#virtual-reality

1 messages Β· Page 65 of 1

storm vortex
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@full junco have you played Art of Fight? It's multiplayer Counter-Strike in VR. That's my current favorite VR game but it suffers from the lack of players issue though.

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The movement scheme it uses is really cool too

full junco
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@storm vortex no haven't played that

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have never played any multiplayer VR game

storm vortex
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I feel like the game regressed in their recent update visually, but the controls in it are cool. Basically like Skiing. You grip the world around you and drag it to move around. If you flick you can kinda slide yourself.

full junco
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why are there so few players?

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a good VR game is surely bought a few thousand times a least?

storm vortex
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I think because of other games and not enough players. Onward seems to be the really popular one.

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When I join usually only between 4- 8 people are playing

full junco
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I guess I should try that onward game then

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I just usually have 0 motivation to play any other VR games than mine

storm vortex
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Onward visually looks really good and is polished I think. I'm not a fan of gameplay where you sit watching after you die for 5 minutes though.

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If it had deathmatch or some faster mode where you respawn I'd be more into it. And if I could stomach the movement controls.

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I like to try as many as I can to see what works and what doesn't.

full junco
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the only game I played before I stopped playing games because I wanted to focus on developing games was arma 3

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does anything like that in VR exist?

storm vortex
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You'd probably really like Onward then

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It's basically Arma

full junco
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oh it is?

storm vortex
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super detailed military sim

full junco
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oh well it looks just like arma πŸ˜„

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like arma 1

storm vortex
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I found it very difficult. I kept getting either team killed on purpose by griefers or killed because I couldn't see the enemy since the distance on the map is so far.

full junco
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oh yeah far distance in VR...

storm vortex
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When you die it really sucks because you have to wait for like 4-5 minutes for the round to end

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and on a large map where people are sniping it takes forever

full junco
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but I'm not really someone who buys early access games

clever sky
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I'd recommend keeping up to date with VR games. Seeing what other devs are doing is a good way of gleaning neat ways to do things or a good way of testing mechanics without having to go through the trouble of prototyping them yourself. I mean a lot of these guys have already put in a lot of hard yards testing their stuff to make it work well. So... might as well learn those lessons on the cheap!

full junco
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well I bought arma 3 when it was in alpha, but it was clear that is just like arma 2, just better

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@clever sky when it means paying for games then it isnt cheap πŸ˜›

clever sky
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But it's also clear that a lot of devs have no idea what other guys are doing and just do their own things πŸ˜›

storm vortex
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Yeah, I'm really surprised in how many people in this chat don't seem to try other games.

clever sky
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@full junco It's cheap compared to the time and effort learning those lessons yourself.

full junco
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I feel like I know everything I need to know for making a great game

clever sky
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Fair enough. Well, that's my take on the issue anyway.

storm vortex
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VR is so new there's much to be explored

full junco
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but I might lose motivation to work on mine if I see that some existing games are better, so I just don't look at them

mighty carbon
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lol, you gotta play games even if you are focusing on developing one πŸ˜ƒ

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breaks up routine and provides some inspiration

storm vortex
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@full junco I'm worried that will happen to me if I see someone making the same kinda game.

mighty carbon
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I don't have time now at all to play new games 😦 But I fire up some old ones every now and then

full junco
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at the moment I'm fully confident in that my game is super awesome

clever sky
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@full junco I know what you mean. But the converse is true too. If you see what's out there and it's crappier than yours, you feel great!

storm vortex
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In the end though it's not likely someone is going to make the exact game you want to play.

clever sky
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You're like... hahaha, my competition is lame! I'm gonna kill it with this!

storm vortex
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Like Arizona Sunshine for how new and good it looks, some of the controls are kinda clunky

full junco
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I might look at others just before I release mine

storm vortex
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I feel like they didn't play other games with ability to pickup stuff

full junco
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so that all the hard work is already done and I can't lose motivation for it any more

clever sky
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@storm vortex Yeah, Arizona Sunshine is a clear example of - a lot of money and effort... and a lot of jank

storm vortex
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They could make a simple fix too, remove toggle to pickup and it would feel like 100% better

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and let you actually drop items

clever sky
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But they do something that's kinda neat which I quite like.

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Which is that even if you have guns in your hands, you can still grab non-gun things

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Except for that damn horrible torch.

storm vortex
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yeah, I'm kinda mixed on that

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Yeah, I'm still on that level. I think the most scary game I have played at this point.

clever sky
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I hate that torch so much. Pointing backwards.

full junco
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another game with guns? every game you talk about seems to have guns

clever sky
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had to take it off my hand and hold the ring.

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@full junco haha πŸ˜› VR has a lot of guns?

storm vortex
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I play a lot of shooters, I have a bunch of non shooters too though. Vanishing Realms is really great. DCS World

full junco
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how great that there are no guns in my game

clever sky
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What about swords?

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Are there swords?

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Or bows.

full junco
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there are no swords yet but there will probably be

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yes bow you have

clever sky
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Those three are the triumvarite of VR weapons

storm vortex
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Unseen Diplomacy has no weapons, although short is a great VR game I think.

clever sky
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I quite like budget cut's pick up weapons as you go deal.

full junco
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@clever sky what about axe? I have bow and axe πŸ˜€

clever sky
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@full junco Nice. Axe is less common.

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Bow and axe is a very uncommon combo.

storm vortex
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A bow is just an old school gun though πŸ˜‰

clever sky
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But bow is very common in VR πŸ˜›

full junco
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but with bow you down just need to press a button to fire, that's nice

storm vortex
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I think I have like 4 bow games already. I hope you play the competition

clever sky
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I don't mind bow games.

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But the best is still long bow.

full junco
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only other game I played with bow was the thing in the lab

storm vortex
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The Lab has my favorite

clever sky
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Long bow is the one from the lab.

storm vortex
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Vanishing Realms is pretty good too

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ah I didn't realize it was called that

full junco
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I just copied the bow mechanics completely from the lab, feels 100% same

clever sky
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Nice nice.

storm vortex
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awesome

clever sky
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Make sure the haptics are good too.

storm vortex
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awesome

full junco
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yeah haptics are same like in the lab

clever sky
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Biggest bug bear of mine is handle alignment.

full junco
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yeah haptics are same like in the lab

clever sky
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It's like... come on devs.

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It's like... come on devs.

full junco
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yeah haptics are same like in the lab

storm vortex
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Holopoint is fun, but I don't really like it's bow

clever sky
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Whoa. what's going on? this room is melting down.

full junco
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stuff showing twice you mean?

clever sky
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I'm getting repeated messages from me and john.

full junco
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yeah discord is buggy I think

clever sky
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holopoint bow feels off too.

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Trickster bow only works firing side on.

full junco
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the bow thing in the lab is basically my favorite vr game

clever sky
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Well, it works vertically, but the pitch on the bow is off compared to the controller handle

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@full junco Yeah, a lot of people love Long Bow. It's such a great starter demo too.

full junco
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but is isn't even a long bow I think

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it's quite a small bow

clever sky
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Yeah

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that's right!

full junco
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so why didn't they call it short bow

clever sky
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And it's a very short firing weak bow.

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Because long bow sounds awesome.

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And short bow sounds... short.

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hahaha D:

full junco
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then they could have called it nuclear bow

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or something like that

clever sky
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Call it... DeathwaveBow

full junco
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haha

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how many open world vr games are there?

clever sky
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0

full junco
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eh 0?

clever sky
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Well... what do you mean? Like GTA, Skyrim?

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Yeah, 0.

storm vortex
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There's this space one that feels open world. I'm not too far in it and trying to remember the name.

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It looks kinda like no mans sky in the graphics

clever sky
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Oh yeah. Elite Dangerous

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I guess if you consider that to be 'open world'.

storm vortex
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not elite, its a first person game you are on the ground surviving

clever sky
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Solus Project?

storm vortex
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yes

clever sky
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That's... as close to 'open world' as we have right now.

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But that's really a walking simulator.

storm vortex
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Yeah I've only played it about an hour or two so I don't know how small it is, but it feels big.

clever sky
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Where open world tends to denote a more living world.

storm vortex
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Fallout VR will probably be the first one

clever sky
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Yeah

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Open worlds are just big and expensive.

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VR is small and niche right now.

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Companies go bankrupt making open world games for traditional game markets.

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Some also profit hugely. But there are broken corpses all along the way.

storm vortex
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If they took a game like Skyrim and converted it to VR I feel like that could be pretty successful too

full junco
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open world means "living world"?

storm vortex
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I think of open world as a sandbox game

clever sky
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Well, typically it needs stuff in it

full junco
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@storm vortex yeah

clever sky
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that you can do stuff with and interact with.

full junco
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well yeah

storm vortex
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or a game with very large levels connected by clever loading screens

full junco
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my game is open world I think since there is an infinite open world that doesnt tell you where to go

clever sky
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It's supposed to make you feel like you're the protagonist in... an open virtual game world - with little to no restrictions on movement.

wicked oak
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Skyrim Vr, a proper implementation

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would be one hell of a success

clever sky
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I think they're saving Skyrim VR.

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Because that shit would be obviously gangbusters.

wicked oak
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they are going fallout4vr and doomvr

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where its skyrimvr?

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i think its just giving them issues

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probably combat

clever sky
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Saving it for when the market is more mature.

wicked oak
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in fallout4 and doomVR, you can just "attach" the weapon to the controller

clever sky
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Then they can milk it once more!

wicked oak
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and fire with that

clever sky
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Yeah.

wicked oak
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a melee sword is way, WAAAAAY harder

storm vortex
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yeah weapons (guns)* are low effort

clever sky
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The proven mechanics already work well for Fallout 4 and Doom

wicked oak
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come on, i ported Deathwave to VR in like 3 days

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so thats the amount of effort it takes on the weapons side

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i just attached the weapons to the controller, and set the triggers as the motion control trigger instead of mouse

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bam, it works

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magic and melee and AI that is better for VR is a whole different thing

storm vortex
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^

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I think that's the part that will need tweaking in Skyrim, sword to sword combat I think is probably difficult to get right

clever sky
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Yeah

storm vortex
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Lightsabers in VR seem like a great obvious idea, but without the feedback of them clashing I don't know how it would work well.

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Lightblade does some haptic feedback when you cross the blades but it takes away some of the effect when they just pass through.

mighty carbon
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you can't have any feed back from swords obviously

wicked oak
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for what ive heard, Doom has the exact same system i have in DWVR

mighty carbon
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so just make it a ghostly sword that goes through the victim and drains life from it

wicked oak
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for movement and shooting

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or very, very similar

mighty carbon
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you can still use vibration feedback in the controllers, but really, just make it ghostly swords

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you'd need exosuit to get proper melee feedback

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from where I stand, all these attempts to make proper realistic hand to hand combat are futile

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so, projectile based weapons and "ghostly" melee weapons (and maybe fists) are the only practical weapons for VR at this point IMO

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lol, why did the chat die when I proposed "ghostly" swords ? πŸ˜›

clever sky
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We're now ghostly chat

mighty carbon
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heh

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if you want to make great VR app/game, you need content 😦

wintry escarp
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contents the killer for almost everything

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😦

noble crater
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are we doing sad faces because we're indie devs that can't afford content?

mighty carbon
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poor indies can afford content

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it just takes time and a lot of effort

wicked oak
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AAA cant either

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VR gives too little money

mighty carbon
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I mean, it can be low poly content, but with solid art direction

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as a matter of fact, art direction and consistency is more important than whether it's low poly or AAA content

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but really, that flat shaded low-poly-from-80s content has gotten stale long time ago

noble crater
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so even if assets became easier to build (imaginging the amazing vr modelling tools we might have in 5 years), art direction would still be a limiting factor?

mighty carbon
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yeah

wicked oak
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look, i cant make good stuff even on something like Oculus Medium

mighty carbon
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I am not saying everyone should have art directors as Dishonored series or Darksiders or any other stylized AAA game

wicked oak
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and i know blender like the palm of my hand, yet i still cant

mighty carbon
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then go for consistent style

noble crater
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@wicked oak good point, i guess there's "hands-on" art direction and the high level stuff people usually mean by art direction

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why aren't there a million art students chomping at the bit for a bit of money and to see their ideas come to life

mighty carbon
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that's bs and you know it... Team up with an artist if you can't do it yourself

wicked oak
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I have tried

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with a track record like the one i have with now 3 games released, ue4 teacher, freelancer for years

mighty carbon
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why did it not pan out ?

wicked oak
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and STILL cant find an artist to partner with

storm vortex
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Very few art students in my classes when I went to school were interested in games or anythign to do with tech. 😦

mighty carbon
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o.O

wicked oak
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that for the pure arts

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ive went to gamedev schools

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they are "too busy with school work"

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and the ones that just finished their degree want direct payment

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as if i was going to pay them more than 200 a month, they are still amateur

noble crater
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I wonder what they end up doing that's better paid

wicked oak
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nothing

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thats the whole thing

storm vortex
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Starbucks

wicked oak
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i tell them, "look, i cant pay you, but ive released a game in 3 months (deathwave) and recovered the 800 euros i spent on it"

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with a couple good artists, i can do good quality games every 3 months or so. Small VR "experiences"

noble crater
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so you're offering them 50/50?

wicked oak
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and that can easily pay off

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yes

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that from the profit, not counting the expenses that have to be paid back

mighty carbon
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tbh you can't entice people with 800EUR

wicked oak
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the thing is "did that alone, in 3 months"

mighty carbon
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I would rather not even bring up money to the table

wicked oak
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and released it

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nah, i dont normally tell about the exact amount, only that it paid more than what i spent on it

mighty carbon
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ah, I see

wicked oak
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wich is alreaddy better than the mayority of spain indies

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but there is just, so little "drive"

upbeat holly
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woah dude your price is too low

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and you dont value your artists man, you gotta treat them right

noble crater
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@naive river 50/50 sounds fair to me

upbeat holly
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Yea.

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but its like if your only gonna make Β£800 then nobodys gonna work for that for like 3 months, its not enough to get by

noble crater
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true but I assume @wicked oak is hoping one of his games will take off and make more

upbeat holly
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and also the students straight out of art school are usually pretty good πŸ˜„

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but its not a solid business plan

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if you want good artists and a quality product you HAVE to pay for it

noble crater
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but what options do those art students have?

wicked oak
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in spain, nothing

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i offer good training, wich is not half bad for them

noble crater
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it seems like a game would be a good way to make a name for yourself in a way that actually leads to a well paid job

upbeat holly
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There are way better options than earning Β£200 a month

noble crater
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what are they?

wicked oak
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exactly. The thing is that with good artists i could make much cooler prototypes/verticalslice and get external funding, or games that get much better

upbeat holly
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Uh jobs....

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meh Ideas are easy, implementation is hard

wicked oak
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my games are alredy implemented

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on prototypes that work

noble crater
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@naive river which jobs though, any that pay well AND give them prospects of continuing as an artist

upbeat holly
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There are tonnes out there check artstation

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Also job boards like polycount etc

noble crater
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@naive river thx. I'm not being purposely naive, I'm not involved in games so this is new to me. I had the mental model of there being massive oversupply of art students, opposite problem for developers

wicked oak
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depends on where you are.

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In spain, we dont have big/medium developers

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its all indies

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who have no cash, basically by definition

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yet several gamedev schools have popped up

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so every year there are a lot of new game artists

upbeat holly
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@noble crater its actually different to this

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@noble crater There are some good stats out on the net

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@naive river artists are in demand, Coders are Highly in demand

wicked oak
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btw, alex. What kind of artist you are talking about?

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a thing ive heard, straight from the biggest companies on spain, is that they need game FX artists

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like Luos

upbeat holly
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It didnt say it just characterised them as artists working in the media and entertainment industries

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Checking out this at the moment looks awesome

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noble crater
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I wonder what prospects are like for artists who don't figure out 3d/vfx software (either by choice or because its too difficult)

upbeat holly
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=none

noble crater
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maybe it'd be easier to hire one of those and train

upbeat holly
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thats the job right πŸ˜„

noble crater
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hmm so it circles back to the original suggestion, if VR can make simpler tools for 3d creation/animation, we increase the pool of qualified artists, and can build our games?

upbeat holly
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you know the tools are pretty close to optimal

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cant wait for VR sculpting tho πŸ˜„

noble crater
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if you could vr sculpt and not worry about poly count.. that basically removes all the most difficult bits

upbeat holly
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a lot of the content depends on the skill, exp of the artists

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Well yea true, but there is still the artistic skills, like design / anatomy etc

mighty carbon
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when I look for team members, I look for someone who doesn't need money desperately

wicked oak
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i actually think no. You cant get more intuitive than a pencil

mighty carbon
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(someone with a day job)

upbeat holly
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I think Part timers though arent well equipped for this industry

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Mike Seymour had a good series on this (tutorials) called business fundamentals

mighty carbon
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well, I've worked with ex-iD Software programmer and ex-Human Head programmer.

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so, they are well equipped for the job

upbeat holly
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ok great stuff πŸ˜„

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Yea but they are full timers so....

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IF your day job is in industry its ok

mighty carbon
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one helped me for free, another one was charging a way less for some UE4 programmers (BP scripters) charge here

upbeat holly
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but if you are like working in construction and trying to do it on the side, you might get outpaced by the speed of change

mighty carbon
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eeh, neither of them worked in the industry per se at that time

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they had experience, yes, but their current jobs weren't in game dev

noble crater
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@naive river to clarify when I said VR creation tools might solve the problem - I was meaning in the hands of great artists that dont get existing 3d/vfx desktop tools

upbeat holly
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Thats not the norm though

mighty carbon
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and usually when you work in the industry, you can't work on side projects.

upbeat holly
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@noble crater ok got ya πŸ˜„ but you got to learn the tools

mighty carbon
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I never worked in the industry myself

upbeat holly
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@mighty carbon Not true most the people i know do, I work in the industry

storm vortex
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I don't work in the game industry, but I had to get permission to work on a game as a side project for myself.

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basically to make sure the company didn't own it

mighty carbon
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when you sign up with game dev company, you sign non-compete clause meaning you can't work on any games and anything you make outside of work is property of the company

upbeat holly
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Ok your talking about the Coding side, im on the art side so I dont know about that

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πŸ˜„

mighty carbon
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hell, some AAA companies make sure that you can't work in the industry for years to come after you leave them

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good example - Zeni vs Oculus lawsuit

upbeat holly
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Is this coding still?

mighty carbon
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art side is the same thing

upbeat holly
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Not for me πŸ˜ƒ

mighty carbon
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good for you πŸ˜ƒ

upbeat holly
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yup

noble crater
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all this depends on whether you're an employee or contractor

upbeat holly
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sucks to hear your having problems

wicked oak
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@storm vortex thats illegal in most europe

mighty carbon
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either way, if a person has a day job where (s)he makes a living, but wants to work on something else on the side, this is a kind of person I'd be looking for

storm vortex
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In the US it is very typical for any work you do in software to be owned by the company you work for. Usually it is n your hiring contract. It doesn't make it right though.

upbeat holly
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woah thats scary

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like we own you type contract

storm vortex
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Yup exactly

noble crater
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its not just any work you do, they own anything you invent

wicked oak
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the thing is that they own anything you do ON YOUR FREE TIME

upbeat holly
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They own your creative potential....can you put a price on that?

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thats mental slavery

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some bs

wicked oak
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btw, got some data on Spain gamedev, in case you might be interested

storm vortex
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I don't understand it either, if you were in construction and built stuff in your free time it wouldn't be an issue. Why is it in software...

wicked oak
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There is a big gamedeb association, most are on that

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480 companies

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65% created the last 5 years

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75% less than 10 people

noble crater
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@storm vortex apparently because we're "knowledge workers"

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we're hired for our thoughts, so they own our thoughts

wicked oak
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thats why im going indie and stuff

upbeat holly
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all the best to you man

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just be careful of the pitfalls

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there are some good blog posts out there about indie stuff and the problems

mighty carbon
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what country are you from @upbeat holly ?

upbeat holly
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uk

wicked oak
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well, in yours is the reverse

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you got some pretty good and big studios there

mighty carbon
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and, they don't have the same kind of contracts there as in US ?

upbeat holly
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(i dont work in the coding side, dont know sorry)

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Art side has been really positive for me

mighty carbon
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btw, if you are contractor and not an employee, then most likely you don't get the same limitations employees get

wicked oak
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what do you do @naive river ?

graceful junco
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Got any links to those articles, alex?

upbeat holly
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@wicked oak 3D generalist type stuff

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Asset creation mainly

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But I can rig etc also

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@graceful junco I dont but I can dig it up

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there ya go

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I think that was it

wicked oak
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The mean number of employees is 120

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DAMN

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thats huge

graceful junco
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thanks

wicked oak
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compare it to what i posted above. 75% less than 10 employees

upbeat holly
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sorry that wasnt the one but I just googled it

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Yea there are some major studios here

wicked oak
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What a difference

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our issue here is that there is no funding

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so all studios have to start from nothing

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not only from nothing, but actually they got the government against them

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with taxes and stuff

upbeat holly
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Yea sucks dude.

wicked oak
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ill end up going there, probably in less than 3 years

upbeat holly
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maybe you can get a job with a major studio here and then use the funds to create a startup back home?

wicked oak
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to UK

mighty carbon
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imo that's unwise

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I think best bet is to work outside the industry, where you don't get slammed with non-compete clauses, and make games on the side

wicked oak
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you also get lots more money

mighty carbon
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if you break through - awesome, if not, you still have a job

wicked oak
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non-gaming pays more

upbeat holly
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I wish I could find those stats man, but apparently coders are high in demand so if you can do it go for it πŸ˜„

wicked oak
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i get enough for now with VR code freelancing

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turns out its in high demand πŸ˜ƒ

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and given my amount of vr prototypes, half the time i can copypaste most of the stuff

mighty carbon
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game dev can be fun, but hearing it from veterans really cemented my belief that if you want normal life - work outside of game dev

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or make games yourself (if you are successful)

storm vortex
#

I don't think I'd ever work for a gaming company. All the stories I hear are horrible and crazy hour work weeks. I had lunch a month or two ago with one of the designers from TellTale games and he was working on 3 projects at a time and pulling 60-70 hour weeks.

upbeat holly
#

yea the hours are crazy

#

but its still a great job

storm vortex
#

I suspect if I worked for someone like Valve doing something I want to work on I probably wouldn't mind as much.

mighty carbon
#

great job is the one that allows you to have personal life too πŸ˜‰

#

60-70 hrs a week won't

hard light
#

long hours is still pretty standard in games

#

there are studios that buck that trend, but not everyone does

#

and yeah, studios will have contracts that says they own everything you produce in your spare time, which is BS

#

I usually get that written out

full junco
#

@hard light I think theres no way how something like that would be legal in europe (at least here in germany)

#

employer has nothing to say about the time outside of the job

hard light
#

it's pretty standard across the games industry, and that includes Germany

#

it all comes down to the nature of creative work

#

it's a crock, and companies will rarely actually enforce it, but they do all cover themselves

#

to be fair, even if it doesn't specifically say that, a contract will have a no-compete clause they can pull you up on

#

which means they can argue that anything you do create and release whilst working for them is a competing product and take legal action

#

so you can't win anyway

full junco
#

even "those "non compete clauses" are very limited in germany

#

In Germany, CNCs are allowed for a term up to two years. The employer must provide financial compensation for the duration of the CNC amounting to at least half the gross salary.[31] Unreasonable clauses, for example excluding similar jobs in whole Germany, can be invalidated.

storm vortex
#

That guy needs to get a Vive and play Portal Stories VR

mighty carbon
#

aye

#

just wanted to point out that build quality is sh#t

#

also, I don't get how people don't see issues with tracking

#

probably never tried Vive and Rift before trying PSVR

full junco
#

hm yeah. but you use gear vr and that's even worse, right?

#

@mighty carbon

mighty carbon
#

dunno what's worse - no positional tracking and no controllers, or half-ass working stuff πŸ˜ƒ

full junco
#

half working positional tracking is still way better than no positional tracking at all I think

#

isn't motion sickness way worse without positional tracking?

mighty carbon
#

not if you are standing/sitting in one place

#

I am very sensitive to motion sickness and if I use Gear VR in swivel chair or stand still and turn more or less precisely (kinda hard to achieve), I don't get sick at all

#

swivel chair rules with Gear VR

#

standing is ok, but I prefer swivel chair

full junco
#

but gear vr isnt really meant for swivel chair I think. its like "use it anywhere". its mobile vr, so its by definition not bound to any existing plane or "hardware" (chair)

vocal maple
#

how can i change the color of a beam through blueprint?

full junco
#

@vocal maple probably through a material parameter

mighty carbon
#

@full junco Gear VR was actually designed in swivel chair πŸ˜ƒ That's what Carmack had in mind to begin with.

full junco
#

everything is usually "designed in swivel chair" πŸ˜›

mighty carbon
#

well, I mean literally πŸ˜ƒ He mean for people to use swivel chair with Gear VR for 360 deg. experience

#

Roto VR chair should work wonderfully with Gear VR

vocal maple
#

@full junco can you point me in the right direction on how to set it up?

full junco
clever sky
#

This game... has the most confusing VR innovation I've ever seen....

#

Instead of using motion controllers... you use your smart phone.

pearl tangle
#

did they not realise that the touch existed or something?

clever sky
#

No idea!

pearl tangle
#

all it could have is the same tracking capabilities that daydream controller has so not great

clever sky
#

But would love to be a fly on the wall in the thought process that put that idea through.

pearl tangle
#

maybe they expected to launch it 9 months ago or something

#

im pretty sure they just pulled apart the daydream api stuff

mighty carbon
mighty carbon
#

like with any of the idSoftware games ported - why on Earth no one implements dash/teleport locomotion !?!

#

and the chat is dead again 😦

full junco
#

I forgot, what was dash?

storm vortex
#

It's what Raw Data uses. It's a high speed teleport without blinking

#

basically animated from point a - b but really quick where it's like a blur

#

I bought Doom 3 to try it in VR but haven't gotten around to it yet

#

I have a feeling its going to be too scary for me to enjoy if its anything like Arizona Sunshines caves

mighty carbon
#

@full junco dash is when players dashes at high speed from A to B. Teleport is when player instantly moves from A to B.

#

@storm vortex haven't you played non-VR Doom 3 ?

storm vortex
#

I played the demo and it was pretty scary when I tried it years ago

#

made me jump quite a bit anyways haha

#

Doom 3 came out I think the same year as HL2 and I was too busy making maps for HL1 / HL2 at the time

full junco
#

I somehow think that whatever valve uses in the lab is the best possible way to do something in vr

#

and since they don't use "dash"...

storm vortex
#

I think teleportation is the best method if you want to be most inclusive of people that aren't picky about what they "have" to have for their locomotion.

#

I think choice is the best solution if the game can allow for it

full junco
#

choice can be bad in vr though because people might chose something that's bad for them

storm vortex
#

I think smart defaults with choice

full junco
#

like, set some setting where they think it would be good, then get motion sickness from it and rate the game bad because they got motion sickness from the game

storm vortex
#

give a warning about motion sickness from other options

#

You will always have the stupid person that sets graphics on ultra and then complains they cannot run the game. I think the same will be true with locomotion methods.

full junco
#

but with VR it seems to be a lot more the case that people are just stupid

storm vortex
#

You're damned if you do damned if you don't. See people on reddit who complain about lack of onward controls.

full junco
#

"damn why don't those stupid devs just allow me to use trackpad/WASD/gamepad whatever to move around! I dont want to teleport! stupid devs... would be so simple!!!!"

#

I read stuff like that too often

storm vortex
#

yeah that haha

#

I wouldn't think having multiple movement methods would be too hard to offer for single player, but probably not for multiplayer for balance reasons.

full junco
#

what I'm wondering currently is whats the best way to keep players move to the center of their play area before teleporting

#

will they just do it automatically after a while?

clever sky
#

Allow them to only teleport when they're within X distance of the center

#

But question is... why would you do that? πŸ˜›

full junco
#

do other games do it like that? I think that would be annoying

clever sky
#

Alternatively, have HUD that floats in the actor space

#

Centered on the center of the play space.

#

Which serves as an anchor to recenter the player when they get lost.

full junco
#

well the problem is

  1. player is in center of play area
  2. player moves somewhere (with his body) to get closer to something
  3. player teleports somewhere else
  4. player is at the edge of his play area and can no longer walk in one direction. if player goes back to center of play area, player is no longer where he teleported to, so he has to teleport again
#

then he has to adjust where he stands and teleport again

clever sky
#

Oh. In practice that's not a big deal, so long as the teleport is quick and easy.

full junco
#

it feels annoying to me

clever sky
#

At least not to me... I use that technique frequently to access more play space then is otherwise possible πŸ˜›

#

i.e. stand in the corner, teleport to the nav mesh limits, then walk further past the nav mesh limits πŸ˜„

full junco
#

currently in my game a use a different system, I only let the player teleport the center of his room, not his actual body location. but I'm not sure if that's good either, since after a teleport he isn't where he teleported to. but he just has to move exactly to the center of the screen to be where he teleported to, so here he automatically moves to the center to be where he wanted to be

#

you never need 2 teleports to be where you wanted to be while still being in the center of the room

#

what do you think about that?

clever sky
#

Problematic.

#

Mainly in that...

#

how do you stop clipping through a wall?

full junco
#

it can happen that after a teleport you are inside some mesh, yeah

clever sky
#

The current teleport paradigm has been refined

#

through testing.

#

Might as well use it

full junco
#

its still possible to find something that works better πŸ˜›

clever sky
#

True!

#

Anyway. Because of clipping/disorientation issues, I couldn't recommend that center of room teleport method. Which of course doesn't stop you from pursuing that path!

storm vortex
#

I'm pretty happy with that VR Extensions plugin so far. It seems to handle collisions really well and takes care of centering teh collision mesh to the players actual position

clever sky
#

Especially when the established paradigm is - the marker indicator (the circle indicating the player location upon teleport)...

storm vortex
#

If you try to move your head into a wall for example it slides you back

clever sky
#

means that's where you'll be, not the center of the room.

#

If you want to show the room during teleportation, you need to show the room scale boundaries.

#

Like in the VRTemplate

full junco
#

thats what the vr template shows?

#

never noticed what that is πŸ˜„

clever sky
#

Well, it shows both you and the outline of the room.

#

Not sure if it's still working in 4.14 TBH

#

But it's definetly in 4.13

storm vortex
#

It's more noticable if you have an angle in your room outline if you are using the Vive

clever sky
#

Only thing is...

#

it doesn't work when packaged.

storm vortex
#

im not sure how the rift handles the digital walls

clever sky
#

But it demonstrates the principle I'm describing.

full junco
#

lol why its broken in packaged?

#

is that a bug in ue4?

clever sky
#

Because the steamVRcomponent doesn't report the bounds properly when packaged.

#

Caused me a bit of an issue with my own project. I submitted a bug report about it too.

full junco
#

ok, so its a bug

clever sky
#

@storm vortex you mean in UE4 or generally?

storm vortex
#

in UE4

#

im pretty sure it shows an angle when you teleport if you have an angle in your room, lemme double check

clever sky
#

Yeah, not sure how it passes the guardian wall data to the game, if it can at all.

storm vortex
#

ah im wrong its the SteamVR outlines I think I'm seeing because my TV where I'm working is near the edge

mighty carbon
#

there is a lot of stuff broken in 4.14 😦

full junco
#

I guess I should try that dash thing and see how it feels

clever sky
#

Easiest way to try it

#

is to open up Vive Home

#

and select dash

full junco
#

vive home?

storm vortex
#

@clever sky what is Vive Home?

clever sky
#

It's the built in Vive app.

full junco
#

what app?

clever sky
#

That you can access through steam

storm vortex
#

You mean the Steam UI?

clever sky
#

On the bar with Steam/Desktop/Vive

#

and then there's an option to launch into Vive home... which will give you a couple of chillax rooms

#

It's been there since the start.

storm vortex
#

Is that part of the HTC Software? I never installed that stuff.

clever sky
#

Yeah πŸ˜›

full junco
#

I just implemented dash teleport into my game, that was way faster than any vive app stuff

storm vortex
#

yeah I just found that, I never heard of that

full junco
#

I don't like it, I think after just a few teleports I actually feel that I would get motion sickness

clever sky
#

So yeah, it shows him dash teleporting.

#

How fast is the dash?

#

Needs to be under a certain time frame.

storm vortex
#

How do you do the dash, is that using the Lerp from point a - b with the blend?

full junco
#

vinterp from current to target with interp speed of 20

#

its very fast

storm vortex
#

ah, I'm a bad person at this point I have yet to do any lerps yet. All my animations are set world location D: I was just reading how to do smooth transitions the other day

#

My gun slide looks horrible right now it just snaps from front to back

clever sky
#

Ok. So... 1/20th of a second

#

about 50ms.

full junco
#

are you sure interp speed means that?

clever sky
#

No?

#

interp speed 1 isn't 1 second?

#

and 20 isn't 1/20?

storm vortex
#

Linear interpret to me means calc the point between two vectors given the blend percentage

#

interpolation*

#

but I could be way wrong

clever sky
#

What that's what v-lerp means

#

but what's driving the alpha value?

storm vortex
#

that's for vectors isn't it?

#

I'm not sure πŸ˜› I haven't used it yet

#

I was planning on using the distance between the hand and the weapon for loading mags

#

or time

clever sky
#

I assume interp speed means alpha from 0 to 1 in 1/(interp speed).

full junco
#

not sure if epic ever defined that

clever sky
#

Well, they use metric, and all their units default towards 1cm or 1 second where undefined.

full junco
#

should dash be smooth start end end or constant speed?

clever sky
#

Doesn't matter.

#

So long as the movement activation time frame is small

full junco
#

the interp speed variable works completely different in the constant interp

clever sky
#

50ms should capture the majority of users.

#

Worse comes to worse, use an animation curve to drive the time/alpha value

full junco
#

yeah, will be better

#

ok, it was more than 50 ms

#

have it set to 50 ms now and that feels fine, but its so few time that I don't really see the difference to direct teleporting

clever sky
#

You can increase it a bit.

#

50-100ms is the supposed sweet zone.

#

Mainly it gives some frames of animation

#

to provide an understanding of directionality when transitioning.

#

So it helps if you teleport from open to say... in front of a wall.

#

You're not just like... oh... how'd I get here?

full junco
#

ok, I guess this is really just personal preference

clever sky
#

Yeah

#

Do you use a black out frame?

#

like camera fade

full junco
#

currently not when doing the dash thing

clever sky
#

Yeah. Keep it off for dash.

#

Makes a huge difference to me between black out blink teleport and dash teleport anyway.

full junco
#

without dash I do 200 ms black to regular fade

#

I like that

clever sky
#

200ms? That's huge.

full junco
#

is it? I never looked at what others do, I just set it so that it feels best

clever sky
#

Fair enough.

storm vortex
#

I recall Call of the Starseed having a very long blink fade from black. I think it was a setting you could adjust though.

#

It's been a while since I have played that though.

full junco
#

and its a fade, so after less than 50% black you dont really notice the black any more

#

dash with fade also is fine

clever sky
#

You like fade huh πŸ˜›

#

Oh well. Best bet is throw all the options at the wall and set the defaults to the one you like πŸ˜›

#

Are you doing any sort of distance limitation for teleportation?

full junco
#

yeah its limited

#

probably too far though

#

20 meters currently I think

clever sky
#

That's pretty big.

#

Have a combat mode that limits teleportation distance? πŸ˜›

full junco
#

in an open world game 20 meters might be too small when you want to travel a bit further πŸ˜„

#

not sure how annoying it is to do many teleports after each other

#

I hope I can limit that distance to something like 10 meters without the teleport getting annoying

#

might also be good to just limit the general amounts of teleports per 5 seconds or something like that

clever sky
#

Yeah, a lot of ways to balance these things.

#

Basically comes down to game design at that point.

mighty carbon
#

ES3.1 + ASTC textures work wonderfully on Gear VR

full junco
#

@clever sky yeah

#

the nice thing about such stuff is that its so easily adjustable

clever sky
#

Yep. Can even have upgrades that affect that stuff.

#

As part of an RPG/progress system

full junco
#

yeah, thats a nice extra level of stuff you can do in VR πŸ˜„

#

well, you lose other stuff for that

#

like "how far can you jump, how fast can you run" etc

clever sky
#

lose other stuff?

#

I guess... the ability to balance around consistent speed/range of motion

full junco
#

lose stuff like the ability to adjust the regular stuff like "how far can you jump, how fast can you run" etc

#

that stuff that a character normally would improve in a normal game

clever sky
#

Ah. Well, not necessarily. Just construct a base line you can adjust and bonuses are multipliers

#

or how normal RPGs do it...

#

you have inherent character stats and items providing stat bonuses

full junco
#

not sure what you mean. I talk about you can't upgrade stuff like jump distance in vr because there is no jump your character can do

clever sky
#

Oh

#

Unless

#

You can somehow limit non-contiguous height teleportation

#

And non-contiguous teleportation distance.

#

To mimic a 'jump'

full junco
#

that would be easily limitable...

#

calculate distance on navmesh

clever sky
#

Is there a way to figure out when you're moving from a continuous nav mesh

#

to a non-conitnuous portion? Like if you have a platform a few feet above the floor level

#

the nav mesh will show a break.

full junco
#

hmm. for ai you would need nav links for that

#

those should be used in the path calculation then

#

but a platform like that would only ever be accessible with a jump, so why calculate distance on navmesh to that?

clever sky
#

To limit 'jump distance'

#

And thus provide potential mechanics for progress.

full junco
#

you only need the navmesh to figure out that it indeed is a separate platform, that it would tell you because there's no path to it

clever sky
#

Key thing would be effectively communicating that to the player.

#

Ok.

full junco
#

play a voice message when player tries to jump too far

#

"you cannot jump so far"

clever sky
#

Something like that.

#

UI/icons/voice/sfx/etc

full junco
#

it obviously only works if your game has a navmesh

#

without navmesh it's hard to figure out where you need a jump and where not I think

clever sky
#

Yeah.

full junco
#

luckily my game has a navmesh

#

most games have, for ai

clever sky
#

So when will you be showing off your game?

full junco
#

I don't know... I really hope as soon as possible

clever sky
#

Nice.

full junco
#

I didn't really want it to not be released this year

#

but it seems to be true for like any software project that stuff is always way later than planned...

clever sky
#

Yep.

#

Wanted to get my demo out at the start of this month too.

#

But... then I had to do all the back end stuff

full junco
#

and I don't have list of things I want to do or something like that, I just wait for me thinking "ok, it's ready"

clever sky
#

like start a business, set up bank account, buy website domain/etc/etc

full junco
#

I did that stuff months ago... and constantly pay for it without using it currently, a bit stupid

#

one more reason to not wait forever with releasing the game πŸ˜€

clever sky
#

Haha πŸ˜› yeah, that's why I've only bothered to do that now.

#

Too much experience with paying for shit I don't use!

full junco
#

πŸ˜„

full junco
#

it would be great if ue4s forward renderer would support SSAO before I release my game

clever sky
#

Is that possible?

#

I thought AO was a big performance hit for VR?

full junco
#

SSAO is not

#

its not like unnoticable in the profiler, but its completely fine

wicked oak
#

My teleport works on navmesh only

#

that way i can finely tune where th eplayer can go

#

and those places are reachable by the AI

pearl tangle
#

hows the new game going on steam vblanco?

#

@wicked oak

wicked oak
#

its on the top sellers list

#

but im not getting millionaire or similar XD

#

ohh, just dropped from the list

#

it already earned more money than deathwave

#

but its not enough to cover the few expenses i had

#

after oculus store launch, it will surely be enough to cover the expenses

clever sky
#

Then PSVR will be gravy

#

Also a bunch of residuals as you work

wicked oak
#

exactly

clever sky
#

On your next games

pearl tangle
#

what sort of sales have you been making on t?

wicked oak
#

130 at the moment

pearl tangle
#

there is just too much shit up on there now things disappear from the list too quickly. need to setup proper marketing channels for stuff

#

maybe that something I should put together. get my company to start working with indie devs to develop out their marketing and media strategies

clever sky
#

Oh yeah

#

I'd sign up for that.

#

Get me the hypes Zoltan!

pearl tangle
#

put my PR team to actual good use for once instead of just trying to get people exciting about the next shitty Philips product or whatever hah

clever sky
#

Hehe :p Well. I guess work tends to go to those that can pay for it. Even if they're peddling crapski

pearl tangle
#

hah yep. will hopefully get to be launching the new Gear VR next year though πŸ˜‰

mighty carbon
#

@pearl tangle the rumor has it that new Gear VR will be coming in 2017. True or false?

pearl tangle
#

take from those what you will

wicked oak
#

AR GearVr can be interestingf

#

very interesting

mighty carbon
#

Next one won't be AR, but supposedly all around better Gear VR (who knows what that mean, maybe just a better face foam πŸ™„)

#

I'd like a bit higher FOV, maybe a few extra buttons next to TouchPad, positional tracking in one way or another, and more powerful S8

#

Btw, AR could be just proper utilization of phone's camera. It works now, but too slow.

wintry escarp
#

inside out tracking?

#

I really hope they don't make all s8 edge phones and remove the headphones

mighty carbon
#

I'd settle for outside tracking if it was old as a package with Gear VR

#

If they use Bluetooth 5, they can. There is enough bandwidth for spatialized HRTF audio .

#

Are you Edge hater? :)

wintry escarp
#

too many cracked screen posts are from edge users, no matter how it falls its more likely to land on the screen

#

I tried an edge first, just seemed gimicky

mighty carbon
#

I don't mind edge

#

I only got non-edge phone because it was cheaper than edge :-P

wintry escarp
#

i wouldn't be bothered about losing the home button

mighty carbon
#

The rumor has it will not have RGB matrix. S8 supposedly will have same'ish screen Note 7 had

#

It's full HDR, but still...

wintry escarp
#

wasn't rgb supposed to fix a lot of the fuzziness in vr?

#

its time to pick one of them for VR and give it a better screen at a cost

mighty carbon
#

Right, or 4k pentile

wintry escarp
#

id pay $50 more for a system that allowed it to function like a rift

#

a data port to connect it directly to pc

#

90hz screen....sorted

#

the screens clearly exist, rift and vive are using them

wicked oak
#

no they arent

#

those are not mobile phone screens

#

they are 2 separate square/ish screens

wintry escarp
#

but theyre small screens with high res

#

only separate to reduce the screen wastage between the eyes aren't they?

#

the gear vr even has a port, just improve it and add hdmi

#

i wonder if oculus would block that

#

would hammer sales of rift

wicked oak
#

they are separate so they can be moved for different IPD

#

@wintry escarp it wouldnt hammer the sales of the rift

#

gearvr has no positional tracking

#

is DK1 with higher resolution

#

and no cords

#

wich is its main selling point, you can rotate all you want with it

wintry escarp
#

id be fine with a gearvr with access to my pcs power

#

i will hold out for rift2 now

#

eye tracking and fingermabob tracking

#

that thing that see your real hands

#

we can all have minority report desktops, for 1 day until we realise how tiring that is

#

any of you got an Amazon firestick?

mighty carbon
#

It will never happen, @wintry escarp

#

Like, ever

pearl tangle
#

yeah no benefit to anybody to use the phone as a desktop vr device

mighty carbon
#

why spend $900 on the phone + Gear VR, when you can spend $800 on Rift + Touch. Either way you'd need equally powerful PC.

#

and next Rift might be mobile anyway

wintry escarp
#

most people need the phone anyway

mighty carbon
#

for me personally, once Rift goes mobile, I don't see a use for Gear VR. Maybe if I was in EU/Asia where you get to ride a lot of public transportation for a prolonged periods of time, I'd use Gear VR to consume media. In US we mostly drive (and I don't fly much either), so no use for Gear VR in that context really.

#

yeah, but you can get decent $300 Android phone and be happy

pearl tangle
#

i used to use my gear vr on planes when i was doing shorter local flights but got sick of lugging it around and taking up a lot of space in my bag

wintry escarp
#

inside out tracking is cheaper than multiple lighthouses isn't it? once they get working

pearl tangle
#

I have flown 120000+ miles so far this year...

wintry escarp
#

i last flew in 1994

#

it makes too much pollution

mighty carbon
#

so yeah, with mobile Rift (hopefully it can be used as normal Rift too), I wouldn't buy another $800 smarphone, ever

wintry escarp
#

but but .. what about angry birds 4

mighty carbon
#

lol

#

I am sure they will run fine on <= $300 phone

#

(I don't play mobile games)

wintry escarp
#

i had an ipod for games

#

fat lot of use for super Mario run 😦

#

it also spared me the pokemon go craze

pearl tangle
#

@wintry escarp so you just swim overseas when you have to travel somewhere?

wintry escarp
#

i don't travel

#

bus

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or walk

pearl tangle
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hah well for those of us who do travel there isnt really any better less polluting options

wintry escarp
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if its less than a few miles i walk, otherwise i get bus

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I'm supposed to go to berlin next year, deciding between bus or flying

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bus takes 8x longer but i don't have to be around 1000s of people at airports

pearl tangle
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hah just crammed in a bus with dozens for 8x longer

wintry escarp
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but I'm sitting, i hate being around people just wandering around like zombies. just do what you came out to do and go away

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i have avoided all xmas so far to avoid such crowds

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its gives mesplitting headaches

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why do people go shopping with no plan? decide what you want...get it...go home

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not a people person

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always holding back the urge to scream "get out of my fucking way you snail, move"

real needle
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is there any way to simulate VR in the editor, without having any of the vr devices?

wintry escarp
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we are not worthy 😦

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got a vr plugin enabled?

real needle
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which one should be enabled?

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to be clear, i don't have any of the VR devices. I'd like the editor to simulate one for me

wintry escarp
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simpleHMD works

real needle
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that works, thanks

wintry escarp
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googleVR works and is better

real needle
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yep, it's better, thanks

wintry escarp
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my display is still broken from that shadow test i did, is there a way to flush all buffers/caches from a project?

real needle
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anyone got the rift boundary component working in cpp?

clever sky
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Tried some Oculus Medium today (finally. Support came through with codes a week after my touch activation).

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Oh man... so much good stuff in there.

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But also, dammit, the limitations are so obvious and glaring!

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So wish it could go back and forth seamlessly between standard 3D apps and VR sculpting.

wicked oak
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just wait till zbrush VR

clever sky
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Dunno how long that'll be.

wicked oak
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with the new blender 2.8 rewrites. a VR blender will be possible

clever sky
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But the biggest problem with Medium is that you gotta navigate into the menu to switch between add and erase.

wicked oak
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dunno if someone will try to implement it

clever sky
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like... come on, this should be on some sort of button. Don't make me go back and forth betwen a menu (4000ms) to do something that should take 100ms

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The number of tools needed for 3D operations is staggering as any one that's used those packages can attest to.

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There's no fluency in 3D modelling without a fat stack of hotkeys.

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But they don't even do the courtesy of having an open pane to let you select betwen stuff. you gotta press a button, use the other hand, then go back to the stuff you're working on.

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So... a good 3D VR package will come down a lot to design that helps mitigates its fundamental limitations.

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Also, the other big probs with medium is low low resolution.

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And finally... some things are much easier in VR, other things much harder.

wicked oak
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like a straight line

clever sky
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I need to be able to combine all the advantages!

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Well kinda. They have a straight line tool.

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More difficult is correctly proportioning things in real 3D space.

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Need to be able to sketch out an armature in 2D

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and then add clay to that.

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well... 2D display 3D.

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Or at least on a flat plane!

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The armature technique is actually how real sculptors work.

wintry escarp
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motorsep i got that shadow peturb thing to work, it looks like shit

clever sky
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Ah well. Medium is pretty much the Windows Paint of VR sculpting. So... can't expect too much I guess!

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Can't wait to be able to rig and pose models in VR. Thread Studio with its poseable mannequin was incredibly intuitive.

wintry escarp
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ok, it look fine....you just have to remake all the lightmaps

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inferior to normal settings though

mighty carbon
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There is no better precise tool than mouse

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so all that VR stuff isn't going to catch on for mass production

clever sky
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That's a very silly statement.

mighty carbon
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not really

clever sky
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You know what's better than a mouse for drawing?

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A pen.

mighty carbon
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right

clever sky
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You know what's better than a mouse for ruling straight lines?

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A ruler.

mighty carbon
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but people sculpt with pen

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not 3D model

clever sky
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You know what's better for tracking objects in 3D space in multiple degrees of freedom? A motion controller.

mighty carbon
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no, ruler isn't as good as mouse

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are you an artist? I am, and I can tell you I tried a lot of stuff for 3D modeling and none beats kb+mouse

clever sky
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Point is, each tool has its own strengths and weaknesses. Moreover, intelligent design can mitigate a lot of weaknesses and shore up strengths.

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I am actually.

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Well. I'm a designer with art background.

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KB and Mouse is effective because it's been the primary computing input paradigm for many decades now.

mighty carbon
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there is no physical feedback in VR, so it's not the same as sculpting using Wacom

clever sky
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And that software packages have been developed around them.

mighty carbon
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motion controllers are so rudimentary compare to pen and hands

clever sky
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It's like commenting on the inferiority of the computer (KB/M) as an art tool while looking at MS Paint.

mighty carbon
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there is no physical feedback, and that alone make VR inferior when it comes to making art

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sure, there some some top notch artists that are so good they don't need it

clever sky
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You don't get physical feedback from kb and mouse either.

mighty carbon
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but generally, it's not as robust and will not be for the foreseeable future

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you don't sculpt with kb+mouse

clever sky
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Point is, you get pros and cons as with all things.

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Pro of sculpting in VR - no weight, easily reposition and scale.

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Material and tools out the wazoo.

mighty carbon
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no weight when you use pen - it's feather light

clever sky
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Con - can't push the material around properly.

mighty carbon
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but you have degrees of pressure on the tablet

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which is a feedback

clever sky
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At least with regards to Medium. Someone else will come along with a more professional sculpting/modelling tool

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and it'll be great.

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You have your hand position

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and the trigger push back

mighty carbon
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maybe is you could sculpt in VR with you hands, literally (using Manus VR for example), it would be different

clever sky
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and the button push back

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and haptics

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which are all forms of feedback

odd garnet
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Has anyone found out what buttons 5-8 do?

clever sky
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You have sound effects too.

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Also a form of feedback.

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@odd garnet That's for future proofing.

odd garnet
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on the vive

clever sky
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in case they release a motion controller with an ass load of buttons in future.

mighty carbon
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I have no doubt some artists trained in VR from day 1 will become as proficient in it as traditional artists. But for the rest of us having to use pen is natural. Using controller is like using a stick with a pen attached to it

clever sky
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It doesn't take a life time to become profecient with tools.

odd garnet
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Thanks guys, I wanted my right hand controller to have 8 different "abilities/spells" but it seems im limited to 4

mighty carbon
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only 10,000 hours

clever sky
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There's a learning curve and after that, the learning curve is about knowledge of the subject matter that you're creating.

odd garnet
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@clever sky If DnD has taught me anything, you just need a nat 20

mighty carbon
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some people never learn Blender

odd garnet
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Dude Blender is amazing

clever sky
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So?

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Some tools are bloody complicated.

wicked oak
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all 3d tools are

mighty carbon
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so, a lot of pro-artists hate Blender's UI and it's not really anything entirely different

wicked oak
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thats becouse they learnt 3dmax or maya first

clever sky
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Pretty much.

odd garnet
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Maya is good because UE4 has that rigging and animation software

mighty carbon
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so, why bother re-learning VR scultping when you can make better art using traditional tools, with less time and less price ?

odd garnet
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too bad its like thousands of dollars

mighty carbon
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I learned 3DS MAX first. I actually spent a good few years in MAX and hated Blender for about 1 month I learned its way. Now I love it πŸ˜ƒ

clever sky
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Some users won't bother relearning. But some users will take to it because it's a much more natural match to the task of 3D sculpting.

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i.e. 3D input and display for 3D task

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and others still will come to 3D sculpting fresh

mighty carbon
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you don't have to take my word for it - read up the forums

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Blender's new UI has been around for like years

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and still most artists (pros nonetheless) bash it and don't learn it

clever sky
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Your blender argument isn't really an accurate analogy

mighty carbon
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it is

clever sky
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It'd be more like if there were 2 VR packages

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and 1 was dominant

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It's like... why did people bother learning Z-brush when 3DSMax was dominant?

wicked oak
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becouze zbrush is best at what it does

clever sky
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Because it let them do something different in a new way and was much more efficient at those tasks.

mighty carbon
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you have MAX/Maya/ZBrush, it's a robust tool set that gets job done in no time. Now you get VR sculpting that is really only good for sculpting (well, not really good either). Why go into VR sculpting? It's awkward, it's less robust, it doesn't get the same results.

clever sky
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That's true currently.

mighty carbon
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VR art is less efficient

clever sky
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And that's because the tools are in their first generation.

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If that's what you're arguing, then we've been speaking past each other.

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Because I'm arguing that VR 3D modelling has significant potential...

mighty carbon
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I see sculpting / painting in VR for fun, for personal ... art. In no way VR will replace 3D sculpting with pen, for commercial production.

clever sky
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with the right tools (right design).

mighty carbon
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and it will never be used for 3D modeling

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you can screenshot this and revisit in 5 years from now

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it will still stand true πŸ˜‰

clever sky
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What are you going to do? Pay me?

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This is basically you asserting no without providing compelling arguments for your case.

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i.e. you're arguing that KB/M paradigm is the most efficient paradigm possible.

mighty carbon
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it is, for 3D modeling

clever sky
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And I just don't see why the strengths of that paradigm can't be borrowed for use in VR as well.

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e.g. planar views can be replicated in VR space.

real needle
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how about you guys stop arguing about this, and make some awesome stuff instead πŸ˜„

mighty carbon
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you know what I can see? I can see using VR HMD with virtual desktop, and modeling with kb+mouse in true 3D space

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not with motion controllers

clever sky
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KB is good for access to huge amount of hot keys.

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But mouse is not necessarily better than motion controllers.

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Given that you can use motion controller as a pointer just as efficiently.

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But also as a 3D spatial navigator.

mighty carbon
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no, you can't

clever sky
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Strengths of KB hotkeys can be somewhat mitigated by use of a clever tool/palette system

mighty carbon
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it's not as precise as mouse

wicked oak
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but its 3d

mighty carbon
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(well, you can, but it's not good)

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you need high dpi mouse to fluently manipulate vertices

clever sky
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Look motorsep. Go get yourself a Vive or a Rift with touch first. You don't have actual experience with these things.

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It's easy as hell to point with a motion controller.

mighty carbon
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I can see how crude all that is in videos of UE4 VR Editor

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I'll eat my hat if Epic artists model stuff in VR for Paragon and Robo Recall

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too bad they don't do that

clever sky
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The VR editor in UE4 is also early/prototyping stuff.

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While the sort of UX that is in normal UE4 is based off decades of KB/M usage.

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Anyway, I'm not going to keep arguing this with you - but if I remember this and you in 5 years, I'll be happy to make you eat some crow πŸ˜›

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One last comment - as an example of something that can be done much easier in 3D space; 3D splines. For hair and animation tracks.

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That kinda shit is horrendous on a 2D display/input paradigm.

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There are some people that have already used tiltbrush to speed up their workflow in these areas.

mighty carbon
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in 5 years we'll get back to this subject πŸ˜‰

full junco
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@wicked oak just 130? I think that's really few... I don't know numbers from any other vr game though

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is that normal?

wicked oak
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150 now

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these are at 8.5 dollars/euros

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well, yes. In fact, most games dont get to this amount of sales

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wich is why i got on the "top sellers" list

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only the bigger games, who actually get a following, get much more sales than this

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the biggest of all is raw data wich passed 1 million in sales

clever sky
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dollars revenue, not units πŸ˜›

wicked oak
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this averages to around 600-700$ that ill get to my pocket

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barely enough to pay the couple freelances i hired for sounds and other stuff

full junco
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but the vive alone was sold more than 150.000 times

wicked oak
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this is a small game

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games like mine are released 10 a day

full junco
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there are so many people that have a vive and wanna play games. let's say they buy a game once a week, then.... math....

mighty carbon
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sounds like PR is critical in VR too :/

wicked oak
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yes it is

mighty carbon
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You'd think people follow everything in this new market

full junco
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10 a day?

wicked oak
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thats why those indie games that go huge are multiplayer

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like Onward, bullets and more, or art of fight

full junco
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can't remember that minecraft started with multi-player

wicked oak
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im prototyping the mech game, its very probable it will be my next game. Multiplayer games tend to work well on the VR market

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it didnt, @full junco

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but it was added early in development

mighty carbon
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I don't know about multiplayer

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there are plenty of indie and AAA games with dead MP

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if it doesn't catch on immediately, it doesn't catch on

full junco
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well I haven't played your game @wicked oak so I don't know how awesome it is

wicked oak
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its alright

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but its no masterpiece

full junco
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but if it's a great game and only sold so few times then I'm disappointed by the vr market

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have any major youtubers covered it yet?

wicked oak
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no

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the only site that has a thing on it its UploadVR, wich has it on an article about the games released this week

full junco
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are there any major youtubers that care about vr?

wicked oak
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yes

full junco
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do you expect they will try your game at some time?

wicked oak
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i sent keys to several places

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but doubt it. Its actually a cool game to stream(blowing skeletons with the shotguns and stuff), but they wont even know it exists

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AAA companies arent getting into VR for obvious reasons

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its too small of a market

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thats why oculus comes and just pays them upfront

full junco
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with 150k vives it's not small

wicked oak
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it is

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PS4 is 50 million