#virtual-reality
1 messages Β· Page 64 of 1
Dungeon Architect is a plugin that extends the UE4 Editor to help streamline the level creation process.
https://www.youtube.com/watch?v=4aNgzmibRIs
Features:
Build vast levels procedurally with a single click with various tweakable parameter, either at design time or at runtime.
Manually design the layout of your levels for more artistic control with custom editor tools (Paint Brush Tool, Volumes etc) , and have the plugin automatically build the environment around it
Define the
pretty cool.. I wonder if it would work for VR
it does
but badly
VR really, really dislikes dynamic geometry with dynamic light
the "chunk" level builder is cool
that one loads different levels and stitches them together
but the "grid" system is a NO
source
a prototype i made using the grid builder
performance was horrid
due to the dynamic lights and dynamic meshes
I thought you can generate level, then bake lighting
(granted it won't be dynamic anymore)
basically level generated offline, not in runtime
VRMultigames is up on the store
well, but then, what is the point
of using a procedural generated system?
if you use the level builder with the different chunks, that is a MUCH better system for VR
the point is to cut production time
as you can build static light on each
nah, this is too ugly to use well
as you see, its a straight grid
you can actually paint it
to have fine control
but its still a grid
if your game is a top down rpg, then maybe
congrats on getting into Oculus store! π
i wanted to do it as a test
now i know
you pass review and stuff
then they release it for you
its not like Steam, where you push the green button
I don't think you need to do approval for updates
Steam used to be the same way when I started
I'd upload build and let Steam know. They'd manually propagate it.
It's only later that they made it fully automated
i guess when they stopped giving a crap
isn't that what the RC channel is for on the oculus store
you have alpha/beta/rc/release
Very impressive. My game failed its first review
DWVR
they encountered some framedrops
gonna fix that and send again
ehh?! Framedrops are that critical ?
no, not that critical
-Getting close to the glowing orbs in the tutorial drops the framerate down to 45fps. This is especially apparent while slowing down time by holding the grab buttons.
-Attacking enemies up close occasionally drops the framerate down to 80fps. This is especially apparent while slowing down time by holding the grab buttons.
glowing orbs in a tutorial that are used once
and enemies to 80 fps when you explode them with the dual shotguns from close
well, if they didn't want to pass the game with that, it means it is critical π
so, ASW didn't help ?
im actually impressed they are THAT cautious with detail
they are for real when they ask for perfect performance 99% of the time
pffft i'll believe it when i see it
it will probably only have a single USB c port π
i have a phone/watch/macbook and really like the integration, but its' not my machine i do any real work on other than google docs & slacking
has anyone used this in VR https://www.unrealengine.com/marketplace/ai-behavior-toolkit ? Is it performance taxing or pretty optimized ?
Create believable AI characters within minutes using a powerful and flexible Behavior State system.
@mighty carbon I'm not sure if this is in reply to the one I messaged you with earlier, but I'm currently using that one now. I'm pretty happy with it. I like that it is all in BP. The most I have tested is with about 10 guys. I've noticed sometimes they don't do anything when you are right in front of them, but I haven't spent too much time fine tuning it.
It is certainly better than the AI I did myself and if anything I think its a good example to use to learn how to do more with it. I think it would be easy to extend.
To make the AI work or see something you just need to add a tag to your player actor or whatever you want the AI to see.
One other bug I have ran into, although I suspect is a bug in my code, is when the AI dies it repeats animations you have wired up in it. So I had a reload animation setup for it and after the characters die it keeps playing the reload animation while the body is dead / on the ground.
I had to remove that animation and just do the reload in the animatino blueprint and the issue went away..
i see
But as far as VR goes, it works fine with the stock VR template. I'm in the middle of transitioing to the VR extensions so I can report back on that later but I don't see why it wouldn't work since it just goes off tags. You also have to enable this extension for it to work. Query system or something. I think its an experimental feature so hopefully it doesn't go away. I didn't notice that before I bought it.
@mighty carbon Here's a link to the docs too. https://drive.google.com/file/d/0Bz2IPLQu2MCjakdHbnJXZzJUb00/view
See page 5 in the docs for the extension you ahve to enable
If you don't do that you will see a bunch of errors when you attempt to build
There are also a bunch of youtube videos that explain how to do different things with it which I found helpful.
aye, thanks
I am concerned with performance because it would be going to Gear VR
Quake's AI is primitive, but lightweight and effective
that's why I am kinda hesitant to use Marketplace solutions as I think they are overkill for what I need
I'm not sure how much slower BP is vs C++ or if you could compile teh BP into C++ using that new compile tool they have but I guess that would be something to consider.
BP is ~10 times slower
I know there is some experimental feature that converts the BP into C++. Is that still 10x slower?
no, thats almost as fast as real cpp then
do you know where 80-90% of my CPU use goes?
multiple enemies, lots of animations, complex-y AI on them, plus they having weapons and tracing for melee combat and pathfinding
80-90% of that time
is spent on the CharacterMovementComponent movement physics, plus animation calculation
doesnt bp just compile to cpp anyways?
unless you are going absolutely WILD, you arent going to have problems with blueprints
what makes it so much slower
why not to leave CharacterMovementComponent to C++ then ?
its already c++
its engine code
the thing is that the character movement component does lots of traces and stuff
eeh, then why is it bogging CPU down so much ?
becouse its doing lots of traces and sweeps
that's wrong
if you have ~10 enemies running around, it bogs cpu time fast
Steel Storm game is written entirely in QuakeC script
AI only eats ~15% of CPU time
and that's not simple Ai like in Quake
so, something is definitely wrong with UE4's AI if it bogs down CPU time that much even when C++ code is running
just lots of sweeps on badly configured physics
it can be improved
anyway, what i mean is that you are NOT going to be bound by blueprints
in 99% of the cases
Spawning objects and destroying also takes a good chunk of time
in general, its Traces, Pathfinding, Spawning, and animation on complex trees
those are where MOST of your CPU game time its going to go
blueprint math on a couple sums?
not a issue
unless you are going absolutely wild with it, like calculating all 10.000 first primes on a blueprint
also overlapping events
holy shit those are expensive
if you are using bad geometry
with badly configured physics
i once made a level that used per-poly physics and was like 10k polys, and just the overlaps from the movement were eating all the cpu
epic plans to make all physics stuff happen async
that should greatly help reducing that problem
not sure, this people allways complaing about blueprint performance
its actually faster than unrealscript i think
and unrealscript was the scripting for whole games
seems pretty comprable to c++ to me, uses the same api
if you are having bad performance, then you are doing stupid shit
with traces/pathfinding/spawning
im going to move my projectiles to use a global-ish manager
that way i can free the GC from shitting itself by reusing the projectiles
So... I guess I shouldn't be spawning actors for my shells flying out of my gun. probably should use particles haha
well, the way I see it all that "expensive" stuff should happen in C++, even when called from BP
but isn't it already a built-in functionality ?
when i was working in Heavy Gear Assault, we were terribly CPU bound
and it was becouse we spent like 15 ms on the animation tree
this with around 30 mechs for stress test
as each mech had very detailed animation with a lot of blends
good that Epic optimized that by making it multithread
like pathfinding.. No need to do it in BP. It should be "go to object A" in BP, and UE4 should be pathing in C++ by default. Doesn't it work like that already ?
yes
wow, this is just beyond my understanding how UE4 can be so slow :/
I guess only one way to find out
UE4 is slow when you use the inbuilt massively over-engineered stuff to do simple things
theres an option to make it curved I think, just a checkbox on the widget component
ah okay. Can widgets be mapped to 3D objects? Like a cylinder or a sphere or something like that?
I don't think so
AH dang.
is there any downside to setting the "near clip plane" to something like 0 or close to 0? In VR its obviously annoying when you clip into stuff, but there has to be a reason why the near clip plane value is quite high by default
ha, forgetting to add OSIG file to new UE4 version always gets me π
built and deployed to Gear VR just to find out I forgot OSIG file yet again π
btw, i3 6100 and 16Gb of RAM really do wonders. I can only imagine what i7 is like
Yes
3D widgets can be on a cylinder
or sphere
or whatever you want
That's the short answer
how?
ha, as always Oculus Spatializer doesn't work with 4.14 (works, but doesn't spatialize sounds)
no wonder no one makes Gear VR projects using UE4 π¦
its sloooooowwwwwwww
@granite jacinth Got a tutorial or some documentation regarding that? I can't seem to find anything
@wintry escarp what is slow ?
btw, multi-view is crap - doesn't work with ES3.1, works much slower than no multiview with ES2 and has no AA at all with ES2 π¦
didn't gear vr have its own implementation of it for ages?
no, it just got into UE4.14
motorsep check plugins
I saw a few things in there about audio
Not sure if it'll help 8\
none of them matter for Gear VR, @digital marlin
dang
FMOD + Oculus Audio SDK is the only combo that provides spatialized HRTF audio on Gear VR
doesnt work for cardboard either
I reported that issue to Oculus since 1.1.0 and previous FMOD / UE4, and nothing has been done π¦
They don't even mention UE4 in docs
also, just tested multiview on Gear VR - it sucks
utterly disappointed
performance is horrible and AA isn't working
also found some collision issues in my project that were not there in 4.13
WTF
it seems like one step forward, two steps back :/
yep gear vr has been pretty well neglected. especially since the most recent version of it got cancelled
Crazy question
Who here watched what the Wizard did on Tuesday?
Has anyone attempted that in VR yet?
Would it even work?
Alan
Hey guys, a quick question regarding room scale VR in general(not so much developing). Has anyone have any experience taking a Vive/Rift with them to large trade shows with lots of spotlights etc? I fear that some IR contamination/blocking can occour that will render the entire product unuseable
And does the Vive or Rift handle it better?
Taken the vive to trade shows with no issue
I'd probably still try to avoid too much direct light or reflective surfaces where possible
Unfortunetaly we just deliver a small part of entire trade show setup. So we have zero control over lights, surfaces or anything
My guess would be the Oculus would be the best to handle this right?
Taken the rift to several trade shows
easy to setup, no issues at all
only had to control the people from turning around as i couldnt put the sensors in 360, only frontal
also from walking out the tracking space, and the cord is short
there is this blue grid that shines when you get close, but they didnt seem to seee it
Alrighty. Did you do anything special to keep the sensors/cameras in place? My guess is that using tripods/lighting stands will wobble to much
With regards to Rift and front facing...
what you can do is put a grid behind the user telling them to turn forward
Kinda like Rec room does. Except rec room is annoying because it just blacks it out.
And doesn't give an option.
We are going room scale VR and having proper space is no problem. My entire concern is just the headset bugging out on us because of light everywhere
Also the experience we are designing will be more stationary, like Job Simulator
so if people are walking towards the edges, we're doing something wrong π
if space is no problem, I'd use the Vive
it's not hugely affected by lighting
the only time I've had a problem with it is when a room's motion sensors conflicted with the lighthouses
but that wasn't too big a deal, just meant that the tracking wasn't as solid as it should be - still worked
the other time I've seen problems with when there are large windows, presumably because they act like mirrors
Who said Gear VR is no longer supported?!
Galaxy Note 7 phone was cancelled
Gear VR 2016 is still being sold and is S8 compatible.
People use it with S7 series nowadays
Oculus updates software on S6/S7 devices regularly and Unity is on top of the game with Gear VR support.
What's neglected is support for Gear VR in UE4
(Most noticeably on the spatialized audio side of things)
Nobody said GearVR isn't currently being supported?
Zoltan Jr did
He put it as "neglected" which is only true for UE4 side of things
Btw, Carmack offered Sweeney a bet about whether ultimate AR/VR system will evolve from desktop VR or from mobile VR :)
@mighty carbon where?
I hope mobile VR will die as soon as possible
when the optimization goes just right
thats 90 fps
except that spike, thats a GC stall that caused a 2 frame hitch
Carmack also said to me that UE4 is not a good engine to do mobile VR, which I think is only true due to horrible support on both Epic and Oculus side
@wicked oak is that line at 0?
that line at the bottom graph is at 90 fps
it releases in a few hours
so im doing some last minute performance improvements
ive had to butcher quite a lot of FX
to get it to be 90 fps 99% of the time
so you mean that line is at 11.1 ms?
not nice to talk about fps
why is the time so constant? is there nothing happening in the level? when I look at my profiling graph then it usually is something between 2ms and 11ms, but it doesn't just stay at one number
it vsyncs? what hardware you run it on? it doesnt vsync (or at least doesnt show that in the profiler) in my case (vive)
this is how it looks like here: http://puu.sh/sQoaq/971e0bba09.png
it vsyncs on oculus
i can still see the graph for the "render scene" thread
that shows me how many MS are spent rendering
I dont really understand?
even if it vsyncs, that would be render thread time where it would wait, not game thread I think...
orange line is the "total time"
blue line is "Draw Scene command"
wich is basically the render thread tick
how do you get different lines there?
for example, this spike is clearly not a rendering spike
so its probably GC
or something with file loading
it can often hitch when spawning stuff
how do you add a different line than the gamethread to there?
see the little tag?
click it
and it will add the value to the graph
careful, not all are actually time
ah
for example, you can use the RHI draw commands
wich is the amount of drawcalls you have
see how it has a 3 numbers?
and others are a pie?
there are events that show the timing of something
and others, like the numbers, show the amount of something
DrawPrimitiveCalls gives me the drawcalls on the scene
but that FDraw Scene command is by far not whole render thread
how do I add a line for the whole render thread?
but it is the game render stuff
the slate thing ends up being editor overhead and things like that
ok
well my FDrawSceneCommand line somehow matches the game thread almost exactly with where it increases/decreases: http://puu.sh/sQovh/74b26196ca.png
that is a clear as day rendering bottleneck
or your game code is mostly constant
its good performance anyway
you never go more than 11ms
my issue is that my game is very very ambitious
eh my game is more ambitious I guess π that profiling isnt the real game case
well I mean, its the real case, but it doesnt include GPU time
and thats where most time usually is
can you bake lighting?
geometry is rarely the issue, it'll be scene complexity that's the killer
no stationary, but static
and yet, i have a fuckton of drawcalls and vertices
you want to combine and/or instance meshes where possible to reduce draw calls
I recall one of UE4's demos does this, I think it's the particle effects demo
im doing that already
btw, did you know about these settings in the project settings - rendering? http://puu.sh/sQoET/5f50f954c3.png
that has lowered the drawcalls from 2000 to 800
not sure if those exist in 4.14 already, I'm on master
but 800 is still way too many for VR stereo
yes they do
they were here in 12 andd 13 versions
oh ok, I never saw them
I just disabled the pointlight and atmospheric fog checkbox and suddenly get 6.1% less GPU time
thats awesome π
im going to end up storing the projectiles
not now, too late, but maybe next patch
my machinesguns and shotguns create a lot of projectiles
i can get easily 20 spawns/deletions per second. In MP it can be more
ill try storing them into an array on their weapon, and reuse them
does instanced stereo help in your case? I just tested and instanced stereo still increases my GPU time by 5.6%
yes
I think I will keep that disabled now
keep in mind my amount of drawcalls
with normal stereo, they are double
and get near 2000 drawcalls
i got a good speedup from the instanced stereo due to that
also from forward render
ha, Nice, Sony has approved my DWVR concept and prototype
after PC release ill go with the PSVR for the "full version"
what is DWVR?
my game
ok, what does DWVR mean?
means nothing
lol
its the codename that was used during development, couldnt find a good name
to be fair, it does mean something
DeathWaveVR
see the similarities?
DWVR started as basically a VR port of deathwave
ah π
but being much more interesting, it got its own way, and branched from what Deathwave is
the actual shared stuff is just the enemy models
animations are also replacted, and gameplay too
ok
I guess I could still try forward with my project just to see how much better performance is...
it looks horrible without shadows and ao
ssao
yeah
it looks awesome in vr
well, with temporal ao, that smooths it perfectly
hm, forward + msaa without SSAO and without shadows is slightly more expensive than deferred + TAA + SSAO + shadows
interesting, normally Forward + MSAA is cheaper than Deferred + TAA
i offer the option to select MSAA or TAA
epic said for them it was also same
the benefit from forward was completely takern my how expensive MSAA is, thats what epic said about robo recall
unless you have sparkly metals
foliage looks not too nice in msaa I think...
and wow, instanced stereo rendering is way more expensive in forward than in deferred
in forward I get 15% less performance with ISR
are you sure you get a net benefit from ISR?
are CPUs so slow with draw calls that 15% less GPU performance is worth it?
when you have 900 of them, im pretty sure yes
its just that i have too many drawcalls
my materials are very simple, and so is my lighting
i mean, its ALL static
what gpu you use?
970
and i7 2600k overclocked to 4.5
so basically VR minimum
makes it a good case for optimization, if it runs fine on my PC, it runs fine for nearly every VR user
yeah
I use a R9 390
just my CPU is "unfortunately" too good, I fear a bit that the game won't run good on a i5
to me MSAA looks like no AA at all in my project..
I think r.PostProcessAAQuality 0 disables all AA, and I see no difference between r.PostProcessAAQuality 0 and 6
I see a difference when r.MSAACount is 0 since then TAA is used
does MSAA show up in the profiler?
i3 6100 is min CPU for VR, per Oculus
btw, @wicked oak , why don't you use hitscan weapon system for machine guns and a like? IMO better than use a ton of projectiles for bullets.
bullets look a lot cooler
also, I'd add simple fog and use those draw distance volumes (forgot what it's called) to not draw meshes at certain distance
yeah, but instead of 100 bullets you can spawn 10 tracer actors if you really want to visualize it
that's how it's done in Doom
every so often a tracer is spawned and sent toward the target, just for visual reference
otherwise it's hitscan stuff
i still wanted to do bullets
well, then keep fighting performance issues π
@wicked oak does MSAA show up in the profiler?
well ok, but only because multiview is an interesting thing π
thx π
@wicked oak ah ok
thats why I didnt find it, I see that it gets more exensive with MSAA on, but MSAA has 0 impact on the visuals, looks same like AA disabled
has to be a bug I guess
maybe some setting I set in the projects settings is incompatible with MSAA or something like that
I guess no RGB screen :/
Working on a street map plugin for #UE4. :) Import and render huge @OpenStreetMap cities! #EpicFriday https://t.co/PZ5iSVGokR
@wintry escarp @jade elm well, you can make something with that for Gear VR π
?
weren't you complaining that Daydream/Cardboard has Google Streets and Gear VR doesn't ?
lol, another VR contender http://www.ign.com/articles/2016/12/15/new-nintendo-switch-patents-show-vr-headset-accessory
@mighty carbon SpatialOS is really quite intersting, seeing the projects that have been done in Unity using it. Hope their Unreal plugin takes off
must be much higher res than people were expecting
@wicked oak gotta get on board with Nintendo to get DWVR to Switch!
lmao kind of difficult
would be fun if they partner with Oculus on software side of things
loading vr?
yea, launching steam vr on load
do you mean starting normally then going into vr mode when player presses ply?
thing is I'd like to be able to launch the game both with and without vr
well, yea
I thought of that for gearvr, I don't think its possible for that...desktop might be better
there's this enable hmd function but it seems not to be doing a thing as steamvr loads anyway
I mean, when steamvr kicks in vr is working fine
even if not 'enabled' using that node / function
what's the point on dis then π
I remember some executing a console command in order to do exactly that
maybe steamvr loads but the hmd ain't used?
no idea, but I don't see why having non-VR game to start and then have you put on HMD
bad design ?
right so, dumb me
that function's description exactly says what I asked - it does not use the hmd if not told to
am doing this cause I need both a vr and a non-vr instances running on the same computer for an exposition thingy
just so I can avoid having both cameras from overlapping on the hmd π
hmmm amd vega benched faster than a 1080
will amd have the sense to keep the price lower
gonna ask you for a favor, can you upvote it?
needs 2-3 upvotes to get frontpaged
after that, lets see what people decide
@wintry escarp performance is one thing, but what good would it be with crappy drivers and lacking software ?
upvoted @wicked oak
sames, you should post to r/vive too
its alraedy frontpaged there
only on r/oculus its having problems
im pretty sure it got caught by the antispam
Android N is in beta on S7
so, I wouldn't expect any miracles until 2017
you should have stayed with 6.0.1 for development purposes
gearvr works but it tells you you have to manually go back to 2560 res
on 6.0.1 it just runs in that out of the box
I hcnaged it to FHD to see what it was like, looks exactly the same as 2560
exceot gearvr complains
I guess I'll stay with 4.13.2 for now since spatialized audio works and I have no collision issues there
what's up with TimS ?!
Architectural Virtual RealityFor Cardboard, Daydream and other VR headsets
supposedly made with UE4
can anyone with Daydream test it please? I wonder if it's just pre-rendered stereo sky spheres or if it's actual geometry
hey all, can anybody help me understand using opacity Masking with MSAA - everything in the mid to far distance looks horribly aliased, a problem that wasnt there with TAA
Demos of Oculus or Epic with the new renderpath never use foliage. Is this something for the future?
masking doesnt work on MSAA
MSAA works by super rendering the edges of polygons
so if it detects a pixel is on the edge of an object, it renders that pixel 4 times (msaa 4x)
Ah interesting. I always thought MSAA just rendered the entire scene at 4x but maybe I'm mixing up with Super sampling
no, thats supersampling
FXAA and SXAA are basically postprocess FX
they take the rendered images, and add a filter
temporal is some kind of black magic, it works over several frames
those are the ones that seem to always just blur stuff right?
Where those special keys for our lovely chat @wicked oak ? π
so, sounds like we might get Oculus Audio SDK for Android implemented (and thus spatialized HRTF audio in Gear VR) by 4.16
not a fact, but a glimmer of hope
π
I just had WTF moment when Epic's audio dev told me that who needs HRTF on Android since it's all 2D o.O
I didn't see any emoji there, so I assume he was serious
(note that I and other dev were specifically asking about HRTF for Gear VR and Daydream)
still have never played that barftastic game
@wicked oak read your reddit threads and its crazy that people actually ask about support for "regular" movement
regular movement?
like with a gamepad
howabout making it so it doesnt move the camera view without your head moving
that'd be nice
@full junco - I built a new copy of 4.15 and everything is working
@silk lodge what exactly are you talking about?
@full junco we were talkin' last night about modifying code for child actor templates and stuff to get a project to stop corrupting
@opal bobcat I built from source, it's not recommended π
cool
I was unable to load my project after modifying anything in 4.14
but they fixed the glitches with 4.15
but why do you say this in the vr channel?
huh i had no torulbe with my project going to 4.14
because it also fixed another glitch with overlapping events
they were specifically broken in vr mode
on begin / end overlap would fire all the time when you were overlapping instead of when they were supposed to
huh
i havent experienced that
im writing a vr app in 4.14 right now
my overlap events have been fine so far
it was an overlap on a motion controller being overlapped by my head
I'm guessing late update was causing issues
@silk lodge have you tested msaa on master?
have you tested foliage with it? is it correctly applying msaa on foliage (masked materials) now?
@full junco I haven't done much with msaa. I need my reflections!
ok
anyone seen the gearvr invasion "video" ?
I'm wondering if everything will have that fuzzy look, or if its because its HD video stretched to 360vr.
is it just a 360 video or something?
hey i see DWVR up on steam now
Yes, its up now
lets see if i get more from it than from DeathWave
Deathwave is at 900$ in sales, kind of trash. But after all, its the first thing i published
@full junco People spam the locomotion thing ALLWAYS
or the "but its a wave shooter"
bitch, DOOM 2016 is a WAVE SHOOTER
you roam around the map, it closes a zone, enemy waves appear
wow
im on Popular New Releases
Btw, I figured out spatialization issue last night
Back into Gear VR development :)
is that supposed to disable lightmaps?
@odd garnet Yeah, that's an awesome level. Did you do much work with the collision meshes? π
@clever sky Yeah we actually had to go through all our static meshes and apply new collision with 100% accuracy
Haha... yeah, same. Bloody terrible default collisions π
and the broken tile meshes were pretty bad too.
Wanna build a game using that asset pack too.
What scale scope of game were you guys thinking?
Nice. Ambitious
dungeons/pvp/shops/guilds
Release in parts obviously xD
Going to apply for that sweet Epic Games Dev Grant once we get some more stuff working
Space, VR!: http://store.steampowered.com/app/496080/
Cute
Trickster is probably the best I've found... you tried it?
Yeah.
ours do, so you can actually block things
So basically there's still a lot of stuff that can be done better in VR π
Working on a locomotion system myself. Will be releasing a demo soon.
I feel people should just accept that there will be a little motion sickness at first
I got over it at least
and its worth it to really explore something
Well. I kinda agree.
But that doesn't mean there aren't better ways of moving around that the VR community hasn't discovered yet π
True I guess
I'll probably just have a post processing volume only the owner can see, so that if you're going too fast it blurs a bit
Is that like a FOV restriction technique?
When you say dashing.... is that dash teleport
or do you just mean free motion movement?
free motion movement.
Fair call.
I'm down for playing a good VR dungeon crawler.
... Vanishing Realms too short!
And trickster too... disconnected.
Plan on making mine opensourced/steam workshop
Like too many set pieces.
that way people can built dungeons
Nice.
Yeah. After the first set piece, the meta-pattern of play is too samey.
You start, you bonk a few, you get to the end, you defend against a horde, then you go home.
Haha π Well that's from Trickster.
That's basically what the game was initially about. Defend a crystal gem against oncoming hordes of orcs.
But the dev expanded it so you have set missions now with fairly short routes you go through.
but he kept the defend the crystal/rift bit at the end of each mission.
Im tired of wave defense in VR
Feels like he should've made that a mode rather than growing a game around it.
it's so much harder when you officially release
keeping up/ pleasing your player base/growing new playerbase
Yeah.
Suddenly you got potentially thousands of mini-bosses breathing down your neck π
kinda
@wintry escarp no, it suppose to disable some kind of "low quality lightmaps" and bump performance up a notch
I am more concerned with that capsule trace bug π¦
By far the best selling virtual reality headset on the planet is the Samsung Gear VR. Estimates put at least 1 million and perhaps as many as 2 million devices in the hands of consumers, thanks to an expansive marketing push by Samsung over the last year and a half. While The Gear VR is a smashing success, it already has fallen behind Google's DayDream VR headset, which allows for better control, and higher quality VR.
This week at the Virtual Reality Summit in San Diego, however,
so, unless those are speculations, I am still excited for mobile VR
that setting runs on my s7 gearvr, but all lightmapping is gone as soon as I change the setting
rebaking doesn't fix it
point lights still show
pain the ass though, it had to rebake all materials
somethings broken
I cant get lightmap back after changing that setting back, but if I change from lit to lighting only view....the lightmapping is there
Yeah, bettter hold off and get paid first π
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i have this one
the 1070 model
its heavy, and HUGE
but it has insane cooling
and it runs faster than my desktop
Damn. That looks chintzy! But can't argue when it's 1.5k difference
But well cooled?
Yeah. I don't really need a laptop other than for travel VR purposs.
that puts everything to 100%
so I'd probably end up with something like that.
just so you know how strong that shit is
ive used it
from 10 am to 8 pm
100% of the time running MY GAME in VR
wich puts both gpu and cpu to max
not even warm to the touch
that shadow permutations thing broke my scene
literally, not even warm
I cant get lightmapping to display now
without the "industrial turbine" button, it gets warm
but its just warm, not hot
the turbo button puts everything to 100% and its considerably overkill
Nice to hear.
it has the downside of no easily replaceable battery
Thanks for the heads up.
but it has an issue
and its that its absolutely huge
battery last little
and its heavy
Yeah. So suited as travel VR, because you're going to need power for VR anyway.
pretty much
i had to buy a ridiculously oversized "gaming" backpack for it XD
it didnt fit in a normal "school big" size backpack
Haha...
no
1060 is slightly stronger than a 970
on desktop
on laptop, its around similar
the 1070 is like a desktop 980ti i think
in a laptop, like a 980 or so
Aren't these laptops using a desktop class GPU?
Ah... but they downclock it.
yup
Yeah
Yeah
to be fair, that razer laptop looks super good
i mean, its very classy for a razer laptop
i really like its design
the MSI ones are much more "GAMERHARDWARE"
and bulkier
Yeah. But I can't afford to throw away thousands for prettier on a secondary machine π
the msi 1070 one is still 1800 dollars
If it was my primary, I'd seriously consider it.
i dont care about the size, so i got literally the biggest badassest laptop i could find XD
hehe
Too bad these laptops can't be upgraded π
but that doesnt cut for high end VR
and as i like a lot that other laptop, i got the "bigger" version of it
the 960m one was 1100 when i bought it
its only weak point is the hard drive
its got a beefy i7 for a laptop, plus a 960m wich is very respetable
now im trying to see if ican sell it to someone
ooh. Paper boy game is out
is it fxaa or msaa we want?
on Gear VR? MSAA only
I need to get XB1 gamepad for Gear VR π€
damn
scratching his head
folks, can you please upvote this https://answers.unrealengine.com/questions/537696/capsule-trace-fails.html ?
Anybody know what headers i should include when trying to make Motion controllers working? I set "HeadMountedDisplay", "SteamVR", "SteamVRController" in build.cs. And this is what i added in my class
Everytime i try to get something out of my MotionControllerr the intellisense cant find anything
it says Pointer to incomplete class type not allowed
I got the new blue xb1 gamepad
they brought out the wrong one and tried to tell me it would work the same, idiots
But i cannot see what is inside the MotionController... How do i know if intellisense not work
:S
Do you guys see somethign inside your intellisense with MotionControllers+
could you test, please :)?
Good news Gear VR fans (@mighty carbon) https://www.reddit.com/r/oculus/comments/5iolnq/samsung_says_gear_vr_2_3_already_in_the_works/
@clever sky I think I already posted that link twice today π
Haha. Fair call. I was busy putting together my new table π
budget electric height adjustable desk broke (again) yesterday. Decided to go for a more deluxe version. Damn, I've been missing out.
Mainly missing out on knee space, because that cheaper one had a cross bar running across the middle where my knees were.
I'd rather just buy desktop standing desk (manual). Full standing desk is too expensive.
I am really concerned with this sh#t right now https://answers.unrealengine.com/questions/537696/capsule-trace-fails.html
Yeah. It's one of those things where once you get used to it... you can't go back!
it seems like either no one uses capsule trace or whoever use it didn't migrate to UE 4.14.1
That sucks.
I use capsule component from VRExpansionPlugin... but that has no bearing on mobile VR
and of course Epic is on Christmas vacation it seems π¦
well, the issue is on desktop too.. It's not bound to mobile.
Oh well. Hope you've still got a 4.13.2 version of your project to work on.
Yeah, I can imagine it's a bit of a bugbear if you're using it. But to be honest, I wouldn't recommend using the standard capsule with desktop VR.
why not ?
Because it stays in the middle of the actor.
The actor is actually the VR roomscale bound.
And the VR camera (i.e. you) are a component that moves within the actor.
So you get clipping... but only against the middle of the room.
Which is ok if you're not tracking player movement.
But if you are, and really if you're doing desktop VR, you need to - unless you want people hating on your work right away...
Then getting stopped not by your own movement, but by the movement of the actor...
is the sort of abstraction that only makes sense to developers
Where as gamers would see it as a game breaking bug.
Which is why the VRtemplate doesn't bother with that stuff.
I see, but since you trace by channel, why would it matter ?
it would ignore collisions with player anyway and only collide with whatever channel you tell it to
yeah
Well. What is your channel trace colliding with?
node is called CapsuleTracebyChannel
so my trace only collides with whaever surfaces and actors I need it to collide with
custom channel
So that'd typically be the walls and floors right?
Right. So when the capsule doesn't move around in the actor because it's the root component.
(or actors to interact with)
Then what happens is, as you move around, and you're not standing in the middle...
you the player will move through walls
and then stop
abruptly.
Because the capsule is blocked by the wall
In your case... you mean in mobile VR?
for now, yeah, I don't have Rift to test my framework on desktop π
Right. So in your case, the capsule works fine.
but even playing in the Editor, it works as expected
Because the camera is in the middle of the actor and so is the capsule.
You don't have a system where your camera moves independently of the capsule.
When you do, you immediately (or very quickly) know it's off.
due to lack of positional tracking ?
Yes.
gotcha
Hey icecreammatt.
I had to switch to the VR Extensions plugin to fix that issue. I have like a 2.3x2.0m space area and when you are in the corner its very noticable
you're not the guy working on paperboy VR are you? π
^ That plugin was a pain in the ass to get working too. I had compiler errors for hours then tried again few days later with newer version and it just worked
I am not
Hehe π no worries. Can't remember that guy's name. I do know he popped in to show it off a while back.
Yeah I remember seeing the screens it looked cool
It's out in Early access.
I'm hoping to have some stuff to show off of my game in the next few weeks, need to finish fixing my weapons to work with that VR extensions pickup system and then have time to put a demo video together. Hard with holidays and stuff going on :/
What kinda game you building? FPS?
FPS
Going for H3VRish weapon controls but with linear single story campaign similiar to old N64 games
Nice
I'm doing it as a hobbie project
Got good locomotion in there?
I was trying and failing to implement what Art of Fight uses which I really like. I'm goign to try it again now that I have the VR extensions working.
I'm hoping to support Art of Fight, Onward and Teleport for movement controls
Nice. the crowd should be happy with that selection.
seems like if you don't do that people will just dismiss the game if no Onward.
why are there so many shooters in VR?
Onward kinda makes me ill but if it works for other people that's cool.
Easy, obvious, works well. π
I think lots of people like shootesr too. I know I do myself.
@full junco what game do you want to see in VR ?
Yeah, I'd like to build a shooter too.
Interesting enough, i have 8 sales from China
Let's all build shooters!
but my game is exactly the kind of thing that china would ban
im good with lots of shooters just not more wave shooters please
skeletons tho
Am I the only one building a puzzle game? π
puzzle games are a good thing. check "i expect you to die"
I don't like puzzles, unless they are integrated into shooter
Portal Stories VR is really fun and is kind of a puzzle game.
Portal has shooting in it
I'd love to see more stuff like that
@wicked oak why would china ban your game? you criticize the chinese government in your game?
What about throwing? That's almost like shooting π
normally, skeletons are banned in games that release on china
his game has skeletons
nah, throwing is not shooting
unless you throwing a grenade with grenade launcher π
can you not have skeletons in China?
eh never heard about that skeleton in china thing
world of warcraft had to remove all skeletons
Skeleton King now has full armor
That's weird. I guess they're not a fan of undeads.
why do chinese people dont like skeletons?
and Clinkz (a flaming skeleton) is now armored too
its a cultural thing
dead people and the like
wow had to remove skeleton death markers of players with tombstones
what about zombie games?
bosses like morrowgar had to be given a texture stretched over their bones
it's about respect for ancestors I think, so gorilla is probably fine
and america has more than those 2 together
@wicked oak and how many is it in total now?
just passed the 100 sales mark
@real needle so not pig skeleton? π
@wicked oak ok, is that more or less than you expected to have at this time?
its already got more in sales in 1 day, than Deathwave in all time
Nice. congrats!
how long have you worked on it?
having in mind this is early access release
near to 3 months
using the assets that were on deathwave before
thats why i could do it so fast
well thats really not much time lol, wish I could have released my game so early
its the 3rd game i release in 6 months
lol you are really fast with making games
its not that strange
Can you live from the money you make or do you have another job?
the exception is doing sometthing like i do
hell nah. making games is a net loss
for now
but i get money from freelancing
@wicked oak so yanks don't care for DWVR ?
ah, that's cool
I guess when it comes to shooting, US is the market to be in.. And Russia
EU/Asia like puzzles I think
(in general)
not many russians have vr headsets
keep in mind, the price of the headsets there is HUUUGe
compared to average salaries and the like
yeah, I know
check how many Spain sales i have
its actually 3
out of 100
and its a spanish game, covered in a couple places
nah, Spain people dont have PC vr
Yeah.
100 sales in how many days ?
at what price ?
changes from region to region
Well spain swings PSVR is what you said right? π
You got spanish media covering their homegrown vr guy? π
so, is it safe to say you paid for your hardware with 100 sales in the first 24 hrs ? (if you had to buy hardware)
i was with them, but didnt make the cut
for the finals
wich i think is slightly bullshit, becouse the other VR game i was competing with, is your run of the mill "totally not amnesia VR"
in a house
BTW... fist of physics is a shit load of fun.
but im pretty sure they saw that i alraedy had PS4 devkits with sony UK, and that Deathwave is already released, and didnt like that
becouse winning that award is 10k in cash, but PS4 exclusivity
It's like a proper boxing game. I mean if boxing was awesome giant robot fighting
where you fling cars and trees and light posts at each other.
how cool
But seriously, it has in fighting, out fighting and a ring that you can move around in.
Not quite like the mech-robot fighting game you were describing.
In that you're not a human in a giant robot
but you embody the giant robot
ah, yes
But definetly you should try it out if only as research.
right now im trying to add Leaderboardxs
wich is a huge issue, becouse ineed them to be multiplatform
and ue4 leaderboard code is useless
Oh.
They don't send data to a webserver and the webserve just organizes and reports it to all clients?
I guess that webserver bit is something you'd have to build yourself at this point?
oh, thats no issue
its steamworks
the thing is that other online stuff is dealth with the OnlineSubsystem ue4 abstraction
but leaderboards are useless on it
so you need to implement them directly on Steamworks
and i have to do that with Oculus and PSN too
so.... Gotta write a implementation that can switch
Are you able to get cross platform leaderboards with that?
Or is it platform specific?
make it a plugin for Marketplace please π
not a bad idea, if i get the steamworks and oculus versions workiung
I'd buy it for sure (for non-VR Steam games)
YESS, got score upload working
Nice work
@mighty carbon no idea what kind of games I wanna see in VR, but I know that I don't like games where most you do is shoot with guns without anyone shooting at you