#virtual-reality
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Now it works like a charm
Is it a UMG phone?
Eventually the phone will snap to the hand too so you dont have to hold it
Yeah i put the ung on the phone
And using overlay switching for dif menus
So you've got a widget interaction in the finger tip
Overlay switching? Is that different from widget switcher?
That is only activated when im pointing (trigger)
Well it is widget switcher but really it switches the overlays inside the widget
Coolies.
So you just have the widget interaction at the finger tip
and it's pressing as soon as it makes contact?
Yup
Makes sense
"Hover"
Yep.
Still need to work out sliders though
for UI
and when it collides, it sends left click down
Yeah
Thats how i did it before i knew about widger interaction comp.
Lol
Was a pain
But i only need a few sliders
This is the kinda stuff I love about VR deving.
Finding new ways to get headaches?
Figuring out how to hack together the illusion!
Lol
We're like magicians man!
๐
Cant wait to get back to it
Gonna watch my movies
Cheers
morning
did you see that>
?
To experience and enjoy the impressive world of Virtual Reality, MSI, world leading brand in high-end gaming and eSports, providing the suitable machines to make sure your system is VR Ready.
anyone know how to select between oculus SDK and openvr with both plugins enabled? is there a command line switch? (edit: think I found an answer: #jira UE-33996 Add hmd=<name> command line option to allow overriding which HMD module is used.)
"VR backpackโs armor design highlights power, braveness and mobility. Its muscled shape with aerodynamic outlines create the look of a super hero in the VR world.. "
exactly what i was thinking, thanks msi
๐
has anyone had this happen? happens with both oculus and steamvr blueprint function calls for me on editor launch sometimes:
the blueprint nodes go non-functional, then I fixed them up, save, and when I relaunch it is broken again
made an answerhub for it, I made a fix and posted it there too, but I'm not sure the fix is correct: https://answers.unrealengine.com/questions/535446/cant-find-file-for-asset-scriptoculuslibrary.html
it worked for me for now
what is a clever way to handle a gradual fade to black for an HMD?
im looking for a gradual fade to black, then a gradual return to normal for the player
while i swap some things around during the blackout phase
put a black box over the screen that's transparent, then fade it in?
attach to camera?
i'm finding on answerhub a suggestion to use a User Widget
or a matinee fade
@upbeat kestrel Didn't you just use the PostProcess?
To fade in Black and then white or something in our Funhouse game?
yeah
easy as pie
the material can be described in one sentence:
scene texture (postprocess output 0) -> Lerp A, Black -> Lerp B, Collection Parameter -> Lerp alpha, and then plug it into emissive output
you can change the collection parameter from anywhere
@real needle
i like that solution - thanks for the explanation!
Cheers, Jan saves the evening
HI everyone, SHaun here (solo-dev) from CDF Starfighter VR
Just wanted to ask you guys if there is anyone developing for hyperreal
i dont know what that is
@vocal mist wut is it?
in the Player Camera Manager? That'll work??
yeah, it's super easy
none of this box material shinanigans ๐
thanks for pointing that out - the material option might come in handy for other situations beyond a basic fade, i suppose
yeah
@midnight tree We did something where you scale up and down
@vocal mist I got your game. My gamepad didn't work with it 8(
@digital marlin graphics etc?
i'm trying to see what i can give the player to scale graphics up or down
we are making a game with a bit more realistic graphics rather than low poly. we are optimizing as best as we can but its still heavy. was hoping to allow people to scale things down as they see fit
Well, in our demo we built the player was able to scale up and down with a reasonable amount of fidelity. We didn't really edit any of the WTM stuff
like settting graphics to low, medium and high scaling?
oh, no sorry - Mean like the movement etc
It's not just a straight scale up, there's a few minor things we had to do to appear bigger (with our hands) and still maintain the samel level of movement
Yeah, I don
't mean graphics quality, sorry 8(
no worries
I have a stupid question. Is there anyway to rotate the world? If I rotate the player spawn it works as I need, but the controllers have blueprints that make things go crazy
I need to change to forward facing direction for the player
right now you have to play the game facing 90 degrees from what you would consider forward
Hi guys. What are some tips to use for performance in vr besides the ones in official guides?
Man. These touch controllers don't have much travel on the triggers huh
I'm making a big open map and want to know what things to do with lighting, objects in the distance and all that stuff to make sure there is no lag
im in a similar boat @vocal maple
im currently toying with different option settings
i.e. shadows off
post processing etc
implemented all the scalable options into my game, toying with a few, some def improve results some dont but that is due to my limited scene setup. not much going on. but yeah, they seem to be working fine. thanks whoever helped.
@normal thorn rotate the player start zone?
@vocal maple learn all the ways o analyze perf. Also, hiding objects behind the player can help sometimes
So anyone know how to redeem the Medium/Quill freebies on Oculus?
Supposedly they're free when you activate your touch controllers... but that hasn't happened for me yet.
@silk lodge what is a player start zone?
Dave, I think i know what you are trying to do.
Do you want the forward position of the player start (the arrow), to match the headset orientation at startup, or to match the forward position configured?
I'll try that. I need to turn the player w/o breaking my player pawn
bascially rotate the world 90
which is either rotate the actual world or the player
well, i mean, that just deals with the HMD orientation, but if you don't set that, the rotation is always going to be coming from the HMD data, no mater what rotation you set on the player pawn
but, your player pawn should by default be set to the rotation of the player start
well rotating the pawn does appear to change the orientation but it jacks up any scripts calling position from the controllers which are in the pawn
shrug this is just for the HMD orientation, it won't effect controller positions. Hard to advise for that, without seeing it for myself heh. What are the controllers? Vive controllers?
yeah vive. I have their position control another playable object (a plane) when I rotate the pawn, its not good. When vector math gets messed up... its not pretty
and I don't know how to fix it in the math side, I'm always amazed I can figure it out the first time
thinking I may have to just rotate all objects in world
yeah, I know how complex rotational math can seem, with gimbal lock, and trying to get ones head around quarternions
if I select all and rotate 90 everything will maintain its distances. Just not sure if vegetation will break
quaternions*
is the positions of the meshes wrong? or just distance/position calculations?
I have a vector that goes between the controllers. That vector doesn't seem to understand the rotation of the pawn
b/c it also is in the pawn
so its using world space to get coordinates then its getting rotated b/c its under the pawn
when you say between the controllers, you mean the distance between the 2 controller meshes? able to send some screenshots?
that green arrow
the arrow is in the player pawn
it gets the position from worldspace
then gets messed up b/c it also has a rotation in its parent
which is the pawn
so the green arrow is an arrow component in the player pawn, it gets the world space positions of the controllers, then because it's part of the pawn, it's rotated again ?
is that right?>
or at least, on the right track
yes let me get the BP of that
ta
that I put that together makes me happy, to correct for the rotation hurts my head
๐
what's on the left, Tick?
gimme a mo' i`ll try to recreate it locally and see what I find
can you show me the component hierachy of the pawn?
actually, does the pawn have any major dependencies or confidential code, easiest way would be for me to just copy it into a test project, and look for myself
no not that part, I mean it won't do anything since the plane's code is not actually looking to this
its just the visual representation
won't I be able to run it, and see the arrow orientation incorrectly
but I'm experimenting with rotating the world right now. Vegetation is an issue but miiight be the key
yeah its not going to be easy to send you something to test unfortunately
mesh, getting VR set up the same way...
its not from a template
but it is like a template, just one I made. But thanks. I know this kinda issue is troublesome
I thought you'd just send the uasset for the pawn? and i`d purge everything irrelevant, and just look at the rotation
probably don't have time to try to piece it together from blueprint screenshots that or may not show everything, sorry.
no I wouldn't want you to
its too much
thinking of all the meshes referenced... might be doable
it seems strange that you are setting relative rotation of the arrow, after obtaining a world rotation
let me try this world rotation one more time, first one failed on vegetation auto fixing the position
try setting relation location (only), the set world rotation from the rotation you obtained
but that's just a hunch from what I can see
ok thanks I'll try that after one more attempt at world rotating
vegetation? I thought were were just talking about the arrow shrug
hah, I am, but another solution would be to rotate everything in the world together 90ยฐ
question, if you walk around the room, keeping your rotation the same, does this change the rotation of your arrow?
wait, ignore that last comment ๐
:/ seems a bit of a sketchy solution, but hey, if you are happy with it
I have to go fix some things hard coded positions, like some particle spawns, but... yeah super sketchy
I'm not happy with it
setting world rotation of arrow didn't work?
I can try that. one sec
the location is whats off. I think the rotation is working
the location is set by the world, then the localspace offset from the pawn, add a rotation to that, and how do I undo it?
I have the world rotated "solution". nothing seems messed up. The biggest concern would be vegetating and landscape, but that seems to be working collision etc. I'm going to go with it.
thanks a lot of taking the time to look at my issue! Appriciate it
Might interest you
the left Menu button in oculus touch is not on the motion controller interface
its set as "gamepad special right"
wich i think its the equivalent to the "start" button in the xbox gamepad
why? no fucking clue
but its like that
and its explained nowhere, had to check source code for that
@wicked oak may be an artifact related to the xbox controller being in the oculus api with mostly one to one mappings to Touch (if you don't use dpad or back button, I think existing xbox pad games work with Touch)
not quite
it actually grabs the button from the API
the API lets you get the buttons for the touch or remote or xbox gamepad
xbox gamepad as usual, remote has its own bindings for everything
and touch uses the generic motion controller interface + special axis for the capacitative buttons
but it binds the menu button to gamepad
for some reason
instead of something like Oculus Touch Menu
ah, weird
specially weird it binds to the RIGHT special button
when its the LEFT gamepad
also, everything else is on motion controller interface or oculus unique binds
yet that one is on gamepad interface?
do the capacitive buttons actually give you axis values? I haven't bothered actually testing because I haven't rigged any hands yet
yes
I thought I had heard they scaled it back to just near touch and touch, instead of more gradiations
maybe epic will update the VR template with an anim blueprint for the hands
It's special right because the markings correspond
3 dashes on the Xbox and 3 dashes on the oculus touch
Why did they do that?
Because they had oculus home on the right. Because I don't know.
Probably because people are right hand dominant on average
So they put home on the right the same reason the game manufacturers put start on the right.
they didn't make the controllers somewhat hand agnostic?
Nope. Completely mirrored
but very much shaped for either the left or the right
not possible to hold right with left or vice versa
at least while operating it
I figured they'd be mirrored, I do think it a little odd that the functionality of buttons might be different on either controller though
I don't like this approach because it really doesn't feel natural
the only difference is the menu/oculus buttons
wich is fine i think
controllers are mirrors of each other
my Touch engineering beta samples
are 100% mirrors
both buttons are oculus buttons
and both of them opened the oculus view thing
it got removed in a patch just before release
has anyone managed to port from vive to oculus+touch without owning either oculus or touch. my UI isn't really tied to the vive controller (only uses position and trigger). is there a way to trick oculus sdk to work with vive for testing purposes?
also - just porting so a friend can test, doesn't need to be perfect
alternatively, does anyone have a contact at oculus?
its automagic, peter
if your game works on vive, it will work on Touch
you can just change the mesh
wich is very easy to do
but not much more
ue4.14 has a function that returns the name of the headset
you can use that to check the headset, and make the correct mesh visible
if you want to do tracked hands, you need to test it yourself
but the mesh thing is very easy, and can be done if you dont have Touch
@wicked oak I forgot all the controller stuff was generic in unreal (so long since i've touched that bit of the codebase)! I think in Unity they have separate APIs? anyway that's good news ๐
yes they do
in unity, its 2 plugins
one for oculus, other for vive
incompatible with each other
tldr. good luck
on ue4, its all abstracted
even PSVR is easy to get working
good stuff!
Touch controllers compatible with Rift automatically. But damn those controller alignments are way off.
The touch is pitched 25-30 degrees forward
So if the game has the handle aligned with the Rift controllers
you'll have to tilt your hand up a lot to aim straight forward
Or at least so went my prelim testing with my own vive game in unreal editor
so does anyone know how I can get in touch with the recently announced Vive Studios? I've been working with a couple of friends on a VR game with Unreal 4 that is a longer, narrative driven game and we think it would fit perfectly. It's just... we can't find any contact info at all!
@clever sky so if I pull in touch controller meshes from the vr editor, and do everything based on sockets.. alignments should be good right?
or does the vr editor have it wrong?
Sounds right. Although I haven't messed with the editor yet.
Literally just loaded my Vive project with my Rift and Touch
to test the mappings
ah I see, makes sense
The Touch controllers don't have menu buttons mapped
in the same way that the Rift buttons do (shoulder)
I think Vblanco said earlier that the Touch menu button is left controller and is gamepad special right (i.e. Xbox start button)
Yeah, there's going to be a fair amount of work for me to remap everything to touch.
Some bits work well, other bits not so well.
@raven halo maybe ask Shen Ye on twitter (https://twitter.com/shen) - he seems pretty responsive
thanks Peter! I'll give that a shot
Like a lot about these touch controllers.
But the trigger travel is frustrating
It's like... 2/3rd of the Vive trigger. Feels like it cuts you off just before you finish the trigger pull!
hmm I always found the vive travel a bit much, so maybe i'll like the touch ๐
Haha. Fair enough.
Vive trigger travel closer to Xbox trigger travel
except it has an extra detent at the end where it clicks in
I think up to the indent it detects it as a 80% travel or something
Everytime I open the Editor, I get load errors for SteamVR. I have to go to my pawn blueprints and re-add SteamVR as a component each time. Anyone knows why this happens?
@real needle what are the load errors?
Cant find file for asset: Script/SteamVR
pretty sure I had the same issue and was fixed with come combo of rebuild solution, regenerate project files, recreate blueprint... I can't remember which did the trick
I don't think it's related to steamvr, could be wrong though. @real needle
Hi Everyone. If you have Oculus Touch, I've released a free demo of my Rome Fantasy Pack I running on Rift and Touch. I wanted to see how my artwork looked up close and it worked out great! Take a look and let me now your thoughts.
http://www.qt-ent.com/rome-fantasy-pack-vr/
The demo uses the Unreal Engine, of course.
If you have a Vive, it'll work too
@bleak plinth nice! there should be a VR version of the entire marketplace
Thanks! I agree. VR is the future and there should be a good offering
This pack was for desktops. All i did was set everything to baked lighting and reorganize the map a little bit and the framerate held
i even did some parallax occlusion on most walls and floors and it looks really nice in VR, especially with the flashlight
@noble crater it seems like its happening because im using FObjectFinder to get that blueprints reference in C++
I would avoid trying to reference specific BPs in native code
What would be a good alternative @hard light ?
Literally not doing it xD
I'm not sure why you'd even need to use an FObjectFinder to reference a specific blueprint?
@bleak plinth cheers. Looks great. Downloading now.
@next pebble I set world location and rotation and removed the counter positioning I added for local space and it worked, which was your hunch. Thanks.
@real needle if you need a C++ class A to use a BP B - make a BP C parented by A, then reference B from C via a UPROPERTY
you end up with most of you top-level C++ classes having BPs. it works pretty well
c++ = logic layer, bp = configuration/connection layer (but you can still put some logic in bps if you wish)
how do VR models differ from normal 3d models?
@wintry escarp depends on the VR platform
if it's mobile, they will be lower poly and have simpler shaders
likely, there will be no normal mapping
if it's desktop, they should be higher poly and utilize physically-based shading, but that's just my opinion. The first generation of Vr games went low-bar in terms of technical fidelity
it's a good move as the focus should be on adoption
[2016.12.12-16.34.34:501][850]OCULUS: Info: [HMDState] Requested to SetForegroundWindow(406f6ll)
My new least favorite thing ever
Hello, I only have touch controllers and have question about the vive wands
are facebutton 1-4 triggered only when pressing the trackpad down ?
and can you get trackpad axis valueswithout pressing trackpad down?
the facebuttons havent worked on me
trackpad axis works without pressing
a press is "Joystick" event
same as an "R3" on a ps4 gamepad
so basically, EVENT MotionController (L) Touchpad
when I set ours up, I checked if the circle pad had been clicked, then checked it's direction
But there's a touchpad 1/2/3/4 event isn't there?
supposedly
doing it manually means you can subdivide the pad into however many buttons you want, however
(or use analogue values)
it means if your code is set up right, adding a fifth button to a four button set up later down the line is trivial ๐
True.
but yeah, that's how we set up our original template and it has served us well
But... given the lack of tactility in the touchpad
I'd recommend doing up UI that signals very clearly where the player's thumb is on the touchpad
if you go the 'more than 4 buttons' route.
depends on context, but the consolised wheel of selection is often a decent way of doing it
wouldn't work if you want the player clicking it rapidly
but that feels like a design flaw to me anyway
Right... So you're saying you'd mainly use it for when the player is looking at it.
Rather than looking away and doing some frequent action with it.
nah, players can learn what the buttons are, but you still want to show it to them
you could overlay the buttons permanently on the controller, but the selection wheel is also pretty nice
forward renderer now support shadowing of movable lights!
in the master branch?
yeah
I still have to wait for SSAO support to be able to use it, but its a huge step towards making it more usable
how is the performance on the movable shadows?
I would guess same like with deferred
the shadows are still done deferred daniel said, so it should be same
yeahhhh, probably wont be using it then ๐
@normal thorn Sweet, glad it worked ๐
question gents. trying to setup a bolt action sniper rifle. what would be the best/ proper way to do that. should i make each piece of the weapon its own mesh, then attach all the pieces via physics constraints? or how would i go about that?
not finding much info on interacting with objects with movable pieces
@midnight tree i would build the gun so all the non moveable pieces are a single import and then the moving pieces would be imported individually
so for example the bolt, magazine, the dials on the scope (planning for scope adjustments) and the trigger would all be seperate imports whilte the rifle and scope itself is 1 solid mesh?
then put the weapon together in a blueprint in engine?
@clever sky hey, was it you that was experimenting with the Kinect?
Ah righto
I'm interested, but I don't have a Kinect 2... nor is it high on my priority list
Got a client looking at a way to do VR with kickin a ball
Straps to legs? ๐
heh
thanks good to know
hey gents could somebody take a look at this, having an issue getting the rotation of an actor to cast to a widget.
heres my issue and what i have setup so far
?
VR related stuff wasn't updated in the master branch on github for 73 days now, and now they finally updated it
yeah a lot, you can read it here: https://github.com/EpicGames/UnrealEngine/commit/267de41daa1eddc69b9d06d974acb5ac4603d08f
not found
you need to be logged in and have your github account linked to epics
but most of it is PSVR stuff
@midnight tree You need to have a function in widget to specify the phone that owns the widget
Then in the phone, you need to have a widget component that casts to the phone widget
so i been kind of baffled at that
and calls that function to set itself as the owner of the widget
So in the widget (not the phone) - create a new function
call it "Set Phone Owner" or something
Create a phoneBP variable in the widget
then have the function set the phoneBP variable from the input
In the phone BP, on begin play
you grab the widget in the phone
and cast it to phonewidget
and call that function and assign the owner of that phone widget as the phone that uses it.
ok bit fast, forgive my newbieness
so in the widget i made a new function (set widget owner)
i then created a new variable (bool) called phoneowner
aha ok got it
now in set widget owner function do set owner and connect phoneowner?
ok got that, so the function now sets the phoneowner (new owner is empty)
and now call this function from the phyiscal phones bp
?
Yep.
At begin play
call it from the widget component
and then specify the phoneBP self as the owner
No worries
ok yeah i did something wrong or im hooking up the end piece wrong
ok it connected no issue
see if ti works
any cool intro to VR in unreal tutorials?
i been learning the past few weeks on my own, its been a pain here and there. still few tutorials out there
@still frost Honestly... not really. There's the Epic livestream recordings where they go through the VRTemplate
But essentially the best way to learn right now is get your hands dirty, dive into the VRTemplate and pull it apart
Also look on the epic forums and check out the VR subsection. A few templates in there worth checking out
you dont need vr specific tutorials, theres nothing really special about vr in ue4, it just works
If you need training on Unreal in general, there's plenty around
If you need specific help just drop by and ask. Someone might have an answer
@clever sky not sure what part im doing wrong, not getting it to work. gonna go through it again see where im messing up
hate to bother ya^^
Show us what you've got via screenies
ok
so to pretext this, i am trying to implement the following tutorial in my game
trying to get a compass to show up on a in game cellphone with the compass bearing based on the phone itself
Oh yeah, you could use get owning pawn/actor as well (the video shows @ 4:58)
so inside the phone i create a variable to set the phones bearing
tried that, wont connect
trying to get screenies together 1 sec
so here is the function inside the widget (home_screen is widget name) made a ref. variable named phoneowner and made it reference vr menu phone (cellphone name)
on event construct this function is fired inside the widget
Ah
No.
You alt-drag the phone owner into the BP
to set it.
Then on the purple function node
add an input
for VR_menu_phone type
then drag that pin to the set phone owner pin
like meah?
yeah
whats the type?
BPPhone
so should i delete that set owner node?
Yes
Yep
You call the set widget owner from the phone
The widget component in the phone... get that, and find the widget actor (which will be the widget we're dealing with). Cast it to that widget type
and then call that function
Anyway. Good luck! Off for a shower
๐
hm getting an error
ah
the component is a wrapper
hmmm not sure where to grab that from lets seeee
@clever sky i got it ๐
used this method though
custom event called from the actor pushed to the widget
@midnight tree Nice work
Thanks
My only concearn is that its updated on an event tick...
You think thats gonna be an issue?
Not unless you have a lot and a lot of stuff on tick
You can do a dance to activate deactivate tick on events if its an issue
Yeah might look into that
The phone has actual apps, so maybe only fire that tick when the compass app is turned on
Ill probably work that in tomorrow
Thanks again for your help
Still a ton to learn but its pretty fun :)
Cool. Looking forward to seeing what you put out!
good day everyone, I am experiencing a nasty bug with VR and ue4.11
the framerate suddenly become lower than 10fps
no matter what project
and once that happens, I have to restart steamvr
allright I'll try that
I am really getting crazy
kind of can't open the debugger
is there a console command to open debugger?
its that control-alt-comma
that captures one frame and opens the GPU profile
for the BIG profile
i think its "profile startfile" and "profile stopfile"
sorry,
its "stat startfile" and "stat stopfile"
then you can load the captured data with the profiler
ah yeah
what I am curious about is that it happens on any pc
on any project
it's not project related
but yeah startfile will probably help
it's also not regular 4.11
y u do this to me unreal
dat frame time
once that happens
even if I open an empty level
and run it
I still get 100+ms
wouldn't ask if I wasn't getting crazy
use the GPU profiler, but take anything it says with a pinch of salt because it has a tendency to lie
it does lie
the profiler says the frame time is below 8ms
only way to fix this is restart steamvr
ah, then it seems like the issue is SteamVR :/
do you think I should start messing with the api version in the source_
?
like I'd try updating the api
you could give it a go, but I'm not sure what I'd expect from doing that
Hello. I want to simulate some eye conditions like maculardegeneration where the fixpoint is only seen as a black dot http://i.imgur.com/q0VbZ5q.png. I tried implementing it as a 3D widget but then clipping effects occur when you observe objects from near distance. Is it maybe possible to attach a texture directly to one of the "eyes"?
you probably want to look at post-processing
Thank you
Hey guys I want to change the VR Movement Speed -> https://docs.unrealengine.com/latest/INT/Platforms/VR/ContentSetup/ -> under VR Character Settings -> Movement Speed
I don't know where to find it, and I'm a ue4 beginner... (Already looked in characterMovement didnt find anything :(, but maybe you could give me an advice where I should look at)
Information over developing for VR.
That's my hacked solution, that I'm not happy with.
I assume there are settings I need to add to my defaultengine.ini for oculus home like we do for steam? is there an example of that anywhere?
Ya don't scale your actor, thats going to have side-effects
I don't know how the VR template works, look at the world settings for the default pawn, then look in there first, see if its using a movement component or doing it by hand in the pawn / character blueprint
@crimson tide What do you mean? I don't have to add anything to my .ini for either? What kind of things do you add for steam?
or are you talking about SteamworksSDK and Oculus Store/HOme SDK?
Yeah, sorry, we didn't integrate achievements into our thing
np, I got it, pretty much the same stuff, you just change steam to oculus ๐
just gotta do 2 seperate builds and swap out the config files
Does anyone here actually have a game on the oculus store right now? Do they they redo the review process for every patch or are they like steam?
going through the initial approval right now, but I belive once that is done you're clear to update
@spring pond Ive had VRMultigames approved
releases tomorrow
DWVR is on review
but they close at this day 16
sooo. 80% chance it wont make the cut
and steam is being swarmed...
15 and 16 release like 20-30 games each
yeah, were pretty confident we aren't going to make the end of year cutoff
going to submit today tho
Will push steam & viveport updates independently
the viveport guys told me to translate VRMultigames to chinese
but i get no money at all from VRmultigames
0$
and translating would mean to hire a translator
so i told them that and refused
to be fair, if they paid me 100$+translation i would do it no problem
too bad DWVR cant happen in china
too many skeletons
may be do google translation trick
i don't mean google translate itself
but do the Toolkit thing
?
it is more acurate
yeah, but i still need to make sure my UI gets properly translated
with all the localization stuff
well, with Chinese, you must have a chinese person to confirm that it is working
I live in China, I speak some chinese, and I've to tell you
Chinese is hard enough to be confirmed with none-native people
๐
plus, Chinese (Korean & Japanese) + Arabic fonts, have always been pain the butt
if it is not going to being you nice money, then ignore China ๐
last thing Chinese players would love to give a shot, is a game like "VRMultigames "
or westerners who live in China ๐
the thing in China is
getting Oculus or Vive, is like Mission Impossible
either get it expenssive from local provider, or buy it online, find a good shipment deal, and then pay customs when it arrives
the ebst way to do it, is through a friend coming from outside
which is not happening everyday
Chinese don't pay (maybe ones from Hong Kong do) generally. So the best way to make money is to license your have to arcades in China.
would I be right assuming a VR cockpit has to be actual 3d, cant just overlay fake glass etc
not for Steam games
arcades and thing
for steam games, all my co-workers for instance, pay tons of money
but they pay more for dam f2p goodies on mobile
japanese dont get PC vr becouse they dont play PCs
but PSVR has been a huge success there
that they do, but there is no Google Play in China, so one would have to deal with Chinese publishers
Supposedly there are a lot of VR arcades with Vives there
Piracy is rampant there and I was advised not to do anything PC based, unless it's via arcades or mobile and only through Chinese publisher
I've yet to see a single indie who breaks through to Chinese market and makes a ton of money there
(and by "a ton" I mean enough to justify jumping through bunch of hoops to get there + make at least as much as on western markets)
the Viveport guys emailed me becouse they are building the "chinese viveport" store
and wanted the steam Vive games to build Viveport version, so they can sell the game in their store
the Japanse don't play PC VR because they generally don't have space for a PC setup.
the Chinese games market is enormous and you'd be a fool to think otherwise
yeah, it's pretty big, even a cultural problem, but there are still people throwing out tons of money on games, hehe
@hard light and what do you have to backup your claim here?
market is only as good as number of people who is actually willing to pay for games
while China is huge, there aren't that many people who are willing to spend on games the same way way westerners do. It's still a mentality that why pay when I can get it for free
yeah, one of those diagrams like for VR
Got Oculus Touch? HTC Vive? Care to try my Rome: Fantasy Pack I VR demo?
http://www.qt-ent.com/rome-fantasy-pack-vr/
they might spend in microtransactions for mobile games, not for standard PC game model.
a) I wasn't talking about VR.
b) There are a reasonable number of Vive owners in China
c) None of those charts is going to be available to you publicly.
so, sure, make f2p game and maybe you can make something via IAP
licensing games to Chinese internet cafe's is a perfectly fine business model for VR anyway
like I said, if an indie game dev would make money on Chinese market, it would be all over the news.. I've never heard of that kind of precedent.
it's not like this isn't what traditional PC games also do
as an indie, if you got a fraction of a fraction of any one of those markets, i bet you'd be happy.
if a game I made was big in Kazakhstan, that'd be awesome.
ask Borat to help you with PR and Marketing ๐
my friends wife is chinese from china (vs american's who's culture is chinese) anyway we'd pitch her game ideas and she'd laugh and tell us we don't understand Chinese people
she wouldn't explain either lol
hehe, sounds about right
the Chinese market is impenetrable from the West, but other Asian developers seem to get it xD
cultural differences and gaming paradigms, and all that
when I load a streamed level, which is a new puzzle, in the build version of my game sometimes (environment is already loaded) in VR I fade to the grey steam room and back to everything loaded.
thats couse you are laggin
if you lag too much steam throws you to the room
i think you can control how much time the game uses when loading stuff
if you lower that number, you probably will be able to load it without going to steamroom
but of course, longer loading time
is it b/c my textures are too big?
there isn't much in the streaming levels
how do you set how long the engine uses to load a level? and how does that change lag time?
@wintry escarp why don't you try baking high poly cockpit onto super low poly cockpit with alpha mask ?
so, it will be 3D, but not quite
Itโs been a remarkable few years for virtual reality and Oculus. VR went from science fiction to the most exciting new consumer technology around. Oculus has gone from shipping early dev kits to introducing virtual reality to millions of people with Gear VR to launching the immersive power of Rift. Just last week, we put your hands into the experience with Touch.
and I really hoped this one will be for Gear VR too https://www.oculus.com/experiences/rift/1349522195092013/
The Martian VR Experience is an interactive, immersive adventure from the perspective of astronaut Mark Watney. Participants perform tasks for Watneyโs survival, fly onto the surface of Mars, steer at zero gravity through space, drive a rover, and experience key scenes from the hit film in a 360-degree virtual reality environment.
soo, Iribe now lead of the PC part of oculus
sounds like it
I hope they won't ditch Carmack due to that lawsuit with Zeni
That Carmel thing is interesting
well, thats the reason we get those VR features on the engine
comments to that article are amusing
as if no one thinks long term and they only care about room scale and Palmer
(I wonder where did Facebook exile him)
I always get a little amused when people get upset about exclusivity. The honest truth is if Oculus didn't fund the project, then there would be nothing at all.
There is no reason that Valve couldn't turn around and fund their own exclusive
Also amusing, no one is pointing out the Gears was exclusive to xbox 360 for a very long time
true that, @novel coyote
i'm more annoyed about not being able to move my game license accross stores
cam you move your PS4 games to XB1, @opal bobcat ? I didn't think so ๐
no but you can use pc games in multiple stores having only bought one copy
it doesn't work like that
oculus is nothing more than another pc store
it doesnt work like that because oculus says so
not because of any real reason
If one company had multiple stores, sure.. But Steam and Oculus aren't under the same roof.
no thats not what im talking about
i have pc games that show up in multiple unrelated stores
I was watching one of those youtube videos last night, about VR in 2017.. So every time they were talking about Oculus games, it was "unfortunately, it's only for Oculus". However when they mentioned exclusive PSVR games, they didn't say "unfortunately" even once.
bias
psvr atleast makes a little bit of sense
since PS is a different hardware platform than pc
but oculus has no excuse
if I buy non-VR game on Steam, not only I don't get the same game for free on Amazon, I can't even play Steam games without running Steam
they're running on the same platform, same binary format
@novel coyote I thought you were in a meeting!
But also, about exclusivity .. I did not know that Oculus funded Robo Oh No
That's a very good reason to have an exclusive
yeah exclusivity isnt a big deal, of course publishers are going to want exclusive deals
"platform" doesn't have to be a hardware, @opal bobcat
Steam is platform
Origin is platform
Oculus is platform
But...
moto: steam has a hardware platform
$10 MILLION?
steam is not a hardware platofrm
oculus is not a hardware platform
Crysis 3 and Titanfall and Battlefield are only on Origin.
origin is not a hardware platform
are you one of those open source open world fanatics, @opal bobcat ?
motor: i like opensource, i wouldnt consider myself a finatic
I would be VERY interested in seeing the cost breakdown
fanatic
"no exclusives ... hmmmrrreebh.. no exclusives... bllahmmn... no exclusives...."
actualy i never said taht at all
infact i think exclusives are an obvious thing for a publisher to want
you can disagree as much as you want.. I don't care. In a long run folks like you just a noise that isn't going to prevent VR from moving forward..
I tried to read and follow along this conversation, I think you guys are both taking each other's words out of context
Just agree to disagree and move on ๐
yeah i think @mighty carbon is confusing me with someone else
apparently he thinks im somehow against exclusives
whcih is not something i ever said
@opal bobcat you said: "i'm more annoyed about not being able to move my game license accross stores"
No worries, not important at this moment
this is what happens when people whine about exclusives
infact that condition only exists when the title is NOT exclusive
you can't move exclusives between stores
no shit sherlock
and you are annoyed by that
(that's what makes them exclusives afterall)
im talking about titles that are not exclusive
Anywayyyyyyyyyyyy
that you STILL cant move the license
More talk about VR
yeah, indeed
So, I hear Microsoft is making cheap VR headsets
I thought they are going to offer a range of products
i hear pc manufacturers are, are you saying MS is working on an in house product too?
i think they're the future, and what will make VR much more pervasive
another fragmentation ...
they will eventualy have all the features that this current generation of high end vr has
although, if it tracks as nicely as Vive/Rift, and does positional tracking, why not?!
speaking of the devil
probably putting him trough proper employee training and brain cleansing sessions before letting him back to world outside of Facebook dungeons
๐
"ballpark estimator" is his new position at Oculus
hmm.. what's why we talk about all kind of things in #virtual-reality as VR conversations usually are very short ๐
LOL
http://store.steampowered.com/app/561230 << one of the folks from here
https://twitter.com/VrTracker/status/808033329870237696 << soon Daydream/Gear VR devs can have positional tracking with UE4 ๐
I just finished a VR mockup app for a previous employer. Hopefully it will turn into getting paid to do some VR development ๐ https://www.youtube.com/watch?v=ggBvkQjycAY
cool
how did you record this?
yeah it's UE4
i've been using the new widget components too for a gearvr thing, works well enough so far
@dense zenith I recorded it using the Nvidia recording feature i just pressed alt-enter to put the UE4 desktop mirrored window in full screen beforehand
yup, love the widget interaction component. wish it worked in multiplayer tho ๐ฆ
looks like there might be a work around to get it working in multiplayer actually https://answers.unrealengine.com/questions/500895/413-bug-widget-interaction-component-stops-working.html
nah that is not a realistic workaround (only helps during development)
bah, no gunjack demo
has anybody handled anything like mouse wheel scrolling using the trackpad?
Damn. Survios gets 50 million investment.
Wonder if they'll spend all of it on VR
or if they'll branch out back into normal gaming ๐
they'll spend 40 on new cars and stupidly fancy offices
standard
good video
finally built my new rig and re-installed UE4 and all the junk.. Seems legit for now, compare to old rig
(tomorrow will test deploying project to Gear VR)
@mighty carbon whats in yuour new rig?
anyone have the unreal button names (e.g. motion controller button _____) for oculus touch?
Haven't confirmed them yet....
But largely the same except
face button 1 and 2
face button 1 is the closer button 2 is the further button
On Vive face button 1 is thumbstick down
actually, the direction of face buttons on vive matters.
Also critically, vive shoulder 1 is menu
Touch is gamepad special right
for menu
The oculus home button isn't accessible
How's your game coming along Tmek? Haven't seen you around in a while ๐
Not sure how to access the touch states.
Did you get your touch controllers as consumer? Or as developer?
I think us consumer types are missing out on the dev docs they send you via email...
@clever sky Thanks! That works, face button 2 was the one I needed. ๐ umm i've taken a bit of a diversion from Ghost Vector as it became clear i wasn't going to finish it anytime soon. I've been working on some smaller VR projects. If you scroll up a bit you can see a vr mockup app i made for a company i used to work for. They called me about something else and I told them i had been working mostly in VR and they said they had bought some Oculus headsets for the company and were also looking to explore what kind of VR apps might be useful to the company. I showed it to them today and they seemed pretty excited by it so hopefully it will lead to some paid work which will in turn give e the freedom to continue working on my personal projects such as Ghost Vector.
Nice stuff.
@clever sky i3 6100 3.7Ghz (Skylake), 16Gb of DDR4, Thermaltake Chaser A71 case, 2Tb WD black, Win 10, EVGA 650W Platinum PSU
so, now I just need 1060 and it will be VR ready ๐
so far I tried my Gear VR project in the Editor and it's flying and not crawling like on my old rig. Today I am going to build lighting and deploy to Gear VR to see how much faster it's doing now (I assume it should be at least twice as fast)
but basically I am back into UE4 dev cycle ๐
I don't have room, so.. Rift will do just fine (unless I don't have room for Rift either :/ )
What size space are you operating in?
like, my chair and maybe half-step around it
no, it doesn't ๐ฆ
from Epic themselves (vulkan article)
with vulkan, there is no need for instanced stereo
@clever sky yeah, I suppose I can stand there.. Just can't walk around even a bit.
you can just build the command buffers for the scene, and then submit them 2 times with the change in camera matrix
@wicked oak from Oculus: https://forums.oculus.com/developer/discussion/comment/459227#Comment_459227
Ah well. Doesn't help you yet, but the stuff I'm building is fully compatible with sit, stand, forward facing and full 360 roomscale ๐
I've literally sat in my couch and navigated around my stuff nearly as well as standing
"Unfortunately, Vulkan on mobile still doesn't support front buffer or multiple queue rendering"
Of course it's more immersive when you're in roomscale ๐
btw, roomscale is one of the reasons desktop VR won't be popular in Japan - they don't have room for such thing
Vive has sold little there
they dont have the gaming pcs, or the space
but PSVR its been a total success
@mighty carbon The real problem is that room scale is... not yet considered an additive thing. Like current VR thinks of it as an either or, rather than - you can play standing... but if you have room, even better!
And to be sure there are some games that do additive roomscale well. Anything that's not high action and lets you move/teleport around freely essentially.
But there are also a bunch that just do roomscale.
Like space pirate trainer.
but JUST roomscale is problematic for many users
Exactly.
for example, my space is super limited
so i design my games as standing experiences
they CAN be played roomscale
Yeah that's right.
but i add features to let you play just standing
for example DWVR, it has artificial rotation
But to be fair, there's no real reason to move in room scale with your game when you move so damn fast with controllers ๐
i made the enemies follow the camera location
so you can also walk the space you have ingame
no physics tho
Yeah that's good.
its easy to walk on air like the Coyote
just teleport yourself to the border of a ledge
then walk
XD
Spent the afternoon sorting out my own coyote issues
ill leave them. Anyway, doing that makes you very vulnerable to ranged enemies
I think I got most of it ๐
but beetweent hat and people putting themselves inside objects....
so cheat-able
btw, i have a new prototipe of PunchBots (TM)
Yours?
mech game where you control the hands of the mech direcrtly
Or is that someone elses?
mine
its very probable its going to be my next project
multiplayer deathmatch mech game
Ah cool. So you're making like... 4 games in parallel? ๐
designed for motion controls
Good way to not get bored!
big mech
Sweet.
Got some sort of delay/speed limit on the mech arm movements?
To make it feel like a big hulking bastard?
not now, right now its direct IK
but i plan to do so
that way, i can add physics
to the punches
im trying with a mech that has arms
Like the sound of it.
Go look at robojox for inspiration.
Some weapons yes, but mainly melee for finishing ๐
flying hands on the mech
the idea is to make a mech game kind of like mechwarrior or similar, but you have full control of the hands of the mech
more like the ones in Matrix, or in Avatar
Yeah, robojox.
you can attack melee, or use the guns
Ive seen no game do that at the moment
mech games are just normal mech games, but on VR
Yeah
this would be a VR Mech game
Exactly.
Nice. I wanna play it
2 weeks to nail the base gameplay, while the artist does 1 mech
animations needed are just the walking ones
(hands are controlled by player)
Yep
then make couple maps and simple MP modes
I see.. Yeah, having room scale as an option is fine
@mighty carbon Its actually posible to do VR in vulkan
in PC is perfectly fine on nvidia cards
they have added a system that lets vulkan interface to DirectX and OpenGL
sure, but PC is not mobile
so you can just use vulkan to render the image to a DirectX image, and then send that to Oculus SDK
of course
and Oculus using front buffer and multiple queue rendering on mobile, which Vulkan API is missing entirely
so, it's not possible to use Vulkan API on mobile for Oculus
cant they add it on a vulkan extension?
samsung should, specially if they can claim performance improvements
it's possible with Daydream as they don't use those
Vulkan is very, very good for VR
sure, for non-VR you can use Vulkan on Samsung
due to what i said about the whole "reuse command buffer" thing
specially on mobile
have you seen the Vulkan backend on Dolphin emulator? ( pc )
they can't, but Khronos can.. They just in no rush ๐ฆ
it has some neat speedup in some games
khronos has no rush at all
thats why DX went past it
they waited too much to do opengl3
and when they did, they half-assed it
DX12 is better than Vulkan ?
Hello all I am working on Mobile VR Game but when I packaged it everything seems to be jagged in Gear VR
I kept AA as FXAA
that's default settings
MSAA x2
it used to work by default, but I see second person complains. I'll check tonight if I am having the same issue in 4.14.1 as they do.
Hey I turned the setting to MSAA x4 but this doesn't helped much
N i am using a mobile phone( snapdragon 650 processor )
eeh, what kind of phone do you have ?
that wont do 4xaa
Galaxy S6 and alike all came with Exynos SoC
Galaxy S7 and alike came with either Exynos or Snapdragon 820
those are the only phones that work with Gear VR
if your phone has Snapdragon 650, it's not going to work with Gear VR
cardboard for you
it's mind boggling how people either manage to fit incompatible phones into Gear VR or if they call any non-GearVR HMD as "GearVR"
at least cardboard gets the cool google earth flying app, gearvr doesn't ๐ฆ
I don't see any coolness in it :/
best vr app ive tried
meh
some pretty comfortable cardboard viewers around now, mine is actual cardboard...and shitty