#virtual-reality

1 messages Β· Page 64 of 1

mighty carbon
mighty carbon
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pretty cool.. I wonder if it would work for VR

wicked oak
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it does

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but badly

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VR really, really dislikes dynamic geometry with dynamic light

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the "chunk" level builder is cool

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that one loads different levels and stitches them together

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but the "grid" system is a NO

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source

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a prototype i made using the grid builder

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performance was horrid

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due to the dynamic lights and dynamic meshes

mighty carbon
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I thought you can generate level, then bake lighting

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(granted it won't be dynamic anymore)

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basically level generated offline, not in runtime

wicked oak
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VRMultigames is up on the store

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well, but then, what is the point

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of using a procedural generated system?

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if you use the level builder with the different chunks, that is a MUCH better system for VR

mighty carbon
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the point is to cut production time

wicked oak
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as you can build static light on each

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nah, this is too ugly to use well

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as you see, its a straight grid

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you can actually paint it

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to have fine control

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but its still a grid

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if your game is a top down rpg, then maybe

mighty carbon
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congrats on getting into Oculus store! πŸ˜ƒ

wicked oak
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i wanted to do it as a test

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now i know

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you pass review and stuff

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then they release it for you

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its not like Steam, where you push the green button

mighty carbon
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I don't think you need to do approval for updates

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Steam used to be the same way when I started

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I'd upload build and let Steam know. They'd manually propagate it.

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It's only later that they made it fully automated

wicked oak
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i guess when they stopped giving a crap

spring pond
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isn't that what the RC channel is for on the oculus store

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you have alpha/beta/rc/release

wicked oak
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Very impressive. My game failed its first review

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DWVR

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they encountered some framedrops

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gonna fix that and send again

mighty carbon
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ehh?! Framedrops are that critical ?

wicked oak
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no, not that critical

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-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.

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glowing orbs in a tutorial that are used once

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and enemies to 80 fps when you explode them with the dual shotguns from close

mighty carbon
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well, if they didn't want to pass the game with that, it means it is critical πŸ˜ƒ

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so, ASW didn't help ?

wicked oak
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im actually impressed they are THAT cautious with detail

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they are for real when they ask for perfect performance 99% of the time

spring pond
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that happened to us with a hitch

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they called us out on 2-3 little things

wicked oak
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btw, my game is as Early Access

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not full release

mighty carbon
spring pond
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pffft i'll believe it when i see it

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it will probably only have a single USB c port πŸ˜›

mighty carbon
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or Thunderbolt only

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or no ports at all.. who needs them in Mac world 😏

spring pond
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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

mighty carbon
storm vortex
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@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.

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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.

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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.

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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.

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I had to remove that animation and just do the reload in the animatino blueprint and the issue went away..

mighty carbon
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i see

storm vortex
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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.

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See page 5 in the docs for the extension you ahve to enable

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If you don't do that you will see a bunch of errors when you attempt to build

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There are also a bunch of youtube videos that explain how to do different things with it which I found helpful.

mighty carbon
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aye, thanks

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I am concerned with performance because it would be going to Gear VR

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Quake's AI is primitive, but lightweight and effective

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that's why I am kinda hesitant to use Marketplace solutions as I think they are overkill for what I need

storm vortex
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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.

full junco
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BP is ~10 times slower

storm vortex
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I know there is some experimental feature that converts the BP into C++. Is that still 10x slower?

full junco
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no, thats almost as fast as real cpp then

wicked oak
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do you know where 80-90% of my CPU use goes?

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multiple enemies, lots of animations, complex-y AI on them, plus they having weapons and tracing for melee combat and pathfinding

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80-90% of that time

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is spent on the CharacterMovementComponent movement physics, plus animation calculation

opal bobcat
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doesnt bp just compile to cpp anyways?

wicked oak
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unless you are going absolutely WILD, you arent going to have problems with blueprints

opal bobcat
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what makes it so much slower

mighty carbon
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why not to leave CharacterMovementComponent to C++ then ?

wicked oak
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its already c++

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its engine code

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the thing is that the character movement component does lots of traces and stuff

mighty carbon
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eeh, then why is it bogging CPU down so much ?

wicked oak
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becouse its doing lots of traces and sweeps

mighty carbon
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that's wrong

wicked oak
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if you have ~10 enemies running around, it bogs cpu time fast

mighty carbon
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Steel Storm game is written entirely in QuakeC script

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AI only eats ~15% of CPU time

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and that's not simple Ai like in Quake

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so, something is definitely wrong with UE4's AI if it bogs down CPU time that much even when C++ code is running

wicked oak
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just lots of sweeps on badly configured physics

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it can be improved

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anyway, what i mean is that you are NOT going to be bound by blueprints

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in 99% of the cases

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Spawning objects and destroying also takes a good chunk of time

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in general, its Traces, Pathfinding, Spawning, and animation on complex trees

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those are where MOST of your CPU game time its going to go

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blueprint math on a couple sums?

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not a issue

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unless you are going absolutely wild with it, like calculating all 10.000 first primes on a blueprint

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also overlapping events

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holy shit those are expensive

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if you are using bad geometry

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with badly configured physics

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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

full junco
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epic plans to make all physics stuff happen async

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that should greatly help reducing that problem

opal bobcat
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whats wrong with blueprint math

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it just uses the kismet library

wicked oak
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not sure, this people allways complaing about blueprint performance

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its actually faster than unrealscript i think

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and unrealscript was the scripting for whole games

opal bobcat
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seems pretty comprable to c++ to me, uses the same api

wicked oak
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if you are having bad performance, then you are doing stupid shit

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with traces/pathfinding/spawning

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im going to move my projectiles to use a global-ish manager

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that way i can free the GC from shitting itself by reusing the projectiles

storm vortex
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So... I guess I shouldn't be spawning actors for my shells flying out of my gun. probably should use particles haha

mighty carbon
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well, the way I see it all that "expensive" stuff should happen in C++, even when called from BP

wicked oak
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for example

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exactly

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if you do crazy shit in C++, you ALSO get bad performance

mighty carbon
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but isn't it already a built-in functionality ?

wicked oak
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when i was working in Heavy Gear Assault, we were terribly CPU bound

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and it was becouse we spent like 15 ms on the animation tree

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this with around 30 mechs for stress test

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as each mech had very detailed animation with a lot of blends

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good that Epic optimized that by making it multithread

mighty carbon
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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 ?

wicked oak
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yes

mighty carbon
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wow, this is just beyond my understanding how UE4 can be so slow :/

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I guess only one way to find out

hard light
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UE4 is slow when you use the inbuilt massively over-engineered stuff to do simple things

digital marlin
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cross-question here

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Guys is it possible to have a 3D widget that's curved?

full junco
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theres an option to make it curved I think, just a checkbox on the widget component

digital marlin
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ah okay. Can widgets be mapped to 3D objects? Like a cylinder or a sphere or something like that?

full junco
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I don't think so

digital marlin
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AH dang.

full junco
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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

mighty carbon
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ha, forgetting to add OSIG file to new UE4 version always gets me πŸ˜›

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built and deployed to Gear VR just to find out I forgot OSIG file yet again πŸ˜’

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btw, i3 6100 and 16Gb of RAM really do wonders. I can only imagine what i7 is like

granite jacinth
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Yes

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3D widgets can be on a cylinder

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or sphere

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or whatever you want

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That's the short answer

full junco
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how?

mighty carbon
mighty carbon
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ha, as always Oculus Spatializer doesn't work with 4.14 (works, but doesn't spatialize sounds)

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no wonder no one makes Gear VR projects using UE4 😦

wintry escarp
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its sloooooowwwwwwww

digital marlin
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@granite jacinth Got a tutorial or some documentation regarding that? I can't seem to find anything

mighty carbon
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@wintry escarp what is slow ?

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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 😦

pearl tangle
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didn't gear vr have its own implementation of it for ages?

mighty carbon
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no, it just got into UE4.14

digital marlin
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motorsep check plugins

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I saw a few things in there about audio

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Not sure if it'll help 8\

mighty carbon
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none of them matter for Gear VR, @digital marlin

digital marlin
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dang

mighty carbon
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FMOD + Oculus Audio SDK is the only combo that provides spatialized HRTF audio on Gear VR

pearl tangle
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doesnt work for cardboard either

mighty carbon
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I reported that issue to Oculus since 1.1.0 and previous FMOD / UE4, and nothing has been done 😦

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They don't even mention UE4 in docs

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also, just tested multiview on Gear VR - it sucks

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utterly disappointed

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performance is horrible and AA isn't working

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also found some collision issues in my project that were not there in 4.13

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WTF

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it seems like one step forward, two steps back :/

pearl tangle
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yep gear vr has been pretty well neglected. especially since the most recent version of it got cancelled

clever sky
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It did?

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Officially? Samsung not supporting Gear VR anymore? πŸ˜›

granite jacinth
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Crazy question

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Who here watched what the Wizard did on Tuesday?

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Has anyone attempted that in VR yet?

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Would it even work?

opal bobcat
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rr what did the wizard do?

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and who is the wizard?

granite jacinth
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Alan

opal bobcat
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Alan Wizard?

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havent heard of him

tawdry dragon
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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

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And does the Vive or Rift handle it better?

hard light
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Taken the vive to trade shows with no issue

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I'd probably still try to avoid too much direct light or reflective surfaces where possible

tawdry dragon
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Unfortunetaly we just deliver a small part of entire trade show setup. So we have zero control over lights, surfaces or anything

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My guess would be the Oculus would be the best to handle this right?

wicked oak
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Taken the rift to several trade shows

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easy to setup, no issues at all

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only had to control the people from turning around as i couldnt put the sensors in 360, only frontal

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also from walking out the tracking space, and the cord is short

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there is this blue grid that shines when you get close, but they didnt seem to seee it

tawdry dragon
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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

clever sky
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With regards to Rift and front facing...

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what you can do is put a grid behind the user telling them to turn forward

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Kinda like Rec room does. Except rec room is annoying because it just blacks it out.

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And doesn't give an option.

tawdry dragon
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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

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Also the experience we are designing will be more stationary, like Job Simulator

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so if people are walking towards the edges, we're doing something wrong πŸ˜‰

hard light
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if space is no problem, I'd use the Vive

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it's not hugely affected by lighting

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the only time I've had a problem with it is when a room's motion sensors conflicted with the lighthouses

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but that wasn't too big a deal, just meant that the tracking wasn't as solid as it should be - still worked

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the other time I've seen problems with when there are large windows, presumably because they act like mirrors

mighty carbon
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Who said Gear VR is no longer supported?!

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Galaxy Note 7 phone was cancelled

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Gear VR 2016 is still being sold and is S8 compatible.

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People use it with S7 series nowadays

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Oculus updates software on S6/S7 devices regularly and Unity is on top of the game with Gear VR support.

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What's neglected is support for Gear VR in UE4

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(Most noticeably on the spatialized audio side of things)

hard light
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Nobody said GearVR isn't currently being supported?

mighty carbon
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Zoltan Jr did

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He put it as "neglected" which is only true for UE4 side of things

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Btw, Carmack offered Sweeney a bet about whether ultimate AR/VR system will evolve from desktop VR or from mobile VR :)

full junco
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@mighty carbon where?

wicked oak
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lol, good bet

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i bet Mobile

full junco
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I hope mobile VR will die as soon as possible

wicked oak
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when the optimization goes just right

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thats 90 fps

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except that spike, thats a GC stall that caused a 2 frame hitch

mighty carbon
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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

full junco
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@wicked oak is that line at 0?

wicked oak
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that line at the bottom graph is at 90 fps

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it releases in a few hours

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so im doing some last minute performance improvements

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ive had to butcher quite a lot of FX

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to get it to be 90 fps 99% of the time

full junco
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so you mean that line is at 11.1 ms?

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not nice to talk about fps

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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

wicked oak
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it vsyncs in VR

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but that basically means i dont drop frames a lot

full junco
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it vsyncs? what hardware you run it on? it doesnt vsync (or at least doesnt show that in the profiler) in my case (vive)

wicked oak
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it vsyncs on oculus

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i can still see the graph for the "render scene" thread

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that shows me how many MS are spent rendering

full junco
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I dont really understand?

wicked oak
full junco
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even if it vsyncs, that would be render thread time where it would wait, not game thread I think...

wicked oak
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orange line is the "total time"

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blue line is "Draw Scene command"

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wich is basically the render thread tick

full junco
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how do you get different lines there?

wicked oak
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for example, this spike is clearly not a rendering spike

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so its probably GC

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or something with file loading

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it can often hitch when spawning stuff

full junco
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how do you add a different line than the gamethread to there?

wicked oak
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see the little tag?

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click it

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and it will add the value to the graph

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careful, not all are actually time

full junco
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ah

wicked oak
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for example, you can use the RHI draw commands

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wich is the amount of drawcalls you have

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see how it has a 3 numbers?

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and others are a pie?

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there are events that show the timing of something

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and others, like the numbers, show the amount of something

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DrawPrimitiveCalls gives me the drawcalls on the scene

full junco
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but that FDraw Scene command is by far not whole render thread

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how do I add a line for the whole render thread?

wicked oak
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but it is the game render stuff

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the slate thing ends up being editor overhead and things like that

full junco
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ok

wicked oak
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lol i cant see the graph for triangles

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its too big

full junco
wicked oak
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that is a clear as day rendering bottleneck

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or your game code is mostly constant

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its good performance anyway

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you never go more than 11ms

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my issue is that my game is very very ambitious

full junco
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eh my game is more ambitious I guess πŸ˜› that profiling isnt the real game case

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well I mean, its the real case, but it doesnt include GPU time

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and thats where most time usually is

wicked oak
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getting the 90 fps on this is hard

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too many meshes

full junco
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can you bake lighting?

wicked oak
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its all static

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all of it

hard light
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geometry is rarely the issue, it'll be scene complexity that's the killer

wicked oak
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no stationary, but static

full junco
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see, thats a super huge advantage

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I have to have everything dynamic

wicked oak
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and yet, i have a fuckton of drawcalls and vertices

hard light
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you want to combine and/or instance meshes where possible to reduce draw calls

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I recall one of UE4's demos does this, I think it's the particle effects demo

wicked oak
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im doing that already

full junco
wicked oak
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that has lowered the drawcalls from 2000 to 800

full junco
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not sure if those exist in 4.14 already, I'm on master

wicked oak
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but 800 is still way too many for VR stereo

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yes they do

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they were here in 12 andd 13 versions

full junco
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oh ok, I never saw them

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I just disabled the pointlight and atmospheric fog checkbox and suddenly get 6.1% less GPU time

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thats awesome πŸ˜„

wicked oak
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im going to end up storing the projectiles

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not now, too late, but maybe next patch

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my machinesguns and shotguns create a lot of projectiles

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i can get easily 20 spawns/deletions per second. In MP it can be more

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ill try storing them into an array on their weapon, and reuse them

full junco
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does instanced stereo help in your case? I just tested and instanced stereo still increases my GPU time by 5.6%

wicked oak
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yes

full junco
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I think I will keep that disabled now

wicked oak
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keep in mind my amount of drawcalls

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with normal stereo, they are double

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and get near 2000 drawcalls

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i got a good speedup from the instanced stereo due to that

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also from forward render

full junco
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I also wanna be able to use forward...

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still have to wait for ssao support

wicked oak
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ha, Nice, Sony has approved my DWVR concept and prototype

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after PC release ill go with the PSVR for the "full version"

full junco
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what is DWVR?

wicked oak
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my game

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full junco
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ok, what does DWVR mean?

wicked oak
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means nothing

full junco
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lol

wicked oak
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its the codename that was used during development, couldnt find a good name

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to be fair, it does mean something

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DeathWaveVR

full junco
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just take some letters and use that as a name?

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ah

wicked oak
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see the similarities?

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DWVR started as basically a VR port of deathwave

full junco
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ah πŸ˜„

wicked oak
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but being much more interesting, it got its own way, and branched from what Deathwave is

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the actual shared stuff is just the enemy models

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animations are also replacted, and gameplay too

full junco
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ok

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I guess I could still try forward with my project just to see how much better performance is...

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it looks horrible without shadows and ao

wicked oak
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AO?

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in VR?

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it can give artifacts real fast

full junco
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ssao

wicked oak
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yeah

full junco
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it looks awesome in vr

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well, with temporal ao, that smooths it perfectly

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hm, forward + msaa without SSAO and without shadows is slightly more expensive than deferred + TAA + SSAO + shadows

wicked oak
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interesting, normally Forward + MSAA is cheaper than Deferred + TAA

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i offer the option to select MSAA or TAA

full junco
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epic said for them it was also same

wicked oak
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plus a resolution slider

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the biggest thing is that MSAA looks GLORIOUS

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so good

full junco
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the benefit from forward was completely takern my how expensive MSAA is, thats what epic said about robo recall

wicked oak
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unless you have sparkly metals

full junco
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foliage looks not too nice in msaa I think...

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and wow, instanced stereo rendering is way more expensive in forward than in deferred

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in forward I get 15% less performance with ISR

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are you sure you get a net benefit from ISR?

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are CPUs so slow with draw calls that 15% less GPU performance is worth it?

wicked oak
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when you have 900 of them, im pretty sure yes

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its just that i have too many drawcalls

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my materials are very simple, and so is my lighting

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i mean, its ALL static

full junco
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what gpu you use?

wicked oak
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970

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and i7 2600k overclocked to 4.5

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so basically VR minimum

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makes it a good case for optimization, if it runs fine on my PC, it runs fine for nearly every VR user

full junco
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yeah

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I use a R9 390

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just my CPU is "unfortunately" too good, I fear a bit that the game won't run good on a i5

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to me MSAA looks like no AA at all in my project..

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I think r.PostProcessAAQuality 0 disables all AA, and I see no difference between r.PostProcessAAQuality 0 and 6

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I see a difference when r.MSAACount is 0 since then TAA is used

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does MSAA show up in the profiler?

mighty carbon
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i3 6100 is min CPU for VR, per Oculus

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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.

wicked oak
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bullets look a lot cooler

mighty carbon
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also, I'd add simple fog and use those draw distance volumes (forgot what it's called) to not draw meshes at certain distance

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yeah, but instead of 100 bullets you can spawn 10 tracer actors if you really want to visualize it

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that's how it's done in Doom

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every so often a tracer is spawned and sent toward the target, just for visual reference

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otherwise it's hitscan stuff

wicked oak
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i still wanted to do bullets

mighty carbon
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well, then keep fighting performance issues πŸ˜›

full junco
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@wicked oak does MSAA show up in the profiler?

mighty carbon
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could you folks please upvote this bug report ?

full junco
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well ok, but only because multiview is an interesting thing πŸ˜›

wicked oak
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MSAA is not an extra thing

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it increases the time on the basepass

mighty carbon
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thx πŸ˜ƒ

full junco
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@wicked oak ah ok

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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

wicked oak
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thats strnage

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it should look a lot better on the edges

full junco
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has to be a bug I guess

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maybe some setting I set in the projects settings is incompatible with MSAA or something like that

mighty carbon
mighty carbon
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I guess no RGB screen :/

mighty carbon
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@wintry escarp @jade elm well, you can make something with that for Gear VR πŸ˜‰

wintry escarp
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?

mighty carbon
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weren't you complaining that Daydream/Cardboard has Google Streets and Gear VR doesn't ?

real needle
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@mighty carbon SpatialOS is really quite intersting, seeing the projects that have been done in Unity using it. Hope their Unreal plugin takes off

wintry escarp
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must be much higher res than people were expecting

mighty carbon
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@wicked oak gotta get on board with Nintendo to get DWVR to Switch!

wicked oak
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lmao kind of difficult

clever sky
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Oh wow. If Nintendo does VR...

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that'll be a fun market to tap into πŸ˜„

mighty carbon
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would be fun if they partner with Oculus on software side of things

sullen stirrup
#

how does one prevent a project from loading vr

#

πŸ€”

opal bobcat
#

loading vr?

sullen stirrup
#

yea, launching steam vr on load

opal bobcat
#

ahh

#

have you tried disabling the vr plugins?

#

for the project

wintry escarp
#

do you mean starting normally then going into vr mode when player presses ply?

sullen stirrup
#

thing is I'd like to be able to launch the game both with and without vr

#

well, yea

wintry escarp
#

I thought of that for gearvr, I don't think its possible for that...desktop might be better

sullen stirrup
#

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

mighty carbon
#

I don't think it's possible

#

on Gear VR it's not, for sure

sullen stirrup
#

what's the point on dis then 😐

#

I remember some executing a console command in order to do exactly that

#

maybe steamvr loads but the hmd ain't used?

mighty carbon
#

no idea, but I don't see why having non-VR game to start and then have you put on HMD

#

bad design ?

sullen stirrup
#

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 πŸ˜›

wintry escarp
#

hmmm amd vega benched faster than a 1080

#

will amd have the sense to keep the price lower

wicked oak
#

gonna ask you for a favor, can you upvote it?

#

needs 2-3 upvotes to get frontpaged

#

after that, lets see what people decide

mighty carbon
#

@wintry escarp performance is one thing, but what good would it be with crappy drivers and lacking software ?

#

upvoted @wicked oak

storm vortex
#

sames, you should post to r/vive too

wicked oak
#

its alraedy frontpaged there

#

only on r/oculus its having problems

#

im pretty sure it got caught by the antispam

wintry escarp
#

a biy annoyed gearvr wont let you run at FHS res on nougat

#

FHD

mighty carbon
#

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

wintry escarp
#

gearvr works but it tells you you have to manually go back to 2560 res

mighty carbon
#

on 6.0.1 it just runs in that out of the box

wintry escarp
#

I hcnaged it to FHD to see what it was like, looks exactly the same as 2560

#

exceot gearvr complains

mighty carbon
#

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 ?!

#

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

real needle
#

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?

wicked oak
#

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)

storm vortex
#

Ah interesting. I always thought MSAA just rendered the entire scene at 4x but maybe I'm mixing up with Super sampling

wicked oak
#

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

storm vortex
#

those are the ones that seem to always just blur stuff right?

wicked oak
#

it renders with very slight jitter, and then it averages it

#

yes

granite jacinth
#

Where those special keys for our lovely chat @wicked oak ? πŸ˜‰

wicked oak
#

yes

#

yes, im NOT vblanco on twitch

#

it was taken

mighty carbon
#

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

#

πŸ˜’

#

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)

mighty carbon
opal bobcat
#

still have never played that barftastic game

full junco
#

@wicked oak read your reddit threads and its crazy that people actually ask about support for "regular" movement

pearl tangle
#

regular movement?

full junco
#

like with a gamepad

opal bobcat
#

howabout making it so it doesnt move the camera view without your head moving

#

that'd be nice

silk lodge
#

@full junco - I built a new copy of 4.15 and everything is working

opal bobcat
#

oO 4.15!?

#

oh my lord

#

dont even have that option avaliable yet

full junco
#

@silk lodge what exactly are you talking about?

silk lodge
#

@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 πŸ˜ƒ

opal bobcat
#

ahh so you take a daily?

#

i didnt even know those were avaliable

silk lodge
#

I did today. It's a rage build.

#

they're on github

opal bobcat
#

cool

silk lodge
#

I was unable to load my project after modifying anything in 4.14

#

but they fixed the glitches with 4.15

full junco
#

@silk lodge ah, you mean the issue is fixed in master?

#

great

silk lodge
#

yeah!

#

I'm now having an issue with particles not displaying in both eyes

full junco
#

but why do you say this in the vr channel?

opal bobcat
#

huh i had no torulbe with my project going to 4.14

silk lodge
#

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

opal bobcat
#

huh

#

i havent experienced that

#

im writing a vr app in 4.14 right now

#

my overlap events have been fine so far

silk lodge
#

it was an overlap on a motion controller being overlapped by my head

#

I'm guessing late update was causing issues

full junco
#

@silk lodge have you tested msaa on master?

#

have you tested foliage with it? is it correctly applying msaa on foliage (masked materials) now?

silk lodge
#

@full junco I haven't done much with msaa. I need my reflections!

full junco
#

ok

wintry escarp
#

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.

pearl tangle
#

is it just a 360 video or something?

pearl tangle
#

hey i see DWVR up on steam now

wicked oak
#

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

mighty carbon
#

Btw, I figured out spatialization issue last night

#

Back into Gear VR development :)

wintry escarp
#

is that supposed to disable lightmaps?

clever sky
#

@odd garnet Yeah, that's an awesome level. Did you do much work with the collision meshes? πŸ˜›

odd garnet
#

@clever sky Yeah we actually had to go through all our static meshes and apply new collision with 100% accuracy

clever sky
#

Haha... yeah, same. Bloody terrible default collisions πŸ˜›

#

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?

odd garnet
#

Large scale πŸ˜ƒ

#

everything in DnD eventually

clever sky
#

Nice. Ambitious

odd garnet
#

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

clever sky
#

Ah yeah.

#

You guys made anything else before?

odd garnet
clever sky
#

Cute!

#

Yeah, there's a lack of good dungeon crawlers with free motion.

odd garnet
#

Cute

clever sky
#

Trickster is probably the best I've found... you tried it?

odd garnet
#

I mean thats pretty cool and all

#

the sword and the shield dont interact at all tho

clever sky
#

Yeah.

odd garnet
#

ours do, so you can actually block things

clever sky
#

So basically there's still a lot of stuff that can be done better in VR πŸ˜ƒ

#

Working on a locomotion system myself. Will be releasing a demo soon.

odd garnet
#

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

clever sky
#

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 πŸ˜›

odd garnet
#

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

clever sky
#

Is that like a FOV restriction technique?

odd garnet
#

yeah, but much less complex?

#

It just makes everything blurry when you're "dashing"

clever sky
#

When you say dashing.... is that dash teleport

#

or do you just mean free motion movement?

odd garnet
#

free motion movement.

clever sky
#

Fair call.

#

I'm down for playing a good VR dungeon crawler.

#

... Vanishing Realms too short!

#

And trickster too... disconnected.

odd garnet
#

Plan on making mine opensourced/steam workshop

clever sky
#

Like too many set pieces.

odd garnet
#

that way people can built dungeons

clever sky
#

Nice.

odd garnet
#

set pieces in real life are awesome

#

once...

clever sky
#

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.

odd garnet
#

Aw man a defense mode would be cool

#

thanks lol

clever sky
#

Haha πŸ˜› 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.

odd garnet
#

Im tired of wave defense in VR

clever sky
#

Feels like he should've made that a mode rather than growing a game around it.

odd garnet
#

it's so much harder when you officially release

#

keeping up/ pleasing your player base/growing new playerbase

clever sky
#

Yeah.

#

Suddenly you got potentially thousands of mini-bosses breathing down your neck πŸ˜›

odd garnet
#

kinda

mighty carbon
#

@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 😦

#
#

so, unless those are speculations, I am still excited for mobile VR

wintry escarp
#

that setting runs on my s7 gearvr, but all lightmapping is gone as soon as I change the setting

#

rebaking doesn't fix it

mighty carbon
#

odd

#

doesn't run for me at all - crashes on launch

wintry escarp
#

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

mighty carbon
#

ha

#

pennies

clever sky
#

Yeah, bettter hold off and get paid first πŸ˜›

wicked oak
#

@clever sky dont get that one

#

get one of the beefy as hell MSI machines

clever sky
#

Link?

#

Setting aside the absurd price, it looks pretty awesome πŸ˜›

wicked oak
#

i have this one

#

the 1070 model

#

its heavy, and HUGE

#

but it has insane cooling

#

and it runs faster than my desktop

clever sky
#

Damn. That looks chintzy! But can't argue when it's 1.5k difference

wicked oak
#

the razer one is too thin

#

thin = hot

clever sky
#

But well cooled?

wicked oak
#

the msi ones are super, super well cooled

#

they have a turbo button

clever sky
#

Yeah. I don't really need a laptop other than for travel VR purposs.

wicked oak
#

that puts everything to 100%

clever sky
#

so I'd probably end up with something like that.

wicked oak
#

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

wintry escarp
#

that shadow permutations thing broke my scene

wicked oak
#

literally, not even warm

wintry escarp
#

I cant get lightmapping to display now

wicked oak
#

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

clever sky
#

Nice to hear.

wicked oak
#

it has the downside of no easily replaceable battery

clever sky
#

Thanks for the heads up.

wicked oak
#

but it has an issue

#

and its that its absolutely huge

#

battery last little

#

and its heavy

clever sky
#

Yeah. So suited as travel VR, because you're going to need power for VR anyway.

wicked oak
#

pretty much

#

i had to buy a ridiculously oversized "gaming" backpack for it XD

#

it didnt fit in a normal "school big" size backpack

clever sky
#

Haha...

wicked oak
#

the 1060 one runs VR well

#

the 1070 one is stronger than my desktop with a 970

clever sky
#

What's a 1060 equivalent to in 9XX?

#

980?

#

And 1070 is a 980ti?

wicked oak
#

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

clever sky
#

Aren't these laptops using a desktop class GPU?

wicked oak
#

yes

#

but its still power/temps limited

clever sky
#

Ah... but they downclock it.

wicked oak
#

yup

clever sky
#

Yeah

wicked oak
#

slight downclock

#

something like 10-15%

#

still its absurd power on a laptop

clever sky
#

Yeah

wicked oak
#

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

clever sky
#

Yeah. But I can't afford to throw away thousands for prettier on a secondary machine πŸ˜›

wicked oak
#

the msi 1070 one is still 1800 dollars

clever sky
#

If it was my primary, I'd seriously consider it.

wicked oak
#

i dont care about the size, so i got literally the biggest badassest laptop i could find XD

clever sky
#

hehe

wicked oak
#

its becouse i already had a MSI gaming laptop

#

just a lower claass one

#

with a 960m

clever sky
#

Too bad these laptops can't be upgraded πŸ˜›

wicked oak
#

but that doesnt cut for high end VR

#

and as i like a lot that other laptop, i got the "bigger" version of it

clever sky
#

Or at least the GPU can't be.

#

AFAIK

wicked oak
#

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

clever sky
#

ooh. Paper boy game is out

wintry escarp
#

is it fxaa or msaa we want?

scenic slate
#

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

wicked oak
#

intellisense never works

#

dont use it

#

that "ERROR LIST"

#

is allways wrong

wintry escarp
#

I got the new blue xb1 gamepad

#

they brought out the wrong one and tried to tell me it would work the same, idiots

scenic slate
#

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 :)?

clever sky
mighty carbon
#

@clever sky I think I already posted that link twice today πŸ˜‰

clever sky
#

Haha. Fair call. I was busy putting together my new table πŸ˜›

#

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.

mighty carbon
#

I'd rather just buy desktop standing desk (manual). Full standing desk is too expensive.

clever sky
#

Yeah. It's one of those things where once you get used to it... you can't go back!

mighty carbon
#

it seems like either no one uses capsule trace or whoever use it didn't migrate to UE 4.14.1

clever sky
#

That sucks.

#

I use capsule component from VRExpansionPlugin... but that has no bearing on mobile VR

mighty carbon
#

and of course Epic is on Christmas vacation it seems 😦

#

well, the issue is on desktop too.. It's not bound to mobile.

clever sky
#

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.

mighty carbon
#

why not ?

clever sky
#

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.

mighty carbon
#

I see, but since you trace by channel, why would it matter ?

clever sky
#

What do you mean trace by channel?

#

Of the capsule?

mighty carbon
#

it would ignore collisions with player anyway and only collide with whatever channel you tell it to

#

yeah

clever sky
#

Well. What is your channel trace colliding with?

mighty carbon
#

node is called CapsuleTracebyChannel

clever sky
#

Walls, floors?

#

visible?

mighty carbon
#

so my trace only collides with whaever surfaces and actors I need it to collide with

#

custom channel

clever sky
#

So that'd typically be the walls and floors right?

mighty carbon
#

right

#

only areas I want player to navigate

clever sky
#

Right. So when the capsule doesn't move around in the actor because it's the root component.

mighty carbon
#

(or actors to interact with)

clever sky
#

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

mighty carbon
#

not in my case

#

it moves through walls

#

walls aren't surfaces player can navigate

clever sky
#

In your case... you mean in mobile VR?

mighty carbon
#

for now, yeah, I don't have Rift to test my framework on desktop πŸ˜ƒ

clever sky
#

Right. So in your case, the capsule works fine.

mighty carbon
#

but even playing in the Editor, it works as expected

clever sky
#

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.

mighty carbon
#

due to lack of positional tracking ?

clever sky
#

Yes.

mighty carbon
#

gotcha

clever sky
#

Hey icecreammatt.

storm vortex
#

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

clever sky
#

you're not the guy working on paperboy VR are you? πŸ˜›

storm vortex
#

^ 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

clever sky
#

Hehe πŸ˜› no worries. Can't remember that guy's name. I do know he popped in to show it off a while back.

storm vortex
#

Yeah I remember seeing the screens it looked cool

clever sky
#

It's out in Early access.

storm vortex
#

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 :/

clever sky
#

What kinda game you building? FPS?

storm vortex
#

FPS

clever sky
#

Cool cool

#

What's the hook?

#

If you can reveal

storm vortex
#

Going for H3VRish weapon controls but with linear single story campaign similiar to old N64 games

clever sky
#

Nice

storm vortex
#

I'm doing it as a hobbie project

clever sky
#

Got good locomotion in there?

storm vortex
#

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

clever sky
#

Nice. the crowd should be happy with that selection.

storm vortex
#

seems like if you don't do that people will just dismiss the game if no Onward.

full junco
#

why are there so many shooters in VR?

storm vortex
#

Onward kinda makes me ill but if it works for other people that's cool.

clever sky
#

Easy, obvious, works well. πŸ˜›

storm vortex
#

I think lots of people like shootesr too. I know I do myself.

mighty carbon
#

@full junco what game do you want to see in VR ?

clever sky
#

Yeah, I'd like to build a shooter too.

mighty carbon
#

I am going to build a shooter too πŸ˜›

#

just not a wave shooter

wicked oak
#

Interesting enough, i have 8 sales from China

clever sky
#

Let's all build shooters!

wicked oak
#

but my game is exactly the kind of thing that china would ban

storm vortex
#

im good with lots of shooters just not more wave shooters please

wicked oak
#

skeletons tho

graceful junco
#

Am I the only one building a puzzle game? πŸ˜„

clever sky
#

Yes.

#

What do you think this is? The puzzle game convention?!

wicked oak
#

puzzle games are a good thing. check "i expect you to die"

clever sky
#

πŸ˜„

#

nah, good stuff. Good to see devs trying a variety of things in VR.

mighty carbon
#

I don't like puzzles, unless they are integrated into shooter

storm vortex
#

Portal Stories VR is really fun and is kind of a puzzle game.

mighty carbon
#

Portal has shooting in it

storm vortex
#

I'd love to see more stuff like that

full junco
#

@wicked oak why would china ban your game? you criticize the chinese government in your game?

graceful junco
#

What about throwing? That's almost like shooting πŸ˜›

wicked oak
#

normally, skeletons are banned in games that release on china

real needle
#

his game has skeletons

mighty carbon
#

nah, throwing is not shooting

wicked oak
#

look at Dota2 China version

#

no skeletons

mighty carbon
#

unless you throwing a grenade with grenade launcher πŸ˜‰

storm vortex
#

can you not have skeletons in China?

full junco
#

eh never heard about that skeleton in china thing

real needle
#

world of warcraft had to remove all skeletons

wicked oak
#

Skeleton King now has full armor

clever sky
#

That's weird. I guess they're not a fan of undeads.

full junco
#

why do chinese people dont like skeletons?

wicked oak
#

and Clinkz (a flaming skeleton) is now armored too

#

its a cultural thing

#

dead people and the like

real needle
#

wow had to remove skeleton death markers of players with tombstones

storm vortex
#

what about zombie games?

real needle
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bosses like morrowgar had to be given a texture stretched over their bones

full junco
#

what if its a gorilla skeleton?

#

just stretch X and Y a bit πŸ˜„

wicked oak
#

but in my steam stats

#

Asia and EuroWest are very close

real needle
#

it's about respect for ancestors I think, so gorilla is probably fine

wicked oak
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and america has more than those 2 together

full junco
#

@wicked oak and how many is it in total now?

wicked oak
#

just passed the 100 sales mark

full junco
#

@real needle so not pig skeleton? πŸ˜›

#

@wicked oak ok, is that more or less than you expected to have at this time?

wicked oak
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its already got more in sales in 1 day, than Deathwave in all time

clever sky
#

Nice. congrats!

full junco
#

how long have you worked on it?

wicked oak
#

having in mind this is early access release

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near to 3 months

#

using the assets that were on deathwave before

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thats why i could do it so fast

full junco
#

well thats really not much time lol, wish I could have released my game so early

wicked oak
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its the 3rd game i release in 6 months

full junco
#

lol you are really fast with making games

wicked oak
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Deathwave on June, VRMultigames in august, DWVR now

#

and yet i cant find artists

full junco
#

I'm working on my game for 8 months now

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and not yet released

wicked oak
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its not that strange

graceful junco
#

Can you live from the money you make or do you have another job?

wicked oak
#

the exception is doing sometthing like i do

#

hell nah. making games is a net loss

#

for now

#

but i get money from freelancing

mighty carbon
#

@wicked oak so yanks don't care for DWVR ?

wicked oak
#

reverse

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yanks LOVE DWVR

mighty carbon
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ah, that's cool

wicked oak
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this is what i mean with the "yanks love DWVR"

mighty carbon
#

I guess when it comes to shooting, US is the market to be in.. And Russia

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EU/Asia like puzzles I think

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(in general)

wicked oak
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not many russians have vr headsets

#

keep in mind, the price of the headsets there is HUUUGe

#

compared to average salaries and the like

mighty carbon
#

yeah, I know

wicked oak
#

check how many Spain sales i have

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its actually 3

#

out of 100

#

and its a spanish game, covered in a couple places

clever sky
#

That's honestly pretty good.

#

All things considered.

#

Oh

#

maybe not?

wicked oak
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nah, Spain people dont have PC vr

clever sky
#

Yeah.

mighty carbon
#

100 sales in how many days ?

wicked oak
#

less than 24 hours

#

in fact, it just marked 24 hours right now

mighty carbon
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at what price ?

wicked oak
#

changes from region to region

clever sky
#

Well spain swings PSVR is what you said right? πŸ˜›

wicked oak
#

exactly

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PSVR does sell quite well in spain

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lots of people have PS4

clever sky
#

You got spanish media covering their homegrown vr guy? πŸ˜„

wicked oak
#

in fact

#

i lost Playstation Awards

mighty carbon
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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)

wicked oak
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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

clever sky
#

BTW... fist of physics is a shit load of fun.

wicked oak
#

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

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becouse winning that award is 10k in cash, but PS4 exclusivity

clever sky
#

It's like a proper boxing game. I mean if boxing was awesome giant robot fighting

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where you fling cars and trees and light posts at each other.

wicked oak
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how cool

clever sky
#

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

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but you embody the giant robot

wicked oak
#

ah, yes

clever sky
#

But definetly you should try it out if only as research.

wicked oak
#

right now im trying to add Leaderboardxs

#

wich is a huge issue, becouse ineed them to be multiplatform

#

and ue4 leaderboard code is useless

clever sky
#

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?

wicked oak
#

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

clever sky
#

Are you able to get cross platform leaderboards with that?

#

Or is it platform specific?

mighty carbon
#

make it a plugin for Marketplace please πŸ˜‰

wicked oak
#

not a bad idea, if i get the steamworks and oculus versions workiung

mighty carbon
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I'd buy it for sure (for non-VR Steam games)

wicked oak
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YESS, got score upload working

clever sky
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Nice work

full junco
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@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

mighty carbon
#

How about Quake in VR ?

#

(it's been ported, but I wish they modded it to have dash locomotion)