#virtual-reality

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clever sky
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Ah.

midnight tree
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Now it works like a charm

clever sky
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Is it a UMG phone?

midnight tree
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Eventually the phone will snap to the hand too so you dont have to hold it

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Yeah i put the ung on the phone

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And using overlay switching for dif menus

clever sky
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So you've got a widget interaction in the finger tip

midnight tree
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Yup

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And

clever sky
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Overlay switching? Is that different from widget switcher?

midnight tree
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That is only activated when im pointing (trigger)

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Well it is widget switcher but really it switches the overlays inside the widget

clever sky
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Coolies.

midnight tree
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It works pretty well so far

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See if i run into issues

clever sky
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Yeah looks pretty ace

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Would be great in future GTAs

midnight tree
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Hehe yeah

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Im working on a game and wanna keep the player immersed

clever sky
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So you just have the widget interaction at the finger tip

midnight tree
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Figured make the main menu in a smartphone

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Yeah

clever sky
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and it's pressing as soon as it makes contact?

midnight tree
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Yup

clever sky
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Makes sense

midnight tree
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"Hover"

clever sky
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My UI is of the floating window sort.

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Ah yeah

midnight tree
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Nothing wrong with floating windows

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Just didnt fit my game setting

clever sky
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Yep.

midnight tree
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Still need to work out sliders though

clever sky
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There's no on hover there...

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Maybe have a collider in the finger tip

midnight tree
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Damn

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I figured

clever sky
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for UI

midnight tree
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Yeah ill prob try that

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That sucks...

clever sky
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and when it collides, it sends left click down

midnight tree
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Yeah

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Thats how i did it before i knew about widger interaction comp.

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Lol

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Was a pain

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But i only need a few sliders

clever sky
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Yes, but now you can combine both!

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For fun times

midnight tree
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Lmfao

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Will toy with it for sure

clever sky
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This is the kinda stuff I love about VR deving.

midnight tree
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Finding new ways to get headaches?

clever sky
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Figuring out how to hack together the illusion!

midnight tree
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Lol

clever sky
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We're like magicians man!

midnight tree
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Hahaha yeah

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I gotta do that sleep thing :(

clever sky
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๐Ÿ‘

midnight tree
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Cant wait to get back to it

clever sky
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Gonna watch my movies

midnight tree
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Thanks for the tips and what not

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Take care man

clever sky
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Cheers

fresh canyon
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morning

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did you see that>

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?

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sturdy coral
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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.)

brazen oyster
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"VR backpackโ€™s armor design highlights power, braveness and mobility. Its muscled shape with aerodynamic outlines create the look of a super hero in the VR world.. "

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exactly what i was thinking, thanks msi

fresh canyon
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๐Ÿ˜ƒ

sturdy coral
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has anyone had this happen? happens with both oculus and steamvr blueprint function calls for me on editor launch sometimes:

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the blueprint nodes go non-functional, then I fixed them up, save, and when I relaunch it is broken again

sturdy coral
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it worked for me for now

real needle
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what is a clever way to handle a gradual fade to black for an HMD?

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im looking for a gradual fade to black, then a gradual return to normal for the player

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while i swap some things around during the blackout phase

wintry escarp
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put a black box over the screen that's transparent, then fade it in?

real needle
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attach to camera?

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i'm finding on answerhub a suggestion to use a User Widget

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or a matinee fade

neon egret
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@upbeat kestrel Didn't you just use the PostProcess?

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To fade in Black and then white or something in our Funhouse game?

upbeat kestrel
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yeah

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easy as pie

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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

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you can change the collection parameter from anywhere

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@real needle

real needle
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i like that solution - thanks for the explanation!

upbeat kestrel
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animate the parameter with a timeline, for example

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np ๐Ÿ˜ƒ

neon egret
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Cheers, Jan saves the evening

vocal mist
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HI everyone, SHaun here (solo-dev) from CDF Starfighter VR

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Just wanted to ask you guys if there is anyone developing for hyperreal

opal bobcat
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i dont know what that is

upbeat holly
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@vocal mist wut is it?

silk lodge
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@real needle AHHHH!! Just use a camera fade out!!!!!

real needle
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in the Player Camera Manager? That'll work??

silk lodge
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yeah, it's super easy

real needle
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damn

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lol

silk lodge
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none of this box material shinanigans ๐Ÿ˜ƒ

real needle
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thanks for pointing that out - the material option might come in handy for other situations beyond a basic fade, i suppose

silk lodge
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yeah

digital marlin
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@midnight tree We did something where you scale up and down

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@vocal mist I got your game. My gamepad didn't work with it 8(

midnight tree
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@digital marlin graphics etc?

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i'm trying to see what i can give the player to scale graphics up or down

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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

digital marlin
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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

midnight tree
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like settting graphics to low, medium and high scaling?

digital marlin
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oh, no sorry - Mean like the movement etc

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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

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Yeah, I don

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't mean graphics quality, sorry 8(

midnight tree
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no worries

normal thorn
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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

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I need to change to forward facing direction for the player

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right now you have to play the game facing 90 degrees from what you would consider forward

vocal maple
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Hi guys. What are some tips to use for performance in vr besides the ones in official guides?

clever sky
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Man. These touch controllers don't have much travel on the triggers huh

vocal maple
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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

midnight tree
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im in a similar boat @vocal maple

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im currently toying with different option settings

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i.e. shadows off

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post processing etc

midnight tree
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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.

silk lodge
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@normal thorn rotate the player start zone?

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@vocal maple learn all the ways o analyze perf. Also, hiding objects behind the player can help sometimes

clever sky
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So anyone know how to redeem the Medium/Quill freebies on Oculus?

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Supposedly they're free when you activate your touch controllers... but that hasn't happened for me yet.

normal thorn
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@silk lodge what is a player start zone?

next pebble
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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?

normal thorn
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I'll try that. I need to turn the player w/o breaking my player pawn

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bascially rotate the world 90

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which is either rotate the actual world or the player

next pebble
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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

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but, your player pawn should by default be set to the rotation of the player start

normal thorn
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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

next pebble
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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?

normal thorn
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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

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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

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thinking I may have to just rotate all objects in world

next pebble
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yeah, I know how complex rotational math can seem, with gimbal lock, and trying to get ones head around quarternions

normal thorn
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if I select all and rotate 90 everything will maintain its distances. Just not sure if vegetation will break

next pebble
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quaternions*

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is the positions of the meshes wrong? or just distance/position calculations?

normal thorn
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I have a vector that goes between the controllers. That vector doesn't seem to understand the rotation of the pawn

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b/c it also is in the pawn

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so its using world space to get coordinates then its getting rotated b/c its under the pawn

next pebble
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when you say between the controllers, you mean the distance between the 2 controller meshes? able to send some screenshots?

normal thorn
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that green arrow

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the arrow is in the player pawn

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it gets the position from worldspace

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then gets messed up b/c it also has a rotation in its parent

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which is the pawn

next pebble
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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 ?

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is that right?>

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or at least, on the right track

normal thorn
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yes let me get the BP of that

next pebble
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ta

normal thorn
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that I put that together makes me happy, to correct for the rotation hurts my head

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๐Ÿ˜„

next pebble
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what's on the left, Tick?

normal thorn
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yes

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thanks for taking the time to look at this

next pebble
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gimme a mo' i`ll try to recreate it locally and see what I find

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can you show me the component hierachy of the pawn?

normal thorn
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thats after the tic, before the script I sent you

next pebble
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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

normal thorn
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no not that part, I mean it won't do anything since the plane's code is not actually looking to this

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its just the visual representation

next pebble
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won't I be able to run it, and see the arrow orientation incorrectly

normal thorn
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but I'm experimenting with rotating the world right now. Vegetation is an issue but miiight be the key

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yeah its not going to be easy to send you something to test unfortunately

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mesh, getting VR set up the same way...

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its not from a template

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but it is like a template, just one I made. But thanks. I know this kinda issue is troublesome

next pebble
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I thought you'd just send the uasset for the pawn? and i`d purge everything irrelevant, and just look at the rotation

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probably don't have time to try to piece it together from blueprint screenshots that or may not show everything, sorry.

normal thorn
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no I wouldn't want you to

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its too much

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thinking of all the meshes referenced... might be doable

next pebble
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it seems strange that you are setting relative rotation of the arrow, after obtaining a world rotation

normal thorn
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let me try this world rotation one more time, first one failed on vegetation auto fixing the position

next pebble
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try setting relation location (only), the set world rotation from the rotation you obtained

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but that's just a hunch from what I can see

normal thorn
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ok thanks I'll try that after one more attempt at world rotating

next pebble
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vegetation? I thought were were just talking about the arrow shrug

normal thorn
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hah, I am, but another solution would be to rotate everything in the world together 90ยฐ

next pebble
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question, if you walk around the room, keeping your rotation the same, does this change the rotation of your arrow?

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wait, ignore that last comment ๐Ÿ˜›

normal thorn
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hah

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well rotating all objects in game together seems to have worked

next pebble
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:/ seems a bit of a sketchy solution, but hey, if you are happy with it

normal thorn
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I have to go fix some things hard coded positions, like some particle spawns, but... yeah super sketchy

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I'm not happy with it

next pebble
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setting world rotation of arrow didn't work?

normal thorn
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I can try that. one sec

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the location is whats off. I think the rotation is working

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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?

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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.

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thanks a lot of taking the time to look at my issue! Appriciate it

wicked oak
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Might interest you

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the left Menu button in oculus touch is not on the motion controller interface

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its set as "gamepad special right"

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wich i think its the equivalent to the "start" button in the xbox gamepad

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why? no fucking clue

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but its like that

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and its explained nowhere, had to check source code for that

sturdy coral
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@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)

wicked oak
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not quite

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it actually grabs the button from the API

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the API lets you get the buttons for the touch or remote or xbox gamepad

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xbox gamepad as usual, remote has its own bindings for everything

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and touch uses the generic motion controller interface + special axis for the capacitative buttons

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but it binds the menu button to gamepad

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for some reason

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instead of something like Oculus Touch Menu

sturdy coral
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ah, weird

wicked oak
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specially weird it binds to the RIGHT special button

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when its the LEFT gamepad

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also, everything else is on motion controller interface or oculus unique binds

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yet that one is on gamepad interface?

sturdy coral
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do the capacitive buttons actually give you axis values? I haven't bothered actually testing because I haven't rigged any hands yet

wicked oak
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yes

sturdy coral
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I thought I had heard they scaled it back to just near touch and touch, instead of more gradiations

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maybe epic will update the VR template with an anim blueprint for the hands

clever sky
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It's special right because the markings correspond

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3 dashes on the Xbox and 3 dashes on the oculus touch

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Why did they do that?

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Because they had oculus home on the right. Because I don't know.

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Probably because people are right hand dominant on average

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So they put home on the right the same reason the game manufacturers put start on the right.

hard light
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they didn't make the controllers somewhat hand agnostic?

clever sky
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Nope. Completely mirrored

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but very much shaped for either the left or the right

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not possible to hold right with left or vice versa

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at least while operating it

hard light
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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

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I don't like this approach because it really doesn't feel natural

wicked oak
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the only difference is the menu/oculus buttons

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wich is fine i think

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controllers are mirrors of each other

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my Touch engineering beta samples

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are 100% mirrors

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both buttons are oculus buttons

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and both of them opened the oculus view thing

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it got removed in a patch just before release

noble crater
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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?

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also - just porting so a friend can test, doesn't need to be perfect

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alternatively, does anyone have a contact at oculus?

wicked oak
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its automagic, peter

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if your game works on vive, it will work on Touch

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you can just change the mesh

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wich is very easy to do

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but not much more

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ue4.14 has a function that returns the name of the headset

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you can use that to check the headset, and make the correct mesh visible

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if you want to do tracked hands, you need to test it yourself

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but the mesh thing is very easy, and can be done if you dont have Touch

noble crater
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@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 ๐Ÿ˜ƒ

wicked oak
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yes they do

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in unity, its 2 plugins

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one for oculus, other for vive

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incompatible with each other

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tldr. good luck

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on ue4, its all abstracted

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even PSVR is easy to get working

noble crater
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good stuff!

clever sky
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Touch controllers compatible with Rift automatically. But damn those controller alignments are way off.

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The touch is pitched 25-30 degrees forward

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So if the game has the handle aligned with the Rift controllers

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you'll have to tilt your hand up a lot to aim straight forward

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Or at least so went my prelim testing with my own vive game in unreal editor

raven halo
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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!

noble crater
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@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?

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or does the vr editor have it wrong?

clever sky
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Sounds right. Although I haven't messed with the editor yet.

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Literally just loaded my Vive project with my Rift and Touch

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to test the mappings

noble crater
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ah I see, makes sense

clever sky
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The Touch controllers don't have menu buttons mapped

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in the same way that the Rift buttons do (shoulder)

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I think Vblanco said earlier that the Touch menu button is left controller and is gamepad special right (i.e. Xbox start button)

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Yeah, there's going to be a fair amount of work for me to remap everything to touch.

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Some bits work well, other bits not so well.

noble crater
raven halo
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thanks Peter! I'll give that a shot

clever sky
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Like a lot about these touch controllers.

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But the trigger travel is frustrating

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It's like... 2/3rd of the Vive trigger. Feels like it cuts you off just before you finish the trigger pull!

noble crater
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hmm I always found the vive travel a bit much, so maybe i'll like the touch ๐Ÿ˜ƒ

clever sky
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Haha. Fair enough.

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Vive trigger travel closer to Xbox trigger travel

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except it has an extra detent at the end where it clicks in

raven halo
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I think up to the indent it detects it as a 80% travel or something

real needle
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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?

noble crater
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@real needle what are the load errors?

real needle
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Cant find file for asset: Script/SteamVR

noble crater
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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

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I don't think it's related to steamvr, could be wrong though. @real needle

bleak plinth
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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/

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The demo uses the Unreal Engine, of course.

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If you have a Vive, it'll work too

noble crater
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@bleak plinth nice! there should be a VR version of the entire marketplace

bleak plinth
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Thanks! I agree. VR is the future and there should be a good offering

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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

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i even did some parallax occlusion on most walls and floors and it looks really nice in VR, especially with the flashlight

real needle
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@noble crater it seems like its happening because im using FObjectFinder to get that blueprints reference in C++

hard light
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I would avoid trying to reference specific BPs in native code

real needle
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What would be a good alternative @hard light ?

hard light
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Literally not doing it xD

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I'm not sure why you'd even need to use an FObjectFinder to reference a specific blueprint?

clever sky
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@bleak plinth cheers. Looks great. Downloading now.

normal thorn
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@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.

noble crater
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@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

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you end up with most of you top-level C++ classes having BPs. it works pretty well

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c++ = logic layer, bp = configuration/connection layer (but you can still put some logic in bps if you wish)

wintry escarp
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how do VR models differ from normal 3d models?

bleak plinth
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@wintry escarp depends on the VR platform

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if it's mobile, they will be lower poly and have simpler shaders

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likely, there will be no normal mapping

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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

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it's a good move as the focus should be on adoption

spring pond
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[2016.12.12-16.34.34:501][850]OCULUS: Info: [HMDState] Requested to SetForegroundWindow(406f6ll)

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My new least favorite thing ever

real needle
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Hello, I only have touch controllers and have question about the vive wands

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are facebutton 1-4 triggered only when pressing the trackpad down ?

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and can you get trackpad axis valueswithout pressing trackpad down?

wicked oak
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the facebuttons havent worked on me

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trackpad axis works without pressing

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a press is "Joystick" event

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same as an "R3" on a ps4 gamepad

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so basically, EVENT MotionController (L) Touchpad

hard light
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when I set ours up, I checked if the circle pad had been clicked, then checked it's direction

clever sky
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But there's a touchpad 1/2/3/4 event isn't there?

hard light
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supposedly

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doing it manually means you can subdivide the pad into however many buttons you want, however

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(or use analogue values)

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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 ๐Ÿ˜‰

clever sky
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True.

hard light
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but yeah, that's how we set up our original template and it has served us well

clever sky
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But... given the lack of tactility in the touchpad

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I'd recommend doing up UI that signals very clearly where the player's thumb is on the touchpad

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if you go the 'more than 4 buttons' route.

hard light
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depends on context, but the consolised wheel of selection is often a decent way of doing it

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wouldn't work if you want the player clicking it rapidly

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but that feels like a design flaw to me anyway

clever sky
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Right... So you're saying you'd mainly use it for when the player is looking at it.

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Rather than looking away and doing some frequent action with it.

hard light
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nah, players can learn what the buttons are, but you still want to show it to them

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you could overlay the buttons permanently on the controller, but the selection wheel is also pretty nice

full junco
full junco
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forward renderer now support shadowing of movable lights!

real needle
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in the master branch?

full junco
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yeah

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I still have to wait for SSAO support to be able to use it, but its a huge step towards making it more usable

real needle
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how is the performance on the movable shadows?

full junco
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I would guess same like with deferred

real needle
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better, worse, or on par with deferred

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hmm

full junco
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the shadows are still done deferred daniel said, so it should be same

real needle
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yeahhhh, probably wont be using it then ๐Ÿ˜›

next pebble
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@normal thorn Sweet, glad it worked ๐Ÿ˜ƒ

midnight tree
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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?

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not finding much info on interacting with objects with movable pieces

grim condor
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@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

midnight tree
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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?

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then put the weapon together in a blueprint in engine?

digital marlin
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@clever sky hey, was it you that was experimenting with the Kinect?

clever sky
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Nope

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It was dmkiller11 I think

digital marlin
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Ah righto

clever sky
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I'm interested, but I don't have a Kinect 2... nor is it high on my priority list

digital marlin
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Got a client looking at a way to do VR with kickin a ball

clever sky
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Straps to legs? ๐Ÿ˜›

digital marlin
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heh

grim condor
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@midnight tree yes, pull all the pieces together in a BPP

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BP

midnight tree
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thanks good to know

midnight tree
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hey gents could somebody take a look at this, having an issue getting the rotation of an actor to cast to a widget.

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heres my issue and what i have setup so far

full junco
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there's finally a Dev-VR merge to master!!

#

the first since 73 days!

midnight tree
#

?

full junco
#

VR related stuff wasn't updated in the master branch on github for 73 days now, and now they finally updated it

midnight tree
#

ah

#

neat

#

any update logs?

full junco
midnight tree
#

not found

full junco
#

you need to be logged in and have your github account linked to epics

#

but most of it is PSVR stuff

midnight tree
#

ah

#

ok

#

ill take a looksie

#

thanks

full junco
#

but that one commit I waited for is not part of the merge lol

#

where is it

clever sky
#

@midnight tree You need to have a function in widget to specify the phone that owns the widget

midnight tree
#

how would i go about that?

#

i attached the widget directly to the phone

clever sky
#

Then in the phone, you need to have a widget component that casts to the phone widget

midnight tree
#

so i been kind of baffled at that

clever sky
#

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.

midnight tree
#

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

clever sky
#

Set the variable type to the phoneBP

#

whatever you've called it

midnight tree
#

aha ok got it

#

now in set widget owner function do set owner and connect phoneowner?

clever sky
#

yep. Make an input for phoneBP

#

then set the phoneBP component as the input phoneBP

midnight tree
#

ok got that, so the function now sets the phoneowner (new owner is empty)

#

and now call this function from the phyiscal phones bp

#

?

clever sky
#

Yep.

#

At begin play

#

call it from the widget component

#

and then specify the phoneBP self as the owner

midnight tree
#

ok hope i didnt eff this up

#

thanks a ton for the help

#

hope i got it right

clever sky
#

No worries

midnight tree
#

ok yeah i did something wrong or im hooking up the end piece wrong

#

ok it connected no issue

#

see if ti works

still frost
#

any cool intro to VR in unreal tutorials?

midnight tree
#

i been learning the past few weeks on my own, its been a pain here and there. still few tutorials out there

clever sky
#

@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

full junco
#

you dont need vr specific tutorials, theres nothing really special about vr in ue4, it just works

clever sky
#

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

midnight tree
#

@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^^

clever sky
#

Show us what you've got via screenies

midnight tree
#

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

clever sky
#

Oh yeah, you could use get owning pawn/actor as well (the video shows @ 4:58)

midnight tree
#

tried that, wont connect

clever sky
#

hmm

#

Yeah doesn't work for me either

#

Ok. Anyway go on

midnight tree
#

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

clever sky
#

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

midnight tree
clever sky
#

No. Click on the purple node

#

and then on the left panel

midnight tree
#

ah yeah add input

#

derp

clever sky
#

yeah

midnight tree
#

whats the type?

clever sky
#

BPPhone

midnight tree
#

so should i delete that set owner node?

clever sky
#

Yes

midnight tree
#

ok

#

and then connect the purple to the set phone owner

clever sky
#

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

midnight tree
#

mmmm ok

#

ill see how i go XD

#

thanks man

#

really

#

hope i get it sorted

clever sky
#

๐Ÿ‘

midnight tree
clever sky
#

gotta get the widget actor

#

widget component not the same thing as widget actor

midnight tree
#

ah

clever sky
#

the component is a wrapper

midnight tree
#

hmmm not sure where to grab that from lets seeee

midnight tree
#

@clever sky i got it ๐Ÿ˜ƒ

#

used this method though

#

custom event called from the actor pushed to the widget

clever sky
#

@midnight tree Nice work

midnight tree
#

Thanks

#

My only concearn is that its updated on an event tick...

#

You think thats gonna be an issue?

clever sky
#

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

midnight tree
#

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 :)

clever sky
#

Cool. Looking forward to seeing what you put out!

native cedar
#

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

wicked oak
#

control-alt-comma

#

see what appears in the debugger

native cedar
#

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?

wicked oak
#

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

native cedar
#

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

native cedar
hard light
#

dat frame time

native cedar
#

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

hard light
#

use the GPU profiler, but take anything it says with a pinch of salt because it has a tendency to lie

native cedar
#

it does lie

#

the profiler says the frame time is below 8ms

#

only way to fix this is restart steamvr

hard light
#

ah, then it seems like the issue is SteamVR :/

native cedar
#

do you think I should start messing with the api version in the source_

#

?

#

like I'd try updating the api

hard light
#

you could give it a go, but I'm not sure what I'd expect from doing that

real needle
#

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"?

hard light
#

you probably want to look at post-processing

real needle
#

Thank you

surreal imp
crimson tide
#

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?

spring pond
#

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?

crimson tide
#

the app ID, achievements, etc

#

ya the sdks

#

oh, think I just found it

spring pond
#

Yeah, sorry, we didn't integrate achievements into our thing

crimson tide
#

np, I got it, pretty much the same stuff, you just change steam to oculus ๐Ÿ˜›

#

just gotta do 2 seperate builds and swap out the config files

spring pond
#

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?

crimson tide
#

going through the initial approval right now, but I belive once that is done you're clear to update

wicked oak
#

@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

spring pond
#

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

wicked oak
#

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

quasi gate
#

may be do google translation trick

#

i don't mean google translate itself

#

but do the Toolkit thing

wicked oak
#

?

quasi gate
#

it is more acurate

wicked oak
#

yeah, but i still need to make sure my UI gets properly translated

#

with all the localization stuff

quasi gate
#

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

#

๐Ÿ˜„

#

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 ๐Ÿ˜„

#

last thing Chinese players would love to give a shot, is a game like "VRMultigames "

wicked oak
#

15% of my players say otherwise

#

15% of VRMultigames players are chinese

mighty carbon
#

or westerners who live in China ๐Ÿ˜ƒ

wicked oak
#

got the stats to back that up

#

well, that can happen

quasi gate
#

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

mighty carbon
#

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.

wintry escarp
#

would I be right assuming a VR cockpit has to be actual 3d, cant just overlay fake glass etc

quasi gate
#

Chinese pay,..tooooooo much money

#

@mighty carbon

mighty carbon
#

not for Steam games

wicked oak
#

arcades and thing

quasi gate
#

for steam games, all my co-workers for instance, pay tons of money

#

but they pay more for dam f2p goodies on mobile

wicked oak
#

japanese dont get PC vr becouse they dont play PCs

#

but PSVR has been a huge success there

mighty carbon
#

that they do, but there is no Google Play in China, so one would have to deal with Chinese publishers

quasi gate
#

too much money wasted there

#

that black hole

mighty carbon
#

Supposedly there are a lot of VR arcades with Vives there

quasi gate
#

as long as it has good gambling mechanics, I would say it will survive in China

#

๐Ÿ˜„

mighty carbon
#

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)

wicked oak
#

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

hard light
#

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

quasi gate
#

I agree with you, Piracy is a big thing here

#

๐Ÿ˜ฆ

hard light
#

yeah, it's pretty big, even a cultural problem, but there are still people throwing out tons of money on games, hehe

mighty carbon
#

@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

mighty carbon
#

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

bleak plinth
mighty carbon
#

they might spend in microtransactions for mobile games, not for standard PC game model.

hard light
#

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.

mighty carbon
#

so, sure, make f2p game and maybe you can make something via IAP

hard light
#

licensing games to Chinese internet cafe's is a perfectly fine business model for VR anyway

mighty carbon
#

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.

hard light
#

it's not like this isn't what traditional PC games also do

bleak plinth
#

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.

mighty carbon
#

ask Borat to help you with PR and Marketing ๐Ÿ˜„

normal thorn
#

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

hard light
#

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

normal thorn
#

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.

wicked oak
#

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

normal thorn
#

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?

mighty carbon
#

@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

mighty carbon
#

Itโ€™s 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/

wicked oak
#

soo, Iribe now lead of the PC part of oculus

mighty carbon
#

sounds like it

#

I hope they won't ditch Carmack due to that lawsuit with Zeni

wicked oak
#

That Carmel thing is interesting

#

well, thats the reason we get those VR features on the engine

mighty carbon
#

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)

novel coyote
#

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

mighty carbon
#

true that, @novel coyote

opal bobcat
#

i'm more annoyed about not being able to move my game license accross stores

mighty carbon
#

cam you move your PS4 games to XB1, @opal bobcat ? I didn't think so ๐Ÿ˜ƒ

opal bobcat
#

no but you can use pc games in multiple stores having only bought one copy

mighty carbon
#

it doesn't work like that

opal bobcat
#

oculus is nothing more than another pc store

#

it doesnt work like that because oculus says so

#

not because of any real reason

mighty carbon
#

If one company had multiple stores, sure.. But Steam and Oculus aren't under the same roof.

opal bobcat
#

no thats not what im talking about

#

i have pc games that show up in multiple unrelated stores

mighty carbon
#

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

opal bobcat
#

psvr atleast makes a little bit of sense

#

since PS is a different hardware platform than pc

#

but oculus has no excuse

mighty carbon
#

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

opal bobcat
#

they're running on the same platform, same binary format

granite jacinth
#

@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

opal bobcat
#

yeah exclusivity isnt a big deal, of course publishers are going to want exclusive deals

mighty carbon
#

"platform" doesn't have to be a hardware, @opal bobcat

#

Steam is platform

#

Origin is platform

#

Oculus is platform

granite jacinth
#

But...

opal bobcat
#

moto: steam has a hardware platform

granite jacinth
#

$10 MILLION?

opal bobcat
#

steam is not a hardware platofrm

granite jacinth
#

Wait wait wait

#

....

opal bobcat
#

oculus is not a hardware platform

mighty carbon
#

Crysis 3 and Titanfall and Battlefield are only on Origin.

opal bobcat
#

origin is not a hardware platform

granite jacinth
mighty carbon
#

are you one of those open source open world fanatics, @opal bobcat ?

granite jacinth
#

$12 Million for Robo Oh No

#

what the

opal bobcat
#

motor: i like opensource, i wouldnt consider myself a finatic

granite jacinth
#

I would be VERY interested in seeing the cost breakdown

opal bobcat
#

fanatic

mighty carbon
#

you sound like one

#

or rather, you sound like broken record

opal bobcat
#

just cuz i dont agree with you?

#

wow

#

harsh bro

mighty carbon
#

"no exclusives ... hmmmrrreebh.. no exclusives... bllahmmn... no exclusives...."

opal bobcat
#

actualy i never said taht at all

#

infact i think exclusives are an obvious thing for a publisher to want

mighty carbon
#

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..

granite jacinth
#

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 ๐Ÿ˜‰

opal bobcat
#

yeah i think @mighty carbon is confusing me with someone else

granite jacinth
#

Both of you are

#

I had trouble following the conversation myself

opal bobcat
#

apparently he thinks im somehow against exclusives

#

whcih is not something i ever said

mighty carbon
#

@opal bobcat you said: "i'm more annoyed about not being able to move my game license accross stores"

granite jacinth
#

No worries, not important at this moment

opal bobcat
#

right

#

that has nothing to do with exclusive titles

mighty carbon
#

this is what happens when people whine about exclusives

opal bobcat
#

infact that condition only exists when the title is NOT exclusive

mighty carbon
#

you can't move exclusives between stores

opal bobcat
#

no shit sherlock

mighty carbon
#

and you are annoyed by that

granite jacinth
#

(that's what makes them exclusives afterall)

opal bobcat
#

im talking about titles that are not exclusive

granite jacinth
#

Anywayyyyyyyyyyyy

opal bobcat
#

that you STILL cant move the license

granite jacinth
#

More talk about VR

mighty carbon
#

yeah, indeed

granite jacinth
#

So, I hear Microsoft is making cheap VR headsets

mighty carbon
#

I thought they are going to offer a range of products

opal bobcat
#

i hear pc manufacturers are, are you saying MS is working on an in house product too?

granite jacinth
#

What do you guys think about cheap VR headsets?

#

Better for everyone?

opal bobcat
#

i think they're the future, and what will make VR much more pervasive

mighty carbon
#

another fragmentation ...

opal bobcat
#

they will eventualy have all the features that this current generation of high end vr has

mighty carbon
#

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

#

๐Ÿ˜

#

"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 ๐Ÿ˜›

raven halo
#

LOL

mighty carbon
fleet veldt
mighty carbon
#

cool

bleak plinth
#

how did you record this?

brazen oyster
#

very slick @fleet veldt

#

that's using openvr I assume?

opal bobcat
#

not ue4?

#

looks very ue4 to me

fleet veldt
#

yeah it's UE4

opal bobcat
#

you are using the new widget component

#

i am too for my new app

brazen oyster
#

i've been using the new widget components too for a gearvr thing, works well enough so far

fleet veldt
#

@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 ๐Ÿ˜ฆ

opal bobcat
#

oh it doesnt?

#

damn

#

i managed to get it all working via c++ too

fleet veldt
#

nah that is not a realistic workaround (only helps during development)

wintry escarp
#

bah, no gunjack demo

midnight tree
#

has anybody handled anything like mouse wheel scrolling using the trackpad?

clever sky
#

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 ๐Ÿ˜›

wintry escarp
#

they'll spend 40 on new cars and stupidly fancy offices

opal bobcat
#

standard

opal bobcat
#

good video

mighty carbon
#

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)

clever sky
#

@mighty carbon whats in yuour new rig?

fleet veldt
#

anyone have the unreal button names (e.g. motion controller button _____) for oculus touch?

clever sky
#

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 ๐Ÿ˜›

#

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...

fleet veldt
#

@clever sky Thanks! That works, face button 2 was the one I needed. ๐Ÿ˜ƒ 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.

clever sky
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Nice stuff.

mighty carbon
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@clever sky i3 6100 3.7Ghz (Skylake), 16Gb of DDR4, Thermaltake Chaser A71 case, 2Tb WD black, Win 10, EVGA 650W Platinum PSU

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so, now I just need 1060 and it will be VR ready ๐Ÿ˜ƒ

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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)

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but basically I am back into UE4 dev cycle ๐Ÿ˜ƒ

clever sky
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Nice.

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Gonna get yourself roomscale VR for funsies? ๐Ÿ˜›

mighty carbon
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I don't have room, so.. Rift will do just fine (unless I don't have room for Rift either :/ )

clever sky
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What size space are you operating in?

mighty carbon
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like, my chair and maybe half-step around it

wicked oak
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does Vulkan work on gearVR?

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that samsung DOES work with vulkan

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but vulkan + vr?

mighty carbon
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no, it doesn't ๐Ÿ˜ฆ

clever sky
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So about 1-1.5m square

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Pretty much a pure standing setup

wicked oak
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from Epic themselves (vulkan article)

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with vulkan, there is no need for instanced stereo

mighty carbon
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@clever sky yeah, I suppose I can stand there.. Just can't walk around even a bit.

wicked oak
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you can just build the command buffers for the scene, and then submit them 2 times with the change in camera matrix

mighty carbon
clever sky
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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 ๐Ÿ˜„

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I've literally sat in my couch and navigated around my stuff nearly as well as standing

mighty carbon
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"Unfortunately, Vulkan on mobile still doesn't support front buffer or multiple queue rendering"

clever sky
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Of course it's more immersive when you're in roomscale ๐Ÿ˜›

mighty carbon
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btw, roomscale is one of the reasons desktop VR won't be popular in Japan - they don't have room for such thing

wicked oak
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Vive has sold little there

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they dont have the gaming pcs, or the space

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but PSVR its been a total success

clever sky
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@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!

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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.

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But there are also a bunch that just do roomscale.

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Like space pirate trainer.

wicked oak
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but JUST roomscale is problematic for many users

clever sky
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Exactly.

wicked oak
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for example, my space is super limited

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so i design my games as standing experiences

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they CAN be played roomscale

clever sky
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Yeah that's right.

wicked oak
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but i add features to let you play just standing

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for example DWVR, it has artificial rotation

clever sky
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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 ๐Ÿ˜›

wicked oak
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but thats optional

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you can just rotate yourself

clever sky
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Not a bad thing.

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Just noting in my own play experience!

wicked oak
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i made the enemies follow the camera location

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so you can also walk the space you have ingame

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no physics tho

clever sky
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Yeah that's good.

wicked oak
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its easy to walk on air like the Coyote

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just teleport yourself to the border of a ledge

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then walk

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XD

clever sky
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Spent the afternoon sorting out my own coyote issues

wicked oak
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ill leave them. Anyway, doing that makes you very vulnerable to ranged enemies

clever sky
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I think I got most of it ๐Ÿ˜›

wicked oak
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but beetweent hat and people putting themselves inside objects....

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so cheat-able

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btw, i have a new prototipe of PunchBots (TM)

clever sky
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Yours?

wicked oak
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mech game where you control the hands of the mech direcrtly

clever sky
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Or is that someone elses?

wicked oak
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mine

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its very probable its going to be my next project

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multiplayer deathmatch mech game

clever sky
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Ah cool. So you're making like... 4 games in parallel? ๐Ÿ˜›

wicked oak
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designed for motion controls

clever sky
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Good way to not get bored!

wicked oak
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so you can literally punch stuff

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while in the mech

clever sky
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Is it like a big mech

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or more like an exosuit mech?

wicked oak
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big mech

clever sky
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Sweet.

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Got some sort of delay/speed limit on the mech arm movements?

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To make it feel like a big hulking bastard?

wicked oak
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not now, right now its direct IK

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but i plan to do so

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that way, i can add physics

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to the punches

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im trying with a mech that has arms

clever sky
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Like the sound of it.

wicked oak
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but is problematic

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im going to make a new test model

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with Rayman hands

clever sky
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Go look at robojox for inspiration.

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Some weapons yes, but mainly melee for finishing ๐Ÿ˜„

wicked oak
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flying hands on the mech

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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

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more like the ones in Matrix, or in Avatar

clever sky
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Yeah, robojox.

wicked oak
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you can attack melee, or use the guns

clever sky
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You've never seen the movie?

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Oh man, you gotta watch it!

wicked oak
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just googled that

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not that big

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but kinda

clever sky
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Still. It's pretty much what you're describing ๐Ÿ˜›

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Hand movement

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arena combat

wicked oak
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Ive seen no game do that at the moment

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mech games are just normal mech games, but on VR

clever sky
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Yeah

wicked oak
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this would be a VR Mech game

clever sky
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Exactly.

wicked oak
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and i can develop it

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FAST

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like 1-2 months fast

clever sky
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Nice. I wanna play it

wicked oak
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2 weeks to nail the base gameplay, while the artist does 1 mech

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animations needed are just the walking ones

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(hands are controlled by player)

clever sky
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Yep

wicked oak
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then make couple maps and simple MP modes

mighty carbon
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I see.. Yeah, having room scale as an option is fine

wicked oak
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@mighty carbon Its actually posible to do VR in vulkan

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in PC is perfectly fine on nvidia cards

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they have added a system that lets vulkan interface to DirectX and OpenGL

mighty carbon
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sure, but PC is not mobile

wicked oak
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so you can just use vulkan to render the image to a DirectX image, and then send that to Oculus SDK

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of course

mighty carbon
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and Oculus using front buffer and multiple queue rendering on mobile, which Vulkan API is missing entirely

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so, it's not possible to use Vulkan API on mobile for Oculus

wicked oak
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cant they add it on a vulkan extension?

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samsung should, specially if they can claim performance improvements

mighty carbon
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it's possible with Daydream as they don't use those

wicked oak
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Vulkan is very, very good for VR

mighty carbon
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sure, for non-VR you can use Vulkan on Samsung

wicked oak
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due to what i said about the whole "reuse command buffer" thing

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specially on mobile

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have you seen the Vulkan backend on Dolphin emulator? ( pc )

mighty carbon
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they can't, but Khronos can.. They just in no rush ๐Ÿ˜ฆ

wicked oak
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it has some neat speedup in some games

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khronos has no rush at all

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thats why DX went past it

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they waited too much to do opengl3

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and when they did, they half-assed it

mighty carbon
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DX12 is better than Vulkan ?

wicked oak
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its very similar

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but DX12 has much better documentation from microsoft

mighty carbon
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I see

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I am not surprised at all

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that's the "price" of open standards

karmic kelp
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Hello all I am working on Mobile VR Game but when I packaged it everything seems to be jagged in Gear VR

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I kept AA as FXAA

mighty carbon
wicked oak
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you should try to use MSAA in GearVR

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unless the performance hit is too severe

mighty carbon
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that's default settings

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MSAA x2

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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.

karmic kelp
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Hey I turned the setting to MSAA x4 but this doesn't helped much

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N i am using a mobile phone( snapdragon 650 processor )

mighty carbon
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eeh, what kind of phone do you have ?

wintry escarp
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that wont do 4xaa

mighty carbon
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Galaxy S6 and alike all came with Exynos SoC

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Galaxy S7 and alike came with either Exynos or Snapdragon 820

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those are the only phones that work with Gear VR

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if your phone has Snapdragon 650, it's not going to work with Gear VR

wintry escarp
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cardboard for you

mighty carbon
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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"

wintry escarp
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at least cardboard gets the cool google earth flying app, gearvr doesn't ๐Ÿ˜ฆ

mighty carbon
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I don't see any coolness in it :/

wintry escarp
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best vr app ive tried

mighty carbon
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meh

wintry escarp
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some pretty comfortable cardboard viewers around now, mine is actual cardboard...and shitty