said at the start.

#

But dash works because... there's a lag to vestibular activation

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i.e. visual motion under a certain threshold is meaningless

#

And that threshold is around 50-100ms

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Where as blink, is not as good as it intuitively seems, because it is more likely to cause disorientation.

full junco
#

hm

clever sky
#

In the sense that you lose a sense of spatial awareness

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e.g. if you teleport behind a wall and lose visual sight of your previous points of reference

#

you become temporarily disoriented until you integrate the rest of the spatial data (by looking around or remembering where you were)

full junco
#

well then it's probably best to just implement both and let people chose what they want

clever sky
#

Exactly.

#

But currently, the messaging is off target, and the appreciation of the nuances is lost to many devs.

#

So we end up getting a lot of disdain for teleportation as a whole, when it can probably be implemented in a way that's acceptable to more.

full junco
#

well I currently use linear teleportation in my game, so not that Parabel thing. so you always have visual sight to where you came from

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I like that

clever sky
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Unless you're pointing in a direction with the controller that you're not looking in.

storm vortex
#

is yours like Vanishing Realms?

full junco
#

I haven't played that

clever sky
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Or your arm reaches around an obstacle

storm vortex
#

That is a great game you should play it

clever sky
#

Or a few other edge cases

full junco
#

I only really played the lab and audioshield and hm, probably some more, yeah tilt brush

clever sky
#

I actually do prefer the direct LOS teleportation as well

#

it's easier to point and aim than the arc teleportation.

storm vortex
#

I prefer straight but the arc works good for hills or stairs

clever sky
#

But... the arc has a natural teleport length limitation

#

And yeah, as ICM says

storm vortex
#

I liked how Arizona Sunshine prevented teleporting over certain things

clever sky
#

It was both good and bad.

full junco
#

yeah the natural length limitation is good

clever sky
#

A bit too restrictive making pathing quite finicky.

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Around tight obstacles.

storm vortex
#

It also handled blacking out the screen when you click your head through something. I liked how it slowly faded.

full junco
#

I do that too

clever sky
#

But kinda a good way to limit gameplay futzing from players.

full junco
#

the closer you come to stuff the darker it gets

storm vortex
#

There was some other game that did that a while ago but didn't do the slow fade and then i would be lost in the a solid color and had a harder time finding the way back

clever sky
#

Yep.

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I've got screen darkening going in my stuff too.

full junco
#

don't want people to be able to clip through stuff

#

but my implementation isn't perfect, what's the best way to do it?

clever sky
#

Well... I don't know if I've perfected it.

full junco
#

I use a sphere trace but that can be a bit buggy

clever sky
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But I've got an extra feature that makes it extra... spicy? :p

storm vortex
#

I was thinking while playing to put up invisible walls over things you don't want the teleport to go through and make the line trace fail

#

Seems like that would be a lot of work though

#

That or build it into the actors like the road blocks they had

clever sky
#

I'm using a sphere trace too.

full junco
#

the problem with the sphere trace is it doesn't pick the closest result

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not the closest point

clever sky
#

Oh. What's it do?

#

I guess I must've made my system robust enough to hide that fact ๐Ÿ˜›

full junco
#

not exactly sure what it did, was months ago that I implemented it

#

and it works well enough

#

just not perfect

clever sky
#

Yeah. It's not perfect like you say.

#

Main problem I get is when you continue shoving your head through objects

#

and there's just no more stuff to collide with

#

it sometimes shows through

#

even though I'm actually pushing you back

#

at the same time.

#

no more mesh

#

I mean, it doesn't show completely through... but it fades back just enough to let you see that you're glitching.

#

At this point, I'm just... eh, that's good enough. If they're glitching the system because they can't take no, then that's not on me ๐Ÿ˜›

full junco
#

well yeah

#

going out on the other side is a problem for thin stuff

#

solution : don't have thin stuff ๐Ÿ˜€

clever sky
#

Yeah... D:

#

I've been trying to solve that thin stuff problem.

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It works if you're going slow

#

But you can 'bash' through

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Problem is, the clipping code is from the plugin.

#

Oh wait no.

#

I did solve that problem

#

But introduced another one!

#

hahaha

full junco
#

ok

#

I luckily don't have any thin stuff

clever sky
#

Yeah. Probably best to design around those limitations.

#

I'm not at a stage where I'm balancing against those sort of things yet though, so not too worried about it yet.

full junco
#

no idea at what stage I am...

clever sky
#

Well, I'm not developing a game yet per se ๐Ÿ˜›

full junco
#

I really would like to not wait forever with releasing it

#

but I don't want to release anything that feels unfinished

clever sky
#

True.

full junco
#

the nice thing with just waiting is that ue4 gets better and better

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and other software like ATW and ASW

clever sky
#

That and you don't have to brave the wildfire of a vociferous userbase if you've slipped up somewhere! ๐Ÿ˜›

full junco
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never thought about that lol

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is that bad?

clever sky
#

Well, if you take an exclusivity deal, they will wreck your shit.

full junco
#

and that's fine

#

then I would deserve it

clever sky
#

I can't agree with that. VR needs devs of all shapes and sizes to grow.

#

And some have to seek funding from any source they can get.

#

Especially medium sized studios

full junco
#

I hate all limitations that aren't purely technical

clever sky
#

But yeah, the i7 lock out was... bad optics.

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Here's how I would've done it; made it DLC

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and have intel give out free codes for i7 owners.

#

Bam, same bloody thing achieved.

#

Without the massive outrage boners.

full junco
#

and that game probably doesn't even need so many cores I guess?

clever sky
#

Nope.

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At least not the parts they locked out.

full junco
#

I am actually filling all 12 or more threads with AVX2 stuff so yeah I should make it i7 exclusive, but that would be a technical reason then

clever sky
#

In all the kerfuffle, comments about the game's buggy ass second half have been lost in the fray ๐Ÿ˜›

storm vortex
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@clever sky intel with dlc codes would have been a way better way to handle it

clever sky
#

@storm vortex right? Such better optics. Use established market norms to achieve the same end!

storm vortex
#

still think they should have just had a splash image instead though

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and then not have it for the people that already own it

#

Most annoying advertisements are for things I already have

clever sky
#

Well yeah. But I'm talking about more in the sense of; if that's what they had to do, then that's the way it should've been handeled.

#

Intel advertisements are getting kinda annoying.

storm vortex
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Yeah, gamers hate day 1 dlc and they especially hate being locked out of stuff

full junco
#

why does Intel need advertisements anyways without any competition

clever sky
#

Day 1 DLC has plenty of precedence though.

storm vortex
#

They would have been wise to just not introduce the feature till a few weeks from now and have it be an intel special, i think that still would have gotten some backlash though

clever sky
#

i7 core lockout has no precedence.

full junco
#

dlc in general are bad

storm vortex
#

yeah, and was stupid in this market. That's such a small audience

#

I don't mind DLC if it is good DLC and worth the money

clever sky
#

Yeah, delaying it would've been a wiser move

storm vortex
#

Deus Ex Human Revolution had good DLC. Dishonored had the best DLC I ever paid for

clever sky
#

Put some gap between launch and DLC

storm vortex
#

Don't try to sell me horse armor though.

full junco
#

I think I have never ever bought a dlc. I bought expansion packs like anno 1404 Venice though

storm vortex
#

Skins though I don't care about

clever sky
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I don't mind DLC; as long as its cosmetics or mini-expansion kinda stuff.

storm vortex
#

Stuff that isn't pay to win

clever sky
#

The whole paying for addiction mechanisms are morally iffy for me ๐Ÿ˜›

storm vortex
#

That's why I stopped playing Battle Field after Battle Field 2

clever sky
#

Like buying keys to unlock boxes

full junco
#

minecraft was successful without dlcs I think

#

so just don't do dlcs

storm vortex
#

I never had to deal with that stuff luckily. My gripe was battle field 2 had DLC that had better guns and if you didn't have them you'd get slaughtered

clever sky
#

Well... not everyone can be minecraft.

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And strike the zeitgeist at just the right time

storm vortex
#

I haven't played them but I have heard the Witcher 3's DLCs are very high value

full junco
#

that are probably good dlcs

storm vortex
#

That's from a more old school developer that gets things though. No DRM and great value for a product

clever sky
#

Well, you say that, and it's true to a certain extent.

#

But what people don't mention typically is that the economics of working from poland

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is very different from most of the rest of the world.

full junco
#

why?

storm vortex
#

Yeah that's very true

clever sky
#

Cheaper more skilled devs

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Build a AAA 100 million title for 50 million

storm vortex
#

I'm not sure what game devs in the US make but I'm sure it's much more

full junco
#

they are not just some small studio on Poland. they are a major thing there. even the politicans are proud of those Witcher devs

clever sky
#

Point is, holding up Witcher 3 in its situation like the model for the rest of gaming development

#

is misleading to fans and harmful for devs ๐Ÿ˜›

#

I mean... it's easy to hold up the best of the best and point to their success.

#

But the reality is, not everyone can be the best of the best.

#

And without a sufficiently large/healthy industry, not even the best can be the best the way they are.

#

Like the goal is to get the highest peak. Well, if you're building pyramids you need a wide base.

full junco
#

don't like that metaphor

clever sky
#

hahah ๐Ÿ˜› ok it's not my best.

#

But you kinda get what I mean right? The tools we're using and taking advantage of now.

#

That doesn't exist because of VR.

#

They all exist because it was built off the wide base of game development.

full junco
#

yes

clever sky
#

Which is great. But there are something that we can't borrow from the existing gaming industry

full junco
#

vr would be super lame if normal games wouldn't have existed

clever sky
#

Like their economies of scale.

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And their market sizes.

full junco
#

yeah

clever sky
#

So, to get to Witcher 3 in VR levels, or to find enough indy developers to strike at the anvil

#

so one sparks the zeitgeist like Minecraft did.

#

needs a wide base in the market.

full junco
#

I still don't know what minecraft did. it's lame.

storm vortex
#

It made the best digital LEGO game

clever sky
#

I don't like Minecraft either myself.

#

But I can sure as hell recognize that they totally captured the moment in gaming.

full junco
#

counter strike is also successful

#

since like forever

clever sky
#

Sure. But counterstrike alone doesn't an industry make ๐Ÿ˜›

storm vortex
#

I think Counter-Strike was the game that kinda trigger FPS ESports though

full junco
#

valve is like a whole industry ๐Ÿ˜‚

clever sky
#

Counter strike was bought by valve!

#

If you remember.

full junco
#

I don't want to think about what vr would be without valve now

storm vortex
#

yeah, Valve hardly makes any of their own games

clever sky
#

Well... it'd be a lot more Oculusey.

storm vortex
#

but they make tech others stand on

clever sky
#

And ironically, probably a lot more peaceful.

full junco
#

lol

clever sky
#

Due to the lack of competition ๐Ÿ˜›

storm vortex
#

I think had Facebook not bought Oculus there would have been much more peace

full junco
#

we would not have any room scale

clever sky
#

True, true.

storm vortex
#

And also slower pace as you say

clever sky
#

But facebook has accelerated VR development.

storm vortex
#

yeah if it were up to Valve would be another 3 years

clever sky
#

I mean, we have the Vive BECAUSE facebook bought Oculus.

full junco
#

vr without room scale is like no idea, politics without lies or something like that

storm vortex
#

heh

clever sky
#

vr without room scale is like no idea, politics without lies or something like that
This analogy doesn't feel right ๐Ÿ˜›

full junco
#

why? I like it

clever sky
#

Hahaha... I mean politics without lies is desirable.

full junco
#

well yeah I get it now it's bad

clever sky
#

But that's not the reality ๐Ÿ˜›

full junco
#

I would love to have a third big vr company (desktop)

clever sky
#

A better metaphor would be - VR without roomscale is like... taxes without representation? ๐Ÿ˜›

full junco
#

haha

#

that's still not right

clever sky
#

I know.

#

We're really ham-fisting these analogies right now.

full junco
#

taxes are something people don't like and even with representation they still don't really like them

#

vr is something people like

clever sky
#

Haha. I think the best bet is to move away from politics as metaphor.

full junco
#

yeah

#

cake without sugar

clever sky
#

Cake without icing!

#

Just plain sponge.

#

'Well that's nice. I guess?' to 'Wow, that's fancy'

full junco
#

but the icing is more like a visual thing that's not too important for how it tastes I think?

#

room scale had huge impact on how it feels