#virtual-reality
1 messages Β· Page 62 of 1
haha yeah
Exactly. Roomscale is important for VR.
And it's great that there's competition in VR.
the only problem with room scale is the room scale of people's rooms π
But somehow that simple fact doesn't translate to the userbase appreciating that fact π
I guess I just wish the competition with Valve and Activision or someone other than Facebook
Someone that isn't selling your data for advertising
yeah someone with more focus on games
I was crushed then Facebook bought Oculus
like EA and valve
I canceled my DK2 order, especially how they took orders right before FB bought them
Well... again, I disagree to some extent. I think VR goes beyond gaming, and it's great that Facebook recognize that.
I dislike EA but I would have rather Oculus gone to them than FB
I think if Facebook didn't buy Oculus, we'd have a smaller PCVR marketspace
and more mobile VR
yeah competition wouldn't have been as hot
I mean I get that the optics of facebook sucks.
Yeah I still refuse to buy from them, but I have taken notice they seem to be improving
But the money they bring to the table has been a huge boon for VR.
They started a technical arms race
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
Like... as much as we hate exclusives... that's just how a good deal of content has to be funded right now.
That guy said in a conference call that we should charge per bullet in games
yeah
I think he is worse than comcast
Hahaha... that's hilarious
wonder why you don't yet have to pay per console command in unity
In an 'Oniony' sort of way.
hahaha
Like in charge of Education Dept or something
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
Nah man. The game industry exec that you'd most likely pick to be in the Red pocket is
Bobby Kotick!
Guy seems to have faded out of news in the last couple years though.
don't know those
Jack Thompson isn't an industry exec. Just an insane delusional lawyer π
Bobby kotick is CEO of activision-blizzard
" Thompson is known for his role as an anti-video-game activist, particularly against violence and sex in video games"
He's basically a censorship nut towards games
I don't know much about Bobby is he not liked?
I never understood why those companies merged
Bobby is ruthless.
I'm jut glad they got away from Vivendi. Hopefuly Ubisoft is able to avoid them.
we can be happy that Tim Sweeney is super awesome
YES
β€
I love how Tim bought like a whole nature preserve
#SWEENEY2020
Anyone here used the VRExpansion plugin with Rift and Touch? It's crashing for me.
It runs fine with a Vive
Nope... D:
Haven't got my touch yet.
And if that's true. Damn that sucks
I'll have to dive into the Plugin and take the stuff I need from it.
Which is kinda what the guy recommends you do anyway.
@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.
It's no longer OpenVR, but I suspect the issue is something similar.
Have you posted on the thread?
Yeah, I'm just repackaging in 14.1, just in case, beforeI post the crash log.
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.
Which I think is happening on BP_Teleport_Controller_C
So I may need to disable the Steam controller detection
Oh.
I get that error
when steamVR doesn't load up properly
i.e. I load unreal before steam VR
the headset launches
but the controllers don't register D:
Weird
I also need to get my head around the whole Server/Client setup. For some reason it's not quite clicking in my head
4.14 should fix that problem zaptruder
That is in 4.14
The HMD is fine.
But the controllers are still not registering π
At least sometimes.
hmm havnt had that problem on mine
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
Yeah. Well... it's great when it works for me too π
If I'm putting player names above heads, do I run the text change OnPostLogin and make the text object on the pawn replicate?
Or am I missing something?
Oh sweet. 4.14.1 is out
Updating for that sweet 1ms per frame improvement.
10% improvement in VR for freeeeee
what gives -1ms?
@short locust VRExpansionPlugin runs just fine with Rift and Vive for me
OpenVR supports rift
Some stuff in the plugin is for steam only though, like getting model verts and textures
Oh, maybe I broke something then
My current issue is that my playercontroller doesn't start ticking on the initial level of the game....
Are you using the template at all?
I'm just testing with the template, I think I'll start a new project and test that way, see if it helps.
@native cedar Some sort of overlooked optimization that they fixed for 4.14.1
i kind of need any optimization i can get, so ill have a look
Vive runs noticeable worse on my game, a 1 ms improvement is a big improvement
Arizona Sunshine fallout getting picked up
Whole thing has me annoyed enough that I'm reconsidering doing VR game development. Just stick with corporate like Zoltan π
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!
i talked about this on a virtualreality discord
its due to the accumulated salt on vive users
they are stupidly mad and jelly from the new Oculus Touch great reviews and free games
so when one of those high profile games comes to Vive too
and it happens to have exclusive content for i7s
they get a trigger of epic proportions
and they direct their rage to the arizona sunchine people
its similar to the Palmer shitstorm becouse he got found funding Trump trolls for fun
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
fairly similar i think
Yeah, that thing really nailed shut the hero image people had of Palmer at the start.
Like he wasn't in a great place by the time it happened.
But then it happened and all the love people had for the original boy wonder story
was turned into bitter black bile hatred
Kinda like a bitter bitter breakup.
she destroyed a good chunk of reddit
Let's step back from the brink of another political debate for a bit.
it was a shitstorm both ways
Or at least recognize that both sides were doing crazy shit.
anyway, the exclusivity thing is blown way out of proportion. At least now they removed it
And that one side was assisted by the Russian propaganda machine.
i have a picture around there compairing r/vive and r/oculus yesterday
in r/oculus there is 1 thread about arizona sunchine
on vive
is 9 out of 10
Yeah, just constant flood of crap about exclusivity deals.
Luckily someone made a post lamenting that Smashbox was getting buried
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
under the avalanche of noise.
And I found it, bought it. Bloody great game that one.
I think Dean Hall really stirred the pot there.
Made some great points.
But the people that were angry...
they just wanted to be in an echo chamber.
Anyway. I'll probably make a VR game still just for fun and learning.
... about the only people that can profit from the current state of VR are solo devs like ourselves
At least if we can manage to crack a few high thousands of sales.
@clever sky have you tested that 1ms improvement in 4.14.1 already?
@full junco Nope. It's just what I've read.
you have to enable it with a console command
how?
The improvement?
yeah
it's not enabled by default because it can cause culling issues as far as I remember
Ah right.
there's no thread about it
Makes sense.
in discord?
yeah
no
haha :p time to dig.
I'd post about it on the forum... but I can't even remember the details. Just you saying there's a 1ms improvement!
BRB. Scrolling upwards for not sure how long.
ok maybe I remembered it wrong and you don't need to enable it, strange
look at the 4.14 github branch, there's the commit, maybe I saw in the code that you need a console command
Phew
I scrolled up a months worth of messages
and found nothing.
Except the realization that I may be posting on this channel too frequently.
π
incorrect culling with fast camera movements.
Doesn't sound too bad.
Do they do patch notes for X.1 updates?
look at github
Ok
The 4.14.1 Hotfix is now live! This hotfix resolves over 50 issues with the 4.14 release.
Feel free to discuss this release on the 4.14 Forum thread.
If you experience a bug with the 4.14.1 Hotfix, please follow the How to Report a Bug guide to report it on the UE4 Answerhub.
Fixed in 4.14.1
Fixed! UE-35609 Delay nodes used in a macro cause subsequent macro calls during the delay to never complete
Fixed! UE-38690 Regression - Nested scene component subobjects are no longer being
Cheers mestela
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?
@noble crater there's a checkbox since 4.14 (or 4.13 maybe) that lets you tick - launch as VR
One of the first one under project settings - All
Alternatively you can create a shortcut of the .exe with -VR
@clever sky seems to have worked, thanks!
no worries
@clever sky did you find the commit?
I did now π
vr.SteamVR.UsePostInit is the console command, I remembered correctly
Man, I'm bad at the real development stuff. Spending too much time in BP.
I didn't even get to the green text.
Just white everywhere.
the green text is at the top π
For future reference, how do you navigate to the updates?
I told you search for the commit in the 4.14 branch π
you see all commits listed here: https://github.com/EpicGames/UnrealEngine/commits/4.14
I hope so π
I'm not using 4.14 so I can't really test it in my project unfortunately
yeah
Just entertaining my niece right before her bed time...
ok π
I'm wondering though why they make it sound like it only affects steamvr and not oculus
Hmm. I'll test with both... if I can get Rift running with my project
haven't tried yet.
@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?
@noble crater honestly nope. I didn't realize that was an issue, as I wanted my stuff in fullscreen π
But I think there's a start in fullscreen checkbox not too far from that?
there is but I already have it unchecked
hm I guess I can deal with fullscreen if this isn't easy to fix
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?
it does
but dont expect detailed hand animation
only the super basic anims the robohands do
@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
Things like showing button presses and movement and hand animation states gets more complicated.
@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.
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.
neat
lol, just wow https://www.reddit.com/r/oculus/comments/5hcjlf/great_article_from_polygon_about_the_arizona/ :/
(article is great, comments make me wonder about viability of VR gaming market)
I can see why gaming has the reputation it does now.
TV, film, music... they get happy fans.
gaming? Angry fanboys.
on average, not as a hard and fast thing π
Of course you can find examples of angry TV/film/music fans.
and happy gamers.
But on average. So much rage and testosterone in gaming D:
Too true @clever sky
Fuck. Wish we could be in the basic income era now.
So we could all sit around working on passion projects
it wasn't like that in early and mid 90s
without sweating about paying bills
(from what I remember)
@mighty carbon it wasn't. The reception was a lot more controlled by media, who are by comparison, extremely professional.
And that's saying a lot, because gaming media are not extremely professional.
^
nowadays you mean? Back in the days it felt a lot more professional
(granted, all we had were paper magazines)
Well, they've always been enthusaist media rather than professional media.
The difference been that they don't get deeply critical and provide deep insight into the industry
Simply they cover the products
aye
Like professional journalists back in the day might do.
Jeez.
The internet has really ruined modern public discourse huh. D:
Knee capped the hard yard investigative reports and reputation of papers in favour of clickbait maximizing algorithms.
I don't think it's Internet per se, but Valve
And the information is freer than ever.
But we choose to make echochambers with it. Who knows. Maybe I'm in one now!
π
Steam was sooo much better without user ranking and user review system
Like, if Touch was reviewed by users on Steam, it would have horrible reviews and ranking o.O
no, it wasn't needed
Well... it needed to be paired with low barrier of entry to Steam
when you delegate control to the mob, you get what you have now on Steam
you get steam now due to greenlight open door policy
Due to relative lack of moderation.
I got on steam without greenlight
i do too, vr games
It took a while, but Valve liked my game and approved it
but you did before greenlight even existed, no?
how many sales, btw?
no need for the exact number, just a ballpark
and it was less crowded Steam back then, which I absolutely enjoyed
well of course, you game was frontpaged for a while
see, thats my main argument against greenlight
the less games that pass, the more money they get
im very confident my games can pass it
becouse i can alraedy pass things like ps4 review
but my game releases, and the same day, another 10 games release
at least 6-7 of them much worse than mine, 5 of them probably complete trash
Yeah. Gotta do the marketing hard yards nowadays D:
I know :"(
PR cost an arm and a leg :/
to be fair, im looking at it
Basically just send your shit out to anyone that'll listen
and im very tempted to go the shotgun mobile style
release a game every 2-3 weeks
sell it for 2 dollars
no early access, real release
and contribute to market saturation, yay :/
so you get the full views
Heh.
you might easily get a few hundred dollas each time, easily
but if they are cool little games, each new game you do might be interesting to the buyers of your old one
i did vrmultigames to test that
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.
good idea
So whoever got through, got paid really well
and then if you buy another one
yup, nintendo seal of approval
the same game can access both games
Sony still does that
through lobby or some such.
not sure if that is actually possible on steam
I wonder if console market is much better than PC market nowadays
if as an indie you can get on it, probably
its quite hard
due to how hard it is to pass ps4 review
So you expect that PSVR will be your money maker?
unless DWVR goes huge on steam , could be
I am thinking of XB1 and if that happens, I can go to PS4 and then get on PSVR eventually
Probably... much less content, much larger userbase.
Gotta dev me some PSVR
meanwhile on pc "but dem wave shooters"
Haha.
my concepts for the next game could work well on psvr
dwvr is problematic for a few reasons
Turning mechanic?
so i might actually go to develop the next game directly for PSVR
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?
Didn't you do it the other way around? π
How did yoou remap the face buttons?
uhm, thats a lot more complicated.
like face1-4 for example we map to certain movements
Imput has to be redone, mostly
joy
in my case, i have different "Hand Actors"
wich just handle imput themselves
so the Vive Hand is one, the OculusHand is other, etc
and they go attached to a Motion controller component on the pawn
Do the face buttons work at all with the touch controller?
or did you have to rethink that approach
like if youo put the analog stick up and push it in, will that send a face1 signal to ue4?
Dammit. I want my touch controllers so I can test this stuff
i just use the touchpad as a joystick
and do the calculation myself
both vive touchpad and oculus joystick work the exact same
oculus has the 2 face buttons, vive has the menu button wich is called "shoulder" on ue4
anyway, my biggest problem is that i dont have an artist on the team
with an artist i can go full time PSVR and release a professional level game
but i dont
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?
@wicked oak - I assume you have touch controllers there right?
@wicked oak making current gen art takes a lot of man-hours
so, either have to have 10 artists, or 1 artist and go with limited number of assets, or go with low poly style
yeah, but you still need extra content
and that content should match (or resemble at least) assets you already have
@clever sky - yep, same here
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
Or at least hire artists to mesh it together
And make it more unique to what you're doing.
But yeah. I guess that's kinda the answer to the Arizona Sunshine debacle.
Market not big enough for A grade content.
And consumers too hostile against obvious funding mechanisms
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.
Until they get angry about that too. Hahaha D:
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.
so there's that risk about using too much marketplace stuff π
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.
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?
@wicked oak we could work on Tomes of Mephistopheles reboot after you done with DWVR π
@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)
Fogs for VR π
Seriously though HLOD just turned my stuff into jittery mess.
Not that I need it.
@graceful junco why not? Just have to live with limitations. My LOD pops, but it also pops in non-VR.. Just less noticeable.
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.
@graceful junco - Yea we seethe same issue, mainly only when going from LOD0 to 1
Just seems like the screen size setting is way off between VR and non-VR. I need to almost double the settings
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)
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.
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
yea exactly
But... maybe the right compromise is dial down the number of things and complexity of objects on screen.
the classic trick is hide things behind other things
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
Yea its pretty similiar in games also
Its v noticeable when something LOD's
@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 π
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...
Well yeah. Some companies have lawyers that will aggressively pursue trademark infringement.
Well, the dev showed it off and then dead.
same i dont think it was released
Don't think he released it
Ah, I think he used the OpenRA codebase and then just replaced the UI layer
Oh ok.
Well, I guess that answers why he didn't just use different assets and designs.
It wouldn't be too hard to recreate. That brings the question though... How hard is it to allow for mod support of games?
In Unreal? Shouldn't be too hard?
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?
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.
All the info I could find made it look like you had to use the editor and rebuild stuff
I would really like to play some old Star Wars games in VR
Maybe I should look into that.
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
The game I want to build would probably do amazing if players could mod it easily.
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
Just build a lightsaber in VR first? π
yeah, but that game has great level design even though the graphics are dated
Loved it as a kid.
I replayed the whole thing a few years ago and it holds up really well design wise
Speaking of old games in VR
Garry's mod has a whole section of star wars assets in the workshop that are very high quality
basically ripped from other games
Ultima 7... in VR...
If I could get those into unreal engine I'd be pretty happy.
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.
I wouldn't rebuild the game, I'd just do levels similar to it.
The idea would be to build a good space shooter that is easily modded into what it should be
Yeah, could get a fair amount of attention.
Probably wouldn't even get shut down if it was brief enough!
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? π
That's why I have a feeling I'm going to have to do it myself
Yeah
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
Yet we get remasters of games that came out like 5 years ago
You've gone through that right?
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
Ah
That was something the source engine nailed
Yeah... that was the kind of modding I was thinking about too
Do any of you have a press distro of VR youtubers and streamers that you wouldn't mind sharing?
@leaden jackal are you lookin' for an e-mail db?
@silk lodge Yeah, email would be ideal
Awesome, thanks!
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?
Are you using UMG buttons are some type of 3D object of a button to interact with?
For our menu interaction, I added a socket to index finger and attached widget interaction component to it with a short interaction distance (10 I believe) http://i.imgur.com/EFgxkld.gifv
Yup, its for our Paperboy inspired game Special Delivery http://store.steampowered.com/app/561230
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
In that case, widget interaction component attached to finger socket would be my recommendation
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
ok
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.
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
Ours uses trigger press to simulate the click event. Prevents accidental button clicks as your hovering
If you didnt want button press to simulate click event, you could always just use the OnHover button event instead of the OnClicked
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
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
Also recommend throwing a DoOnce on your button event to prevent multifiring
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.
Anytime - Just shoot me a PM if you don't here from me in this channel
sounds good, thanks
OMG I have wondered why there wasn't a good paper boy clone in VR yet
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".
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
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
The sound of Silence VR
MagicLeap info here:
My name is Reed Albergotti, and I am an investigative reporter at The Information, an in-depth tech news...
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.
@leaden jackal got it pretty much figured out. thanks for the tip π
's vr file picker is really coming along nicely now
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
Yeah we had a play a few weeks ago, the tracking is incredibly stable
Fov is small but useable
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
Yeah, similar to the vive room calibration process from what I understand
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
Don't know about UE, this was a friend of a co-worker bringing his hololens in to our studio for the morning
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
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
ha, there must be some hololens early adopters around new zealand
this guy sending angry emails to microsoft, 'my netflix window is no longer aligned with the wall!' http://i2.cdn.cnn.com/cnnnext/dam/assets/161115102850-new-zealand-earthquake-house-exlarge-169.jpg
lol
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
aslong as it wasnt to annoying tow ear walking around
hey, can anyone confirm whether distance field ambient occlusion works in the vr view?
Pretty sure the only kind of AO that works in VR is baked AO
Thanks @clever sky.
no worries
anybody knows how to get the oculuis boundary system's boundaries in ue4?
hmm okay, so its only avaliable in 4.14
What version are you on?
4.13
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
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
I heard bad things about it tho
Like theres only one brush
not enough techniques etc
thanks tho ill check it out
Yeah, it's not full featured
But it does... as much as I overuse this phrase in regards to VR...
show the potential of VR sculpting quite well!
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
Sculpting in real life, but with super powers
yup
i.e. material from my butt, and weightless models!
o yes
Butt material for sculpting would just be.
seen it
Well. unique.
Simpsons did it
wuts this?
Don't want to give away too much in words.
ok
lul
Wanna sign an NDA and test it? π
maybes is there any timeframes you need it done by/
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 π
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...
Maybe I'll keep polishing it
Yeah it was.
one day that will be photoreal
yea it has a lot of value
Damn. Wanna show/get feedback from someone that hasn't seen this demo yet. I'm in a desert!
there will be peeps who come around surely lul
Yeah, you just happened to be around as I'm about to finish uploading! π
Don't understand the reference!
*points finger..
YOOUUUUUU
*im not sure where im going with this
4k or 5k screen
I'm not sure either! π
what to get?
4k? More support
You can put 8k textures into VR experiences now.
You just won't be able to appreciate it all at once.
yusss
You might need to get your face up close to it.
I can find a use for it π
More nuanced answer on texture size if you were curios:
https://answers.unrealengine.com/questions/105725/texture-size.html
8k x 8k is possible. But not recommended π
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
Ah yeah ok
but tech is really heating up so could be less with foveated rendering
Well texture size is more a limitation of memory bandwidth
yuh
Then it is GPU processing
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 (7680Γ4320).
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.....
Can't wait for 10-15 years from now
when we can watch 8k in VR theatre with 180 degree FOV
Well, it'd be 8k for traditional frame cinematics.
oh right
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
Supersample?
Wonder if that helps film that much?
yea its commonplace
Like downscaling 4k to 1080p.... is it sharper?
Ok.
But there's surely diminishing returns
Depends on the size of the screen π
like is it better to do 16k to 4k via post process
So you play back a 4k file that's been downscaled
I think it would help, but basically you just want the max res your end output can use
Or to take 16k file and play it back with the last step been a 4k screen
if its a 4k screen no point
use supersampling downscale to 4k
it will be much sharper
Supersampling as a real time thing?
its used in film vfx
not sure about games, though Nvidia has a option in gpu cards to enable
Yeah, some gamers use it on older games
prob not as effective because of resource cost
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).
Hahaha
Kim Fat Fatty is gold
Just imagine.....its so popular they had to make a news story bout it
They made a plead to state officials
for the state officials to stop calling their leader fat.
Hahaha....
not even common citizenry.
lul
Kim Fat Fatty pleads for chinese state officials to stop calling him Kim Fat Fatty
i mean hes not.....fat fat
He's lovably rotund.
hes expressively plump
Also incredibly vicious.
he's approaching pi
Like umm... a hamster bent on world domination.
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.....
You want a Kim Fat Fatty plushy don't you?
I'm going to sculpt kim fat fatty in Medium
Yeah.
So much win
Get Putin sitting in a big throne up above the action
Overlooking the fisticuffs between trump and kim
just political Deathmatch
I think we could make money with this game.
clinton is like a special character like reptile in MK1
needs moar guns
and fragging
What happens when they die? Explode into a swarm of spiders particles? π
They dont die they multiply
@clever sky so you tested that console command thing?
Yep
Couldn't really figure out if there was much of a difference TBH.
0.5ms maybe?
My frame times vary throughout the level
is it a level with many individual actors or components in it?
Whatever the case is, it doesn't help me much as my frame times are around 4-6ms when it's not spiking. π
Not really!
None of my levels are.
I guess it helps most when there's a really high amount of objects that need to get culled
Yeah. Well, will definetly have to test it more under more varied conditions.
yeah
I'm on master and epic still didn't merge it into master...
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
master what will be 4.15
Ah
ok, so master is the latest branch that's been worked on?
And 4.14.1 is release branch?
4.14.1 was a hot fix so only like 20 commits were added compared to 4.14
in master you are thousands of commits ahead
4.14.1 should be release branch now, yeah
4.15 has reroute nodes in the material editor π
I care most about general rendering optimizations
when something like the forward renderer gets improved I don't want to wait months until there's a stable release
I have to wait for it to support shadows from movable lights and ssao
Yeah, fair call.
whats the stuff in 4.15 for the forward mode?
i might be interesting
after all im already using github version, just the 4.14 branch
@wicked oak what?
ah, what's new in forward? well some optimizations I think
a lot of reflection stuff, I think static reflections are way cheaper now
I don't use any of those so I didn't care much
https://www.unrealengine.com/blog/epic-games-supports-khronos-group-s-vr-api-standards-initiative if someone missed
The Khronos Group, the industry consortium dedicated to creating open standards in computing and graphics APIs, has announced a new initiative to develop an open standard API for VR. As the makers of Unreal Engine 4, which powers cross-platform VR experiences, Epic Games is fully supportive of this effort. Read on for more details.
Still need to fiddle with the sword actually turning with me. Currently it feels a bit wrong.
There we go, fixed it. No more swords that pierce through my hand! #UE4 #VR https://t.co/bmRJJNrpbS
@neon egret I fully expected you never to jump on the swords in VR bandwagon. lol
mine are done with physics handles and constraints
it collides with the world and an enemy with a shield can block your hits
its buggy as hell, wich is a problem
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.
Getting the collision right afterwards was an issue.
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.
@neon egret Love it
@wicked oak @inland acorn Well, it's a direct attach. I don't know yet if I want to make sword be physically blockable
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
@pallid echo You make that sound like it's a bad thing
I like RPGs and the "swords VR bandwagon" is not really a thing for me
It's not like I'm making the 2000th wave shooter
Currently, for the Vive, there are 2 proper RPGs afaik
One that lacks levels and one that is not yet released but has some really decent graphics (done in UE4)
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.
probably the angle
the center of mass on the vive vs the oculus, their Origin is different
@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.
I was actually expecting loads of sci-fi VR games.
The mass of wave shooters we are seeing caught me by surprise too.
@pallid echo So you are basically against swords in VR
Cause Raw Data isn't even an RPG
Fine whatever, swords in VR
lol
Which is what I said to begin with actually.
I said sword bandwagon
not RPG wagon
π
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
There is nothing bad about them, just starting to see a lot of it.
I didn't :O, but fair enough then
I only bring it up because I happen to be working on a game that uses swords....
lmao
I don't even know if I ever create a game from that. It's more a dynamic grab system for VR
Sword happened to be the first asset coming to my mind
anyone find it weird valve is in neither of these two new tradegroups?
well standards group in the case of kronos
@opal bobcat valve isn't in what khronos thing? what do you mean?
@midnight tree same like without vr
no issues or anything?
just wanted to ask, to make sure
but thats good to know
that will certainly help
you can't disable enough, only enabling some stuff in vr is bad
Think you need the world to meters scale
to do IPD change?
Which will simultaneously do height change
what? he's talking about graphics scalability settings I thought?
yeah
thats what im talking about
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
was ooglin all over the scalability page in the wiki
was just curious what applies to vr and what doesnt
@clever sky when someone says "scalability" you think about height stuff? haha
@full junco Well... I'm a VR guy π
I think about scaling up and down like in Google Earth
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 π
Fair enough π now I know
Anyone interested in trying my VR locomotion demo? Need to sign an NDA though. But... it's (I think) a game changer!
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
What's the situation
i have a phone setup with a front facing camera
Are you wearing the HMD?
i attached a billboard to the camera
the hmd locked camera
i pickup phone, turn on phone camera (render texture)
You wanted to see the location in editor?
Don't think you can see billboards in game?
Ah
showed up just fine
Hmmmm
so its not rendering where the hmd should be
When you have it childed to the HMD
or camera
does it show up in editor?
Before you start anything?
Ah ok...
Well, I guess it must be the plugin that I use
that allows for that
VRExpansionPlugin.
hold on
i might have done it to the wrong camera
and yeah i was playing with that
planning on switching to that eventually
this is for testing
Fair call.
alright
got it working
it ended up being attached to the wrong camera
ill shoot you a video here in a sec, trust me, you will love this XD
π
Hope ya enjoyed that
Sorry was AFK
watching now
@midnight tree Haha π Fantastic.
Nice smartphone... any ergonomics issues?
With controllers bumping into each other when using it? π
Nice.
So i put a cool down on it