#virtual-reality

1 messages Β· Page 62 of 1

clever sky
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Depends on what you put on it. But yeah, the extra bits of a cake make a cake stand out I'd say. Certainly, it's what makes people pay for one cake over another πŸ˜›

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Anyway, we get it!

full junco
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haha yeah

clever sky
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Exactly. Roomscale is important for VR.

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And it's great that there's competition in VR.

full junco
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the only problem with room scale is the room scale of people's rooms πŸ˜‚

clever sky
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But somehow that simple fact doesn't translate to the userbase appreciating that fact πŸ˜›

storm vortex
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I guess I just wish the competition with Valve and Activision or someone other than Facebook

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Someone that isn't selling your data for advertising

full junco
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yeah someone with more focus on games

storm vortex
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I was crushed then Facebook bought Oculus

full junco
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like EA and valve

storm vortex
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I canceled my DK2 order, especially how they took orders right before FB bought them

clever sky
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Well... again, I disagree to some extent. I think VR goes beyond gaming, and it's great that Facebook recognize that.

storm vortex
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I dislike EA but I would have rather Oculus gone to them than FB

clever sky
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I think if Facebook didn't buy Oculus, we'd have a smaller PCVR marketspace

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and more mobile VR

storm vortex
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yeah competition wouldn't have been as hot

full junco
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EA became better since that John ricatiello guy left

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he was evil

clever sky
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I mean I get that the optics of facebook sucks.

storm vortex
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Yeah I still refuse to buy from them, but I have taken notice they seem to be improving

clever sky
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But the money they bring to the table has been a huge boon for VR.

storm vortex
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They started a technical arms race

full junco
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I still find it funny that the guy who made EA the most hated American company or something like that became the new ceo of unity

clever sky
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Like... as much as we hate exclusives... that's just how a good deal of content has to be funded right now.

storm vortex
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That guy said in a conference call that we should charge per bullet in games

full junco
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yeah

storm vortex
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I think he is worse than comcast

clever sky
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Hahaha... that's hilarious

full junco
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wonder why you don't yet have to pay per console command in unity

clever sky
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In an 'Oniony' sort of way.

storm vortex
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I'm surprised Trump didn't pick him to be head of something

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He'd be a perfect fit

full junco
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hahaha

storm vortex
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Like in charge of Education Dept or something

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But if you planning on cutting that, then I guess it doesn't make sense to put people in charge of it, but I digress

clever sky
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Nah man. The game industry exec that you'd most likely pick to be in the Red pocket is

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Bobby Kotick!

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Guy seems to have faded out of news in the last couple years though.

storm vortex
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or Jack THompson

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That would be a real nightmare

full junco
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don't know those

clever sky
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Jack Thompson isn't an industry exec. Just an insane delusional lawyer πŸ˜›

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Bobby kotick is CEO of activision-blizzard

storm vortex
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" Thompson is known for his role as an anti-video-game activist, particularly against violence and sex in video games"

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He's basically a censorship nut towards games

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I don't know much about Bobby is he not liked?

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I never understood why those companies merged

clever sky
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Bobby is ruthless.

storm vortex
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I'm jut glad they got away from Vivendi. Hopefuly Ubisoft is able to avoid them.

full junco
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we can be happy that Tim Sweeney is super awesome

storm vortex
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YES

clever sky
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❀

storm vortex
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I love how Tim bought like a whole nature preserve

full junco
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#SWEENEY2020

short locust
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Anyone here used the VRExpansion plugin with Rift and Touch? It's crashing for me.

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It runs fine with a Vive

clever sky
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Nope... D:

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Haven't got my touch yet.

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And if that's true. Damn that sucks

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I'll have to dive into the Plugin and take the stuff I need from it.

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Which is kinda what the guy recommends you do anyway.

pallid echo
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@short locust The VR Expansion Plugin is based on OpenVR which for now (unless he has other plans) only works on the Vive since that's what it uses. Rift has whatever they use to make their stuff work which is not OpenVR.

short locust
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It's no longer OpenVR, but I suspect the issue is something similar.

clever sky
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Have you posted on the thread?

short locust
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Yeah, I'm just repackaging in 14.1, just in case, beforeI post the crash log.

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The error log says: [2016.12.09-08.39.46:961][553]LogOutputDevice:Error: Ensure condition failed: false [File:D:\Build++UE4+Release-4.14+Compile\Sync\Engine\Source\Runtime\Core\Private\Math\Matrix.cpp] [Line: 9]
[2016.12.09-08.39.46:961][553]LogOutputDevice:Error: FMatrix::InverseFast(), trying to invert a NIL matrix, this results in NaNs! Use Inverse() instead.

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Which I think is happening on BP_Teleport_Controller_C

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So I may need to disable the Steam controller detection

clever sky
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Oh.

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I get that error

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when steamVR doesn't load up properly

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i.e. I load unreal before steam VR

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the headset launches

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but the controllers don't register D:

short locust
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Weird

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I also need to get my head around the whole Server/Client setup. For some reason it's not quite clicking in my head

pearl tangle
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4.14 should fix that problem zaptruder

clever sky
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That is in 4.14

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The HMD is fine.

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But the controllers are still not registering πŸ˜›

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At least sometimes.

pearl tangle
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hmm havnt had that problem on mine

clever sky
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Haven't kept close track of the occurrences.

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I just sigh and reboot πŸ˜›

pearl tangle
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i was setting up scripts on my event machine 1s before and was annoying to have to start up steam vr and then call up app and shit. much easier to know i can just call the app

clever sky
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Yeah. Well... it's great when it works for me too πŸ˜›

short locust
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If I'm putting player names above heads, do I run the text change OnPostLogin and make the text object on the pawn replicate?

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Or am I missing something?

clever sky
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Oh sweet. 4.14.1 is out

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Updating for that sweet 1ms per frame improvement.

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10% improvement in VR for freeeeee

native cedar
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what gives -1ms?

real needle
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@short locust VRExpansionPlugin runs just fine with Rift and Vive for me

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OpenVR supports rift

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Some stuff in the plugin is for steam only though, like getting model verts and textures

short locust
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Oh, maybe I broke something then

real needle
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My current issue is that my playercontroller doesn't start ticking on the initial level of the game....

short locust
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Are you using the template at all?

real needle
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No, I just looked over it

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I can probably answer if you have some questions though

short locust
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I'm just testing with the template, I think I'll start a new project and test that way, see if it helps.

clever sky
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@native cedar Some sort of overlooked optimization that they fixed for 4.14.1

wicked oak
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i kind of need any optimization i can get, so ill have a look

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Vive runs noticeable worse on my game, a 1 ms improvement is a big improvement

clever sky
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Arizona Sunshine fallout getting picked up

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Whole thing has me annoyed enough that I'm reconsidering doing VR game development. Just stick with corporate like Zoltan πŸ˜›

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Make stuff for unappreciative mouthbreathers that don't want to pay, or make stuff for clients that are excited about the value you bring to the table. Tough choice!

wicked oak
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i talked about this on a virtualreality discord

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its due to the accumulated salt on vive users

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they are stupidly mad and jelly from the new Oculus Touch great reviews and free games

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so when one of those high profile games comes to Vive too

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and it happens to have exclusive content for i7s

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they get a trigger of epic proportions

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and they direct their rage to the arizona sunchine people

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its similar to the Palmer shitstorm becouse he got found funding Trump trolls for fun

clever sky
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Haha...

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accumulated salt on Vive users

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I love that imagery.

wicked oak
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people were super annoyed with trump and the like, so when palmer got found, they focused their rage of all things trump related to him

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fairly similar i think

clever sky
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Yeah, that thing really nailed shut the hero image people had of Palmer at the start.

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Like he wasn't in a great place by the time it happened.

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But then it happened and all the love people had for the original boy wonder story

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was turned into bitter black bile hatred

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Kinda like a bitter bitter breakup.

wicked oak
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it was also spun up by the media

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the one that was funding trolls hard was hillary

clever sky
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Of course.

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Whoa now.

wicked oak
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she destroyed a good chunk of reddit

clever sky
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Let's step back from the brink of another political debate for a bit.

wicked oak
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it was a shitstorm both ways

clever sky
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Or at least recognize that both sides were doing crazy shit.

wicked oak
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anyway, the exclusivity thing is blown way out of proportion. At least now they removed it

clever sky
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And that one side was assisted by the Russian propaganda machine.

wicked oak
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i have a picture around there compairing r/vive and r/oculus yesterday

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in r/oculus there is 1 thread about arizona sunchine

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on vive

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is 9 out of 10

clever sky
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Yeah, just constant flood of crap about exclusivity deals.

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Luckily someone made a post lamenting that Smashbox was getting buried

wicked oak
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i have seen the normal annoyance about it on the oculus reddit, and people being annoyed. But they stopped completely once they removed that thing

clever sky
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under the avalanche of noise.

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And I found it, bought it. Bloody great game that one.

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I think Dean Hall really stirred the pot there.

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Made some great points.

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But the people that were angry...

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they just wanted to be in an echo chamber.

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Anyway. I'll probably make a VR game still just for fun and learning.

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... about the only people that can profit from the current state of VR are solo devs like ourselves

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At least if we can manage to crack a few high thousands of sales.

full junco
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@clever sky have you tested that 1ms improvement in 4.14.1 already?

clever sky
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@full junco Nope. It's just what I've read.

full junco
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you have to enable it with a console command

wicked oak
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how?

clever sky
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The improvement?

full junco
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yeah

clever sky
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Or the testing?

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Oh.

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Is there a thread with more details somewhere?

full junco
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it's not enabled by default because it can cause culling issues as far as I remember

clever sky
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Ah right.

full junco
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there's no thread about it

clever sky
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Makes sense.

full junco
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I posted about it here

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that's where you read it

clever sky
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in discord?

full junco
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yeah

clever sky
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Yeah, ok. Cool, cheers.

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What was the console command do you know?

full junco
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no

clever sky
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haha :p time to dig.

full junco
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wish discord had a search

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I could look in the puush history though

clever sky
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I'd post about it on the forum... but I can't even remember the details. Just you saying there's a 1ms improvement!

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BRB. Scrolling upwards for not sure how long.

full junco
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ok maybe I remembered it wrong and you don't need to enable it, strange

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look at the 4.14 github branch, there's the commit, maybe I saw in the code that you need a console command

clever sky
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Phew

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I scrolled up a months worth of messages

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and found nothing.

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Except the realization that I may be posting on this channel too frequently.

full junco
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πŸ˜‚

clever sky
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incorrect culling with fast camera movements.

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Doesn't sound too bad.

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Do they do patch notes for X.1 updates?

full junco
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look at github

clever sky
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Ok

brazen oyster
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clever sky
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Cheers mestela

noble crater
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when i package my game in development mode and "Stereo On" in level BP it launches into VR mode on startup. when i package in shipping mode it doesnt go into VR mode... what am I doing wrong?

clever sky
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@noble crater there's a checkbox since 4.14 (or 4.13 maybe) that lets you tick - launch as VR

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One of the first one under project settings - All

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Alternatively you can create a shortcut of the .exe with -VR

noble crater
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@clever sky seems to have worked, thanks!

clever sky
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no worries

full junco
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@clever sky did you find the commit?

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I did now πŸ˜›

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vr.SteamVR.UsePostInit is the console command, I remembered correctly

clever sky
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I found the file.

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And had no idea how to read it.

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I'm like. Well. There it is.

full junco
clever sky
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Man, I'm bad at the real development stuff. Spending too much time in BP.

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I didn't even get to the green text.

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Just white everywhere.

full junco
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the green text is at the top πŸ˜›

full junco
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ah

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its not the right file

clever sky
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For future reference, how do you navigate to the updates?

full junco
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I told you search for the commit in the 4.14 branch πŸ˜„

clever sky
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Cool. Thanks for that.

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Will be somewhat easier in future! πŸ˜„

full junco
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I hope so πŸ˜„

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I'm not using 4.14 so I can't really test it in my project unfortunately

clever sky
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Yeah, gonna test myself soon

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Handy that it's a console command

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Can AB test easily

full junco
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yeah

clever sky
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Just entertaining my niece right before her bed time...

full junco
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ok πŸ˜„

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I'm wondering though why they make it sound like it only affects steamvr and not oculus

clever sky
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Hmm. I'll test with both... if I can get Rift running with my project

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haven't tried yet.

noble crater
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@clever sky with "Start in VR"=true the game always goes into fullscreen mode, adding "r.setres 800x600w" to level bp didn't help (the window appears the flash at that size briefly but then go back to fullscreen). any ideas?

clever sky
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@noble crater honestly nope. I didn't realize that was an issue, as I wanted my stuff in fullscreen πŸ˜›

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But I think there's a start in fullscreen checkbox not too far from that?

noble crater
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there is but I already have it unchecked

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hm I guess I can deal with fullscreen if this isn't easy to fix

clever sky
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Hmmm.

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Bug report time! πŸ˜›

tribal citrus
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Hello Peeps, Is it easy to have the VR template track the touch controllers? Does it work out of the box or is there something I need to do?

wicked oak
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it does

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but dont expect detailed hand animation

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only the super basic anims the robohands do

clever sky
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@tribal citrus Depends on what you mean. But you can drop the Touch controller meshes on the motion controller component. And they should show up 1:1

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Things like showing button presses and movement and hand animation states gets more complicated.

clever sky
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@full junco Preliminary testing with the vr.steamvr.userpostinit shows that there may be a 0.5ms improvement? Hard to tell. I'm running at 4-6ms per frame when not spiking.

mighty carbon
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so, people don't get mad about console exclusives, yet they get mad about VR exclusives... Entitled generation.. I miss good ol' days in gaming world without social media, game ranking and user reviews on the store front, etc.

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neat

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(article is great, comments make me wonder about viability of VR gaming market)

clever sky
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I can see why gaming has the reputation it does now.

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TV, film, music... they get happy fans.

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gaming? Angry fanboys.

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on average, not as a hard and fast thing πŸ˜›

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Of course you can find examples of angry TV/film/music fans.

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and happy gamers.

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But on average. So much rage and testosterone in gaming D:

fresh laurel
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Too true @clever sky

clever sky
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Fuck. Wish we could be in the basic income era now.

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So we could all sit around working on passion projects

mighty carbon
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it wasn't like that in early and mid 90s

clever sky
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without sweating about paying bills

mighty carbon
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(from what I remember)

clever sky
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@mighty carbon it wasn't. The reception was a lot more controlled by media, who are by comparison, extremely professional.

fresh laurel
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Same @mighty carbon

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I do not remeber that either

clever sky
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And that's saying a lot, because gaming media are not extremely professional.

fresh laurel
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^

mighty carbon
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nowadays you mean? Back in the days it felt a lot more professional

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(granted, all we had were paper magazines)

clever sky
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Well, they've always been enthusaist media rather than professional media.

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The difference been that they don't get deeply critical and provide deep insight into the industry

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Simply they cover the products

mighty carbon
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aye

clever sky
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Like professional journalists back in the day might do.

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Jeez.

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The internet has really ruined modern public discourse huh. D:

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Knee capped the hard yard investigative reports and reputation of papers in favour of clickbait maximizing algorithms.

mighty carbon
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I don't think it's Internet per se, but Valve

clever sky
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And the information is freer than ever.

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But we choose to make echochambers with it. Who knows. Maybe I'm in one now!

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πŸ˜„

mighty carbon
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Steam was sooo much better without user ranking and user review system

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Like, if Touch was reviewed by users on Steam, it would have horrible reviews and ranking o.O

wicked oak
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review system is fine, user ranking too

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it was needed

mighty carbon
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no, it wasn't needed

clever sky
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Well... it needed to be paired with low barrier of entry to Steam

mighty carbon
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when you delegate control to the mob, you get what you have now on Steam

clever sky
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But it's been problematic.

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In many ways.

wicked oak
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you get steam now due to greenlight open door policy

clever sky
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Due to relative lack of moderation.

mighty carbon
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I got on steam without greenlight

wicked oak
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i do too, vr games

mighty carbon
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It took a while, but Valve liked my game and approved it

wicked oak
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but you did before greenlight even existed, no?

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how many sales, btw?

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no need for the exact number, just a ballpark

mighty carbon
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and it was less crowded Steam back then, which I absolutely enjoyed

wicked oak
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well of course, you game was frontpaged for a while

mighty carbon
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enough to let me be indie for 2.5 years full time

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in US

wicked oak
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see, thats my main argument against greenlight

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the less games that pass, the more money they get

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im very confident my games can pass it

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becouse i can alraedy pass things like ps4 review

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but my game releases, and the same day, another 10 games release

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at least 6-7 of them much worse than mine, 5 of them probably complete trash

clever sky
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Yeah. Gotta do the marketing hard yards nowadays D:

wicked oak
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but we are indies

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no notion of marketing nor money to do it

clever sky
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I know :"(

mighty carbon
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PR cost an arm and a leg :/

wicked oak
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to be fair, im looking at it

clever sky
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Basically just send your shit out to anyone that'll listen

wicked oak
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and im very tempted to go the shotgun mobile style

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release a game every 2-3 weeks

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sell it for 2 dollars

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no early access, real release

mighty carbon
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and contribute to market saturation, yay :/

wicked oak
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so you get the full views

clever sky
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Heh.

wicked oak
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you might easily get a few hundred dollas each time, easily

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but if they are cool little games, each new game you do might be interesting to the buyers of your old one

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i did vrmultigames to test that

clever sky
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Is it possible

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to break apart your games

mighty carbon
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you know how Nintendo saved the industry from crash back in the days? They artificially limited number of published games per year to a minimum.

clever sky
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and then have them somehow talk to each other

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like you buy one

wicked oak
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good idea

mighty carbon
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So whoever got through, got paid really well

clever sky
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and then if you buy another one

wicked oak
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yup, nintendo seal of approval

clever sky
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the same game can access both games

wicked oak
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Sony still does that

clever sky
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through lobby or some such.

wicked oak
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not sure if that is actually possible on steam

mighty carbon
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I wonder if console market is much better than PC market nowadays

wicked oak
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if as an indie you can get on it, probably

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its quite hard

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due to how hard it is to pass ps4 review

clever sky
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So you expect that PSVR will be your money maker?

wicked oak
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unless DWVR goes huge on steam , could be

mighty carbon
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I am thinking of XB1 and if that happens, I can go to PS4 and then get on PSVR eventually

clever sky
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Probably... much less content, much larger userbase.

wicked oak
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DWVR would have no competition on PSVR

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at all

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not a single game even close

clever sky
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Gotta dev me some PSVR

wicked oak
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meanwhile on pc "but dem wave shooters"

clever sky
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Haha.

wicked oak
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my concepts for the next game could work well on psvr

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dwvr is problematic for a few reasons

clever sky
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Turning mechanic?

wicked oak
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so i might actually go to develop the next game directly for PSVR

pearl grove
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Sorry if this has been spoken about before(no search in discord) but has anyone ported a Vive controller game over to a Touch controller yet?

wicked oak
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i have

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on UE4 its no issue

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just change the hand mesh

clever sky
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Didn't you do it the other way around? πŸ˜›

pearl grove
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How did yoou remap the face buttons?

wicked oak
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uhm, thats a lot more complicated.

pearl grove
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like face1-4 for example we map to certain movements

wicked oak
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Imput has to be redone, mostly

pearl grove
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joy

wicked oak
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in my case, i have different "Hand Actors"

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wich just handle imput themselves

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so the Vive Hand is one, the OculusHand is other, etc

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and they go attached to a Motion controller component on the pawn

pearl grove
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Do the face buttons work at all with the touch controller?

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or did you have to rethink that approach

wicked oak
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yes

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face button 1-2 is the AB buttons

pearl grove
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like if youo put the analog stick up and push it in, will that send a face1 signal to ue4?

wicked oak
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joystick is the exact same

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uhm, that im not fully sure, i think its not

clever sky
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You'd have to map that in input

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probably.

pearl grove
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ah, so pressing a will send a face 1 signal to ue4?

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does xy send face 3/4 ?

clever sky
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Dammit. I want my touch controllers so I can test this stuff

wicked oak
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i just use the touchpad as a joystick

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and do the calculation myself

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both vive touchpad and oculus joystick work the exact same

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oculus has the 2 face buttons, vive has the menu button wich is called "shoulder" on ue4

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anyway, my biggest problem is that i dont have an artist on the team

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with an artist i can go full time PSVR and release a professional level game

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but i dont

pearl grove
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Does anyone know the mapping names for the Touch controllers? On the oculus website we have something liek ovrTouch_LThumbRest but what does Unreal call that?

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@wicked oak - I assume you have touch controllers there right?

mighty carbon
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@wicked oak making current gen art takes a lot of man-hours

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so, either have to have 10 artists, or 1 artist and go with limited number of assets, or go with low poly style

clever sky
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Or go marketplace assets all day long.

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Which is what he did πŸ˜›

mighty carbon
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yeah, but you still need extra content

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and that content should match (or resemble at least) assets you already have

pearl grove
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@clever sky - yep, same here

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do that to see if there is demand in yuor product and if so the sales will come and you can go through and replace all of the assets with custom ones

clever sky
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Or at least hire artists to mesh it together

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And make it more unique to what you're doing.

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But yeah. I guess that's kinda the answer to the Arizona Sunshine debacle.

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Market not big enough for A grade content.

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And consumers too hostile against obvious funding mechanisms

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So, you're going to have to deal with market place assets. If you like it enough, then it'll slowly improve and look and feel better.

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Until they get angry about that too. Hahaha D:

pearl grove
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it's funny, we're have multiple gamers, ignorant to how anything works regarding the marketplace, accuse us of ripping Skyrim assets out of that game and putting it in Yore.

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so there's that risk about using too much marketplace stuff πŸ˜ƒ

clever sky
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Haha...

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D:

storm vortex
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heh, all my stuff is marketplace stuff. If people don't like it I don't really care though. The game wouldn't be able to exist without them.

graceful junco
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Has anyone here worked with LODs in VR? My LODs look fine in the editor but in the HMD they quickly pop between different LODs when I turn my head. I guess the screen size at which the LODs are supposed to switch is not calculated correctly for the HMD. Is there something I can do to fix this?

mighty carbon
#

@wicked oak we could work on Tomes of Mephistopheles reboot after you done with DWVR πŸ˜‰

#

@graceful junco I did.. That's just how it works, unless you turn on dithering option in the materials.

#

(and you don't really want to dither transition because it "eats" performance)

graceful junco
#

So no LODs for VR?

#

Deciding which to use based on distance would work I guess

clever sky
#

Fogs for VR πŸ˜„

#

Seriously though HLOD just turned my stuff into jittery mess.

#

Not that I need it.

mighty carbon
#

@graceful junco why not? Just have to live with limitations. My LOD pops, but it also pops in non-VR.. Just less noticeable.

graceful junco
#

Ah hmm, you're right. It's just a very noticable transition. For some reason I thought there was a bigger issue. I guess I'm standing right in the transition area between two LODs. Just need to adjust the transition settings a bit more then.

pearl grove
#

@graceful junco - Yea we seethe same issue, mainly only when going from LOD0 to 1

graceful junco
#

Just seems like the screen size setting is way off between VR and non-VR. I need to almost double the settings

mighty carbon
#

try using dithering

#

but yeah, it is what it is - there is no perfect solution and even if you do it with distance, you might still end up on the edge case (although the pop won't happen when looking around as with current LOD setup in UE4)

graceful junco
#

I'm rather lucky in my design I guess. I don't even need to switch between LODs at runtime, my player only moves on a 10x10 meter platform. I just need to get it right once so nothing pops, then I'm good.

upbeat holly
#

thanks guys this is really helpful

#

Currently working on VR stuff, LOD's were going to be a big part....now im not so sure

clever sky
#

Compromises! Compromises everywhere!

#

Just gotta know how to balance them πŸ˜›

upbeat holly
#

yea exactly

clever sky
#

But... maybe the right compromise is dial down the number of things and complexity of objects on screen.

upbeat holly
#

the classic trick is hide things behind other things

clever sky
#

Yeah.

#

Occlude sightlines all day long.

wicked oak
#

my game is such a fucking problem with that

#

my level has 3 million and 2000 drawcalls without HLOD and agressive lods

#

just with the culling

#

ive been able to lower it to 1 million polys and 700 drawcalls

#

with aggresive HLOD-ing

#

popup is intense

#

good that i do fast teleport, so its less seen

upbeat holly
#

Yea its pretty similiar in games also

wicked oak
#

but if you fly around in the editor

#

it is very intense

upbeat holly
#

Its v noticeable when something LOD's

clever sky
#

@wicked oak For what it's worth, I didn't note popup in my playthroughs of DWVR

#

... I think that says more about me not taking notice of popups than anything else really πŸ˜›

wicked oak
#

not that obvious if you do blink movement XD. But its kind of masked due to the high speed of teleporting

#

if you see it in monitor

#

is way, way worse

#

but in monitor you dont need that

#

so the PC level for Deathwave (wich got the new DWVR levels) are at high graphics, with all ambient FX added, and no hardcore LODing

#

and it runs fine

#

but that whole "stereo" thing...

upbeat holly
#

EA killed the Red Alert 2 remake in VR mod

#

😦

#

sry my bad pls continue

clever sky
#

Well yeah. Some companies have lawyers that will aggressively pursue trademark infringement.

storm vortex
#

D: I didn't know anyone could even get that mod

#

Was that the Vive mod?

clever sky
#

Well, the dev showed it off and then dead.

upbeat holly
#

same i dont think it was released

clever sky
#

Don't think he released it

storm vortex
#

Ah, I think he used the OpenRA codebase and then just replaced the UI layer

clever sky
#

Oh ok.

#

Well, I guess that answers why he didn't just use different assets and designs.

storm vortex
#

It wouldn't be too hard to recreate. That brings the question though... How hard is it to allow for mod support of games?

clever sky
#

In Unreal? Shouldn't be too hard?

storm vortex
#

Well his assets are unique. OpenRA you have to provide your own assets

#

Like if I wanted to make generic space shooter but then someone makes steam workshop items that match some other space genre

#

Does Unreal support that kinda thing easily like the source engine?

clever sky
#

Uninformed opinion: I think there's like a few checkboxes you tick that enables it?

#

At least that's the impression I get

#

from how they open up modding for some UE games

#

Like it's literally Unreal Editor.

#

That you use.

storm vortex
#

All the info I could find made it look like you had to use the editor and rebuild stuff

clever sky
#

to mod the game.

#

Oh

storm vortex
#

I would really like to play some old Star Wars games in VR

clever sky
#

Maybe I should look into that.

storm vortex
#

but wouldn't want to make them if I couldn't release them as some generic shooter that could easily be modded into the proper thing

clever sky
#

The game I want to build would probably do amazing if players could mod it easily.

storm vortex
#

I'd really like to play Jedi Knight or Dark Forces in VR

#

It would be easy to do, but like I said I don't know how modding works

clever sky
#

Just build a lightsaber in VR first? πŸ˜›

storm vortex
#

I'm mostly interested in the first Dark Forces

#

no light sabers in that one

clever sky
#

Ah

#

Well. Dark Forces some olddddd school stuff.

storm vortex
#

yeah, but that game has great level design even though the graphics are dated

clever sky
#

Loved it as a kid.

storm vortex
#

I replayed the whole thing a few years ago and it holds up really well design wise

clever sky
#

Speaking of old games in VR

storm vortex
#

Garry's mod has a whole section of star wars assets in the workshop that are very high quality

#

basically ripped from other games

clever sky
#

Ultima 7... in VR...

storm vortex
#

If I could get those into unreal engine I'd be pretty happy.

clever sky
#

Would be a lot of work to rebuild Dark Forces to UE4ish standards though.

#

Even if you do borrow a butt load of assets

#

Unless you're cobbling together mismatching existing assets.

storm vortex
#

I wouldn't rebuild the game, I'd just do levels similar to it.

clever sky
#

Ah ok.

#

Levels inspired by

storm vortex
#

The idea would be to build a good space shooter that is easily modded into what it should be

clever sky
#

Yeah, could get a fair amount of attention.

#

Probably wouldn't even get shut down if it was brief enough!

storm vortex
#

It's next on my list after the first game I work on is done if someone hasn't done it by then

#

I just want to run around and shoot storm troopers. Is that too much to ask? πŸ˜›

clever sky
#

We won't be seeing that for a while D:

#

Unless you make it for yourself πŸ˜ƒ

storm vortex
#

That's why I have a feeling I'm going to have to do it myself

clever sky
#

Yeah

storm vortex
#

8-Bit Armies is made by the people that did Red Alert 2. Basically clsoe to the same game but without all the awesome sound effects and voices. They made modding the game very easy to do.

#

Many of those classic games of the 90's and early 00's I don't see being remade without something like in app purchase or something to annoy me

#

I just want to play the old games with modern graphics, no need to update gameplay

storm vortex
#

Yet we get remasters of games that came out like 5 years ago

clever sky
#

You've gone through that right?

storm vortex
#

I read that doc before, it wasn't what I was hoping for

#

I was hoping for something closer to source engine modding. Where a user can just drop in an asset to override the default one

clever sky
#

Ah

storm vortex
#

That was something the source engine nailed

clever sky
#

Yeah... that was the kind of modding I was thinking about too

leaden jackal
#

Do any of you have a press distro of VR youtubers and streamers that you wouldn't mind sharing?

silk lodge
#

@leaden jackal are you lookin' for an e-mail db?

leaden jackal
#

@silk lodge Yeah, email would be ideal

leaden jackal
#

Awesome, thanks!

midnight tree
#

question. i am trying to make a menu in the form of a touchscreen. i dont want to use laser pointer like line trace but instead want the player to pull the trigger to point, then use the fingertip to push the buttons. i set it up with a collision sphere that is on the fingertip. would it be easier to do a linetrace that is very short range? it seems that menus use clicked or hovered, easier to do with linetrace?

leaden jackal
#

Are you using UMG buttons are some type of 3D object of a button to interact with?

wicked oak
#

man that is such a great idea for a hud

#

is that yours?

leaden jackal
midnight tree
#

well it will be on a touchscreen so i was gonna use a menu widget

#

@leaden jackal that is very close to what i want to achieve yes

leaden jackal
#

In that case, widget interaction component attached to finger socket would be my recommendation

midnight tree
#

ok so i have a socket on the fingertip, and a collision sphere attached to the socket

#

shouldi just remove the collision sphere

#

just leave the widget interaction

leaden jackal
#

You can remove collision sphere

#

You only need the widget interaction component

midnight tree
#

ok

leaden jackal
#

I use a collision sphere on the hand to detect when its close to my buttons so I can switch from open hand to pointing finger.

midnight tree
#

the red arrow is pointing towards the player, should rotate it 180 degrees i'm assuming?

#

yeah the way i have it is pull trigger to point to interact with menus

#

and grip to make fist/ grab stuff

leaden jackal
#

Ours uses trigger press to simulate the click event. Prevents accidental button clicks as your hovering

midnight tree
#

makes sense

#

will have to toy with that variant

leaden jackal
#

If you didnt want button press to simulate click event, you could always just use the OnHover button event instead of the OnClicked

midnight tree
#

yeah

#

i mean im going to display the menu on a laptop touchscreen and on a smartphone

#

so i think hover would be better, but like you said, could cause accidental clicking

#

will try bot hways

#

still lots to learn on my end

leaden jackal
#

Yeah, especially if you have multiple buttons close to each other since you dont have a physical screen to stop your finger, its easy to accidently hit multiple buttons

midnight tree
#

yeah i can imagine

#

i figured the cellphone will have limited usability

leaden jackal
#

Also recommend throwing a DoOnce on your button event to prevent multifiring

midnight tree
#

as few buttons on the screen as possible

#

oh yeah great idea

#

alright @leaden jackal i gotta take off, but im gonna toy with this a bit. if you dont mind giving a few pointers if i get stuck, would you be up for that? ill try not to bother ya too much.

leaden jackal
#

Anytime - Just shoot me a PM if you don't here from me in this channel

midnight tree
#

sounds good, thanks

spring pond
#

OMG I have wondered why there wasn't a good paper boy clone in VR yet

frosty geode
#

In 4.14, bumping the headset slightly forces focus on the engine away from other applications. For example, I'm in Chrome and then rest my elbow on my (standing) desk, which forces the Rift to move slightly, and then I'm forced into Unreal. I'm not sure if this is on Oculus' or Epic's side, but it's a pretty annoying "feature".

spring pond
#

eek really?

#

I definitely don't notice that in editor mode

#

never really tested in stand alone

#

Interesting, ya, I just tried it and sure enough it stole focus from discord and put it back in the UE4 stand alone game, but only if the "wearing the headset" sensor thing was on

#

if i pumped it around on my desk it was fine, but as soon as i put my thumb on the sensor it took over

storm vortex
#

That sounds like a Oculus specific thing. I keep the Vive headset resting on my shoulder half the time and I haven't had it change the window focus. @frosty geode

fresh laurel
#

The sound of Silence VR

clever sky
#

MagicLeap info here:

#

The FOV was better than the HoloLens (maybe 30% bigger, but I don't know the exact number). But again, the WD3 uses a reflective optics/beam splitter. You can have a much bigger FOV with that tech. You go to diffractive and you are going to be much more constrained on FOV. I did think it did a good job of showing the images up close. But again, much easier to do with a mechanical lens that can focus to any depth. An early prototype of the HoloLens also had a mechanical lens doing just this thing. And they had to get rid of it. I didn't get a demo of the interactivity. I couldn't manipulate the objects with my hand. I used a controller in one demo.

#

^Reed talking about the prototype that was shown around to other reporters

#

The PEQ was not finished. It was just a bunch of circuit boards and chips. There was no "ID" as they say covering up the electronics. There was also no external battery pack, which Magic Leap plans to use.

PEQ = Production equivalent

#

Interesting to hear about the off HMD battery pack. Wonder if that means also off HMD processing.

midnight tree
#

@leaden jackal got it pretty much figured out. thanks for the tip πŸ˜ƒ

opal bobcat
#

's vr file picker is really coming along nicely now

wintry escarp
#

everything ive heard of hololense says it works great, but in a tiny window

#

if the real FOV was any smaller it would be Trumps hands

brazen oyster
#

Yeah we had a play a few weeks ago, the tracking is incredibly stable

#

Fov is small but useable

opal bobcat
#

and the tracking is 100% self contained?

#

no external sensors or aynthing?

brazen oyster
#

Yes, all self contained

#

I got to the demo late, others said that calibrating the room took some time, but after that it was rock solid

opal bobcat
#

ahh so they have to walk aroudn looking at stufF?

#

or soemthing like that

brazen oyster
#

Yeah, similar to the vive room calibration process from what I understand

opal bobcat
#

nods

#

does ue have any suppport for HL at this point?

brazen oyster
#

I read elsewhere that someone calibrated their living room, attached apps to walls, 3d geo to the coffee table etc, then walked with the hololens outside, round the street a bit, then back inside, and everything was tracked exactly as they left it, which is pretty impressive

opal bobcat
#

yeah

#

no drift

#

thats some srs engineering

brazen oyster
#

Don't know about UE, this was a friend of a co-worker bringing his hololens in to our studio for the morning

opal bobcat
#

that could be a new world record title

#

longest persistant virtual object

brazen oyster
#

Ha, yeah, we should've done time trials

#

'How far can you get and come back in 10 mins? Go!' Hires uber, kyak, hot air balloon

opal bobcat
#

like could you traverse the glbe

#

and the virtual object not be preturbed

#

would it pick up on earthquake movements

#

in the form of the object being preturbed by the 3d delta of the earth after the quake

brazen oyster
#

ha, there must be some hololens early adopters around new zealand

opal bobcat
#

lol

clever sky
#

Hololens would be fun to dev for.

#

What would you make for it though? Enterprise applications right now only though.

#

Would be useful for medicos

brazen oyster
#

Public spaces like galleries/museums would be great

#

Warehouse workers

opal bobcat
#

aslong as it wasnt to annoying tow ear walking around

haughty dawn
#

hey, can anyone confirm whether distance field ambient occlusion works in the vr view?

clever sky
#

Pretty sure the only kind of AO that works in VR is baked AO

haughty dawn
#

Thanks @clever sky.

clever sky
#

no worries

real needle
#

anybody knows how to get the oculuis boundary system's boundaries in ue4?

#

hmm okay, so its only avaliable in 4.14

clever sky
#

What version are you on?

real needle
#

4.13

wicked oak
#

new glowy eyes for my main enemies XD

#

the ones before were made of particles, and they were often removed due to particles being set at "low" for vr

#

this ones are mesh with a special noise material

#

i allways love doing flashy procedural stuff for some FX materials

upbeat holly
#

nice...

#

I cant wait for zbrush to be VR compatible

#

Gonna be amazing

clever sky
#

Medium

#

Is as close as you'll get for a while

#

And it's legit. Some people are using it in production line

#

Can export to FBX

#

and continue tweaking in Zbrush

upbeat holly
#

I heard bad things about it tho

#

Like theres only one brush

#

not enough techniques etc

#

thanks tho ill check it out

clever sky
#

Yeah, it's not full featured

upbeat holly
#

meh

#

I need something production capable

clever sky
#

But it does... as much as I overuse this phrase in regards to VR...

#

show the potential of VR sculpting quite well!

upbeat holly
#

hwahawhaha

#

Sweet

#

I cant wait

#

Head busts are gonna be so much fun

#

its gonna be like sculpting in real life

#

first VR then there will be AR apps

#

the future is incredible

clever sky
#

Sculpting in real life, but with super powers

upbeat holly
#

yup

clever sky
#

i.e. material from my butt, and weightless models!

upbeat holly
#

o yes

clever sky
#

Well not literally my butt

#

but you know what I mean

upbeat holly
#

I certainly do

#

*nods head rapidly

clever sky
#

Butt material for sculpting would just be.

upbeat holly
#

seen it

clever sky
#

Well. unique.

upbeat holly
#

Simpsons did it

clever sky
#

Hahaha

#

Sweet. My in progress alpha/beta of my locomotion demo nearly uploaded...

upbeat holly
#

wuts this?

clever sky
#

I've been working on a locomotion system for VR

#

I think it'll blow socks.

upbeat holly
#

ok so like node based teleportation or wut?

#

can we just get treadmills already

clever sky
#

Don't want to give away too much in words.

upbeat holly
#

ok

clever sky
#

But it's a system. Not just one solution.

#

Lots of options.

#

Something for everyone!

upbeat holly
#

lul

clever sky
#

Wanna sign an NDA and test it? πŸ˜›

upbeat holly
#

maybes is there any timeframes you need it done by/

clever sky
#

Ummm... in the sense that I'll be releasing it hopefully on steam within the month

#

means useful feedback will have to come before then πŸ˜ƒ

upbeat holly
#

yea man, I would love to but I think im not the guy, Im crazay busy rite now

#

especially this month

#

bad timing

#

I guess everyone is doing stuff for new year...

clever sky
#

Fair enough!

#

Xmas not the best time to drop bombs? πŸ˜›

upbeat holly
#

thanks for offering, and cant wait to see it

#

no sir

clever sky
#

Maybe I'll keep polishing it

upbeat holly
#

I barely have time to play with my vive as it is

#

Google earth was crazay though

clever sky
#

Yeah it was.

upbeat holly
#

one day that will be photoreal

clever sky
#

Most 'played' for me in the last couple months

#

Other than my own thing

upbeat holly
#

yea it has a lot of value

clever sky
#

Damn. Wanna show/get feedback from someone that hasn't seen this demo yet. I'm in a desert!

upbeat holly
#

there will be peeps who come around surely lul

clever sky
#

Yeah, you just happened to be around as I'm about to finish uploading! πŸ˜›

upbeat holly
#

*if you only had one shot

#

*cue 8 mile music

clever sky
#

Don't understand the reference!

upbeat holly
#

*points finger..

#

YOOUUUUUU

#

*im not sure where im going with this

#

4k or 5k screen

clever sky
#

I'm not sure either! πŸ˜ƒ

upbeat holly
#

what to get?

clever sky
#

4k? More support

upbeat holly
#

yus

#

good answer

#

When is 8k textures coming to vr

#

answers on a postcard

clever sky
#

You can put 8k textures into VR experiences now.

#

You just won't be able to appreciate it all at once.

upbeat holly
#

yusss

clever sky
#

You might need to get your face up close to it.

upbeat holly
#

I can find a use for it πŸ˜„

clever sky
#

8k x 8k is possible. But not recommended πŸ˜›

upbeat holly
#

thnx man i read this already

#

I mean you can use for texture atlas etc

#

RAGE was a good example

#

Im really looking for when 8k becomes the standard tex size

#

maybe 10years

clever sky
#

Ah yeah ok

upbeat holly
#

but tech is really heating up so could be less with foveated rendering

clever sky
#

Well texture size is more a limitation of memory bandwidth

upbeat holly
#

yuh

clever sky
#

Then it is GPU processing

upbeat holly
#

Titans needed bro

#

"On January 6, 2016, director James Gunn stated that Guardians of the Galaxy Vol. 2 will be the first (feature) film to be shot in 8K" https://en.wikipedia.org/wiki/8K_resolution

8K resolution or 8K UHD is the current highest ultra high definition television (UHDTV) resolution in digital television and digital cinematography. 8K refers to the horizontal resolution in the order of 8,000 pixels, forming the total image dimensions of (7680Γ—4320).
8K UHD has two times the horizontal and vertical resolution of the 4K UHD with four times as many pixels overall, or sixteen times as many pixels as Full HD.
High-resolution displays such as 8K allow the user to have each pixel be indistingui...

#

Holy mosses

#

its here.....

clever sky
#

Can't wait for 10-15 years from now

#

when we can watch 8k in VR theatre with 180 degree FOV

upbeat holly
#

yup

#

16k probs

#

for real life clarity

clever sky
#

Well, it'd be 8k for traditional frame cinematics.

upbeat holly
#

oh right

clever sky
#

Because you can only squeeze so many pixels into a certain FOV

#

and if you go past that FOV, it becomes difficult to actually see the entire screen. Unless you're filming for that sort of large aspect ratio

upbeat holly
#

Supersample?

clever sky
#

Wonder if that helps film that much?

upbeat holly
#

yea its commonplace

clever sky
#

Like downscaling 4k to 1080p.... is it sharper?

upbeat holly
#

yup

#

standard practice

clever sky
#

Ok.

upbeat holly
#

although usually its 4-2k

#

now it looks like they will do 8-4k

clever sky
#

But there's surely diminishing returns

upbeat holly
#

Depends on the size of the screen πŸ˜„

clever sky
#

like is it better to do 16k to 4k via post process

upbeat holly
#

Cinema screens for example

#

are big.

clever sky
#

So you play back a 4k file that's been downscaled

upbeat holly
#

I think it would help, but basically you just want the max res your end output can use

clever sky
#

Or to take 16k file and play it back with the last step been a 4k screen

upbeat holly
#

if its a 4k screen no point

#

use supersampling downscale to 4k

#

it will be much sharper

clever sky
#

Supersampling as a real time thing?

upbeat holly
#

its used in film vfx

#

not sure about games, though Nvidia has a option in gpu cards to enable

clever sky
#

Yeah, some gamers use it on older games

upbeat holly
#

prob not as effective because of resource cost

clever sky
#

to maximize the benefit of their new high end cards

#

But too expensive to run otherwise.

#

Gotta share this with someone:

#

North Korea has reportedly made an official request to state officials in China pleading with them to stop referring to Kim Jong-un as fat.

Kim Fatty III is a popular nickname for the North Korean leader in neighbouring China.

Other popular nicknames include Jin Pang Pang (Kim Fat Fatty) and Jin San Fei (Kim Abundant III).

upbeat holly
#

lol

#

Kim Abundandt

#

hahahaha

clever sky
#

Hahaha

upbeat holly
#

Kim Fat Fatty is gold

#

Just imagine.....its so popular they had to make a news story bout it

clever sky
#

They made a plead to state officials

#

for the state officials to stop calling their leader fat.

#

Hahaha....

#

not even common citizenry.

upbeat holly
#

lul

clever sky
#

Kim Fat Fatty pleads for chinese state officials to stop calling him Kim Fat Fatty

upbeat holly
#

i mean hes not.....fat fat

clever sky
#

He's lovably rotund.

upbeat holly
#

hes expressively plump

clever sky
#

Also incredibly vicious.

upbeat holly
#

he's approaching pi

clever sky
#

Like umm... a hamster bent on world domination.

upbeat holly
#

He enjoys latte's

#

He ate the extra slice

#

is this the face of a monster?

#

To me he just looks lonely

#

needs a hug

#

Dad was a dictator....what did you think he was going to do

#

Volleyball.....

clever sky
#

You want a Kim Fat Fatty plushy don't you?

#

I'm going to sculpt kim fat fatty in Medium

upbeat holly
#

only if i can get it life size

#

lol

clever sky
#

Get him into my game

#

and then put a sphere collider around him

#

then bat it around.

upbeat holly
#

lawl

#

There needs to be a game: Trump vs Kim III

clever sky
#

Yeah.

upbeat holly
#

So much win

clever sky
#

Get Putin sitting in a big throne up above the action

#

Overlooking the fisticuffs between trump and kim

upbeat holly
#

just political Deathmatch

clever sky
#

I think we could make money with this game.

upbeat holly
#

clinton is like a special character like reptile in MK1

clever sky
#

Let's do it!

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We will call it: The Highly Accurate Simulator of Global Politics

upbeat holly
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needs moar guns

clever sky
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Yeah. That'd be amusing.

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World leaders with death match weapons.

upbeat holly
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and fragging

clever sky
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What happens when they die? Explode into a swarm of spiders particles? πŸ˜›

upbeat holly
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They dont die they multiply

full junco
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@clever sky so you tested that console command thing?

clever sky
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Yep

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Couldn't really figure out if there was much of a difference TBH.

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0.5ms maybe?

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My frame times vary throughout the level

full junco
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is it a level with many individual actors or components in it?

clever sky
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Whatever the case is, it doesn't help me much as my frame times are around 4-6ms when it's not spiking. πŸ˜›

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Not really!

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None of my levels are.

full junco
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I guess it helps most when there's a really high amount of objects that need to get culled

clever sky
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Yeah. Well, will definetly have to test it more under more varied conditions.

full junco
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yeah

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I'm on master and epic still didn't merge it into master...

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I could try to cherry pick it from 4.14 but who knows if that would work or if there would be conflicts with that due to master being way ahead of 4.14 now

clever sky
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What's the difference between master and 4.14.1?

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I thought that was master?

full junco
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master what will be 4.15

clever sky
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Ah

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ok, so master is the latest branch that's been worked on?

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And 4.14.1 is release branch?

full junco
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4.14.1 was a hot fix so only like 20 commits were added compared to 4.14

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in master you are thousands of commits ahead

clever sky
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Fair enough.

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What kinda goodies are in 4.15?

full junco
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4.14.1 should be release branch now, yeah

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4.15 has reroute nodes in the material editor πŸ˜€

clever sky
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Finally!

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Seems like a curious oversight

full junco
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I care most about general rendering optimizations

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when something like the forward renderer gets improved I don't want to wait months until there's a stable release

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I have to wait for it to support shadows from movable lights and ssao

clever sky
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Yeah, fair call.

wicked oak
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whats the stuff in 4.15 for the forward mode?

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i might be interesting

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after all im already using github version, just the 4.14 branch

full junco
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@wicked oak what?

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ah, what's new in forward? well some optimizations I think

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a lot of reflection stuff, I think static reflections are way cheaper now

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I don't use any of those so I didn't care much

wicked oak
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uhmm

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interesting

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might try it

wraith sky
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neon egret
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Still need to fiddle with the sword actually turning with me. Currently it feels a bit wrong.

wicked oak
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what kind of attachment is that?

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looks like a direct parenting attachment

pallid echo
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@neon egret I fully expected you never to jump on the swords in VR bandwagon. lol

wicked oak
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mine are done with physics handles and constraints

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it collides with the world and an enemy with a shield can block your hits

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its buggy as hell, wich is a problem

inland acorn
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I'm doing swords, too. I parent attach them to my hands. This gave me tons of headache but after severl dozent hours I have it working.

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Getting the collision right afterwards was an issue.

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after one year of work I can say doing an indie game for VR all on myself was one of the most stupid ideas in my life. But I can't stop right now. I need to finish this.

upbeat holly
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@neon egret Love it

neon egret
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@wicked oak @inland acorn Well, it's a direct attach. I don't know yet if I want to make sword be physically blockable

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Right now it's more about getting a correct grabbing system working ,where I only need to setup some variables in my actors and they all can be grabbed etc

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@pallid echo You make that sound like it's a bad thing

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I like RPGs and the "swords VR bandwagon" is not really a thing for me

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It's not like I'm making the 2000th wave shooter

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Currently, for the Vive, there are 2 proper RPGs afaik

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One that lacks levels and one that is not yet released but has some really decent graphics (done in UE4)

leaden jackal
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Anyone else seeing a big difference with throwing objects using Touch vs Vive? With the Vive it seems like objects are much heavier and I can't throw them nearly as far.

wicked oak
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probably the angle

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the center of mass on the vive vs the oculus, their Origin is different

pallid echo
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@neon egret Nah, its not a bad thing lol. But the RPGs don't have to be "proper," they just have to be releatable to each other in some way which is the swords. For example Zombies, everyone and their mom was making zombie games regardless if it was a slasher, or wave shooter, etc, thus zombie band wagon. For whatever reason I see a lot of people trying their hand at something dealing with swords. You got Raw Data with their sword, got UE4 indie devs doing test projects with sword combat, got Vanishing Realms, the game that isn't released yet (I know which one you are talking about), the list kind of gets longer depending on how many medieval theme games you can find as well.

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I was actually expecting loads of sci-fi VR games.

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The mass of wave shooters we are seeing caught me by surprise too.

wintry escarp
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what are they?

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like gauntlet?

neon egret
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@pallid echo So you are basically against swords in VR

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Cause Raw Data isn't even an RPG

pallid echo
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Fine whatever, swords in VR

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lol

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Which is what I said to begin with actually.

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I said sword bandwagon

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not RPG wagon

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πŸ˜›

neon egret
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True. Though i don't see the bad thing about them. We have swords and pistols and what not in normal games too and they are repeating there too. I'm way more annoyed by the repeating gameplay aka waveshooters for VR

pallid echo
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There is nothing bad about them, just starting to see a lot of it.

neon egret
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I didn't :O, but fair enough then

pallid echo
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I only bring it up because I happen to be working on a game that uses swords....

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lmao

neon egret
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I don't even know if I ever create a game from that. It's more a dynamic grab system for VR

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Sword happened to be the first asset coming to my mind

opal bobcat
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anyone find it weird valve is in neither of these two new tradegroups?

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well standards group in the case of kronos

clever sky
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I have swords in my stuff too!

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Sword bandwagon for all!

midnight tree
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has anybody played with scalability in VR?

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what can and cant be done/ used?

full junco
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@opal bobcat valve isn't in what khronos thing? what do you mean?

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@midnight tree same like without vr

midnight tree
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no issues or anything?

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just wanted to ask, to make sure

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but thats good to know

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that will certainly help

full junco
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you can't disable enough, only enabling some stuff in vr is bad

clever sky
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Think you need the world to meters scale

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to do IPD change?

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Which will simultaneously do height change

full junco
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what? he's talking about graphics scalability settings I thought?

clever sky
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Oh.

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Well, not sure. What are you talking about @midnight tree

midnight tree
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yeah

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thats what im talking about

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working on something that is a bit on the heavier side in terms of graphics, would like to offer the option to scale things back

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was ooglin all over the scalability page in the wiki

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was just curious what applies to vr and what doesnt

full junco
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@clever sky when someone says "scalability" you think about height stuff? haha

clever sky
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@full junco Well... I'm a VR guy πŸ˜›

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I think about scaling up and down like in Google Earth

full junco
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when you Google for unreal engine scalability you probably find the ue4 docs about ue4 scalability settings, and that won't be related to the size of stuff πŸ˜‚

clever sky
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Fair enough πŸ˜› now I know

clever sky
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Anyone interested in trying my VR locomotion demo? Need to sign an NDA though. But... it's (I think) a game changer!

midnight tree
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how would i attach an image or something (billboard?) to the hmd so i can track where the head is located? im using vr template

clever sky
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You can put a mesh on the camera

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child it to the camera

midnight tree
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hm i did, its not showing

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atleast i think

clever sky
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What's the situation

midnight tree
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i have a phone setup with a front facing camera

clever sky
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Are you wearing the HMD?

midnight tree
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i attached a billboard to the camera

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the hmd locked camera

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i pickup phone, turn on phone camera (render texture)

clever sky
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You wanted to see the location in editor?

midnight tree
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and i can see my hands

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but not head

clever sky
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Don't think you can see billboards in game?

midnight tree
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i tested

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i put the same billboard on the hands

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no issues

clever sky
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Ah

midnight tree
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showed up just fine

clever sky
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Hmmmm

midnight tree
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so its not rendering where the hmd should be

clever sky
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When you have it childed to the HMD

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or camera

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does it show up in editor?

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Before you start anything?

midnight tree
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hm lemme see

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negative

clever sky
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Ah ok...

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Well, I guess it must be the plugin that I use

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that allows for that

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VRExpansionPlugin.

midnight tree
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hold on

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i might have done it to the wrong camera

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and yeah i was playing with that

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planning on switching to that eventually

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this is for testing

clever sky
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Fair call.

midnight tree
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alright

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got it working

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it ended up being attached to the wrong camera

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ill shoot you a video here in a sec, trust me, you will love this XD

clever sky
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πŸ˜„

midnight tree
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Hope ya enjoyed that

clever sky
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Sorry was AFK

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watching now

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@midnight tree Haha πŸ˜ƒ Fantastic.

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Nice smartphone... any ergonomics issues?

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With controllers bumping into each other when using it? πŸ˜›

midnight tree
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Not really

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Only ossue i had was repeated button pressing

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It would fire 10 times

clever sky
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Nice.

midnight tree
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So i put a cool down on it