#virtual-reality
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you can see the stats
raw data is pretty much how perfect you can go
it got something more than 1 million dollas
1 million dollas for a AA or AAA game company is nothing
i mean, RoboRecall has a budget of 4 million dollars
paid by Oculus upfront
they paid it upfront?
yes
where did you read that?
Same amount.
Oculus is smart, they are paying them to make the UE4 engine much better for VR too
that way indie ue4 games are higher quality
Yeah.
what?
they pay to make ue4 better? you mean indirectly by something like robo recall?
interesting detail. Most PSVR games are ue4
the private forums for ue4 in ps4 are mostly PSVR lately
I don't think Robo Recall actually cost Epic 10 mil to produce. But it's what Oculus paid them for exclusivity and loss of earnings
from making it free.
Ue4 worked with PSVR since 4.3
4.3? that was ages ago
yes
So Epic would've factored in opportunity cost for devoting resources to that, as well as the benefits of working on VR stuff.
Oculus basically wants to sponsor content for their store
to make it popular for VR users
Steam is already a near monopoly
competition is the best that can happen
Only because all your crap is already on it ๐
I think most of us like it for that reason.
Thats becouse you havent dealth with steam consumer support
I like steam because it's valve and I dislike oculus because it's Facebook
and lately, they are being incredibly lazy
Fuck opening 5 different programs to launch my 300 different games ๐
they want to let everything pass greenlight to put steam into autopilot
maybe someone needs the oculus boundary component in cpp ๐
damn spent 4 hours with this small thingy
@wicked oak but aren't you disappointed when you can't get the money back you invested in a game?
that also includes your own work hours
i know perfectly well what im getting into
the money is not going to go to "my pocket"
at all
im going to reinvest it on the "company". All of it
the idea is to keep creating more games
but when you would have been better off with just dont make the game at all and directly invest the money in another game that doesnt really make sense
when every game is a net loss then added up they are just a big net loss
but this is not a net loss
and Deathwave before also wasnt
keep in mind im not counting my own time
well but you have to count your own work hours multiplied by at least $30 or something like that
im fully aware of that.
well just take whatever amount you would have got with freelancing in the same time
unless your game is paid by oculus
or it becomes a massive success
it wont recover all expenses
but thats very bad, developers deserve to be able to make a living from making good games
there are data out there. Of games that were launch titles on Vive
and got a ton of sales
and still wasnt enough
becouse time + salaries and stuff was around 60k
and he got 40k
on sales
this is the reason im going with such a "fast" turnaround on games
3 games on steam in 6 months
keep the costs controlled. Release smaller games
I don't want to make small games. I want to release my game and then continue improve it for 5 years
and hope that I make enough sales to cover my costs in those 5 years
well, 3 years would be fine too
isn't that how it should be?
not going to happen
unless its something like a multiplayer game that stays active for a long while with some microtransactions
but there are constantly people that just start with buying vr games
and people that just continue to try new stuff
yeah, and thats the sub 1000-2000 category
nearly anything that releases on VR for steam gets a few sales
like DWVR for example
the thing is that every dday 5-10 vr games release
almost
its goddamn insane
ok, but my game is not like the average game I guess, someone said there are like 0 open world vr games currently on steam
haven't shown anything of it yet
what controlled?
when other people do the videos
that will only happen after the game is released, so why do I need to show stuff "ASAP"?
to get people interested on your game
if I make a trailer now and then wait 2 months with the release people forgot about the game already ๐
but you can make one "trailer" every 2-3 weeks up to release
to keep it fresh
im not talking an actual trailer
have you seen the YoreVR videos?
he does it great
no, havent seen those
shows the new features he is implementing
and gets them out there
that gets him a lot of views
and lots of people know of him
his game is 100% going to get much more money than mine due to that
this is the first video i did of DWVR
at the moment, it was a 3-4 day prototype over hacked Deathwave
looks horrible due to YT compression
fukin youtube
support low quality lightmap shader permutations works but it stops lightmap blocking so light leaks through the scene, doesn't look good
i also didnt know how to make proper VR videos with unreal
this is a "equivalent" video, much newer
another direct gameplay video, but much better recorded
ive tried to do the development videos and stuff, but not much success being to being "yet another wave shooter"
if your game is open world
and you got cool mechanics
your videos will be successful
and each of them will get people interested in your game
devblog style videos, like the yorevr guy, its a good idea
but ther time I spend with making videos could be spent with programming
i mean, for my next game, whatever it ends up being, i plan on doing exactly that
but videos = sales
and it doesnt take THAT much time
to do a gameplay video or explain a couple things in a 5 minute "dev blog" video
that "Nathie" who commented below your first video, he has a quite relevant YT channel, will he play your game?
I have no idea how to even correctly record VR stuff... I think all videos that record VR always look quite shitty, they only look great when they are in that mixed reality style, but that's expensive to produce
that Yore VR Trailer also looks really boring
stuff that might feel awesome in VR often looks boring as a 2D video on a 2D screen
so I more thought like "don't much of anything in videos at all, let people see themselve that its awesome" ๐
you on Oculus or in Vive?
vive
on oculus you can use one of the mirror modes
and it looks like you can see in my later video
Vive uses the damn vertical video
you can zoom on that vertical video with a movie editing software
theres a PR on github to add another mirror mode for vive too
or you can edit one file on the source code to add a system more like the one i used
and whats that doing?
I'm on a custom engine anyways, editing stuff in source is no problem
it just changes the preview window
to be more zoomed
so instead of being a vertical video with black bars
is a fullscreen video
its the downside
but there is no real way around that
with the source edited version, you can have a slightly better view, but not much
btw, John. Does your game run fast?
its probably just best to show the game in non-VR most of the time to show the environment etc
fast?
do you know how to use the profile to get constant 90 fps almost no matter what happens?
docs are kind of lacking on this part
I feel like I spend half of my time in the profiler
good
tried it with lower weapon sound and randon grunt sound from enemies?
but mostly to figure out how to improve my own c++ code
i recently went ham on my game to optimize it, and i improved it lots
enough to get 90 fps 99% of the time
until the garbage colelctor decides to arrive
and fuck 3-4 frames
@wintry escarp those sounds are old
my main problem is not anything on the CPU, RT and GT run quite well
they are no more
my fps graphcs look 90 fps all the time
and suddenly a huge spike
turns out, of course ithe the GC
im going to try optimizing my projectile code
so they dont get deleted/created constantly
yeah pool them
but just get hidden when they get destroyed, and then reused
yeah
that should remove some strain from the GC
pool them?
yeah, throw them in a pool
make an array of them
when you create a new projectile, see if there is an availible "disabled projectile"
if there isnt, spawn it and add it to the array
if there is, dont create the new projectile
i pool everything in unity, cos its not good either with GC
just "reuse" the older projectile
i thought c++ would be better
it is better
but projectiles are normally Actors
Actors have overhead when being created/destroyed
UObjects too, but much less
and C++ objects, without UE4 stuff, have very very little overhead
@wicked oak the stuff that happens for me at RT/GT is not what happens in the usual UE4 game. all my world is generated at runtime, and while I do everything on many custom threads, theres some stuff that has to happen on GT and RT too
becouse they dont get garbage collected
so RT spends quite some time with sending all that geometry that was generated to the GPU
its completly fine, never really more than like 1 ms or so
but where most of my time is is not like in a usual game where static meshes are used
it also hurts GPU times a bit to only have dynamically generated geometry since those aren't as efficient in rendering as static meshes
@wicked oak why don't you make 360 deg. video ?
the production setting for lightmaps is BS
45mins and its still at 0%
its lighting 1 simple box room, i cancelled
depends on the settings
especially for indirect lighting
StereoLayers bog performance down on Gear VR ๐ฆ
@mighty carbon doing 360 video is fucking hard
i dont even know if you can do it on unreal engine
i know you can capture cubemaps
@wicked oak how long will you still work on DWVR? when will it no longer be early access?
there is a plugin for that, @wicked oak
comes with UE4
and they had training stream for that in Twitch
@full junco 2 months
after MP is added and a few other gameplay features, its done
and work on the PS4 version finishes
ok
so no, my job doing DWVR wont last much
i have other, better ideas, to do
DWVR development is kind of messy, and DWVR itself is a creative "dead-end"
while cool, its not something that can scale to a full high quality game, i think
ok. I never really have many game ideas
I'm more like fully devoted to one thing and its very hard for me to think about something else
i have to fight my urges of creating new stuff
but don't you think your game will get most sales after its actually released? people are a bit cautious with early access I guess so its easier to buy a game thats marked as done I think
thats why ill develop the MP mode and exit early access
only IF i see its a massive succes and lots of people buy it ill keep developing it more
ok
and thats not going to happen, probably
always be optimistic ๐
well, I was more optimistic before I listened to what you said today
but I'm still optimistic ๐
yeah, always interested in seeing new stuff
bonus, if people are positive with it, you will get a massive confidence boost
if they REALLY like it, you can go kickstarter
the YoreVR guy probably could
and if someone like the Onward guy does a kickstarter for a "Onward2, this time professional". He would get the money for sure
its what i would do if i were in his place
no doubt
whats stereolayers?
@wicked oak I hate showing unfinished stuff
if someone sees something I made it has to look polished
Polish a small section, show that
I don't really have small sections...
people is fine to see cool mechanics and gimmicks
even if it doesnt look that high quality with the 3dmodels
imagine someone showing a "small polished section" of tilt brush. what would that be? there is one thing you do there, drawing. just with a million different kind of pencils, but its all drawing
a small polished version of tilt brush is EXACTLY what they did
just drawing with 1-2 pencil types
@wintry escarp timewarped layer where you can have image or UMG
my first public video showing EXPLOSIONS, machineguns, and skeletons
wait, UMG?
how
i only found the textures
with that
Download our developer guides for the SDKs, best practices, engine integrations, and more.
@wicked oak I understand what you say but I somehow think it wouldn't work well for my game
but what exactly is your game?
@mighty carbon that shows how to add texture
but not UMG
you need render to texture texture to show UMG
https://forums.oculus.com/developer/discussion/comment/455530/#Comment_455530 (and there is second post later in the same thread for another non-C++ version)
widget to texture/
but it's either untested, or simply not suitable for Gear VR where scene is pushing hardware already
that sh#t needs to be standard to UE4
anyhow, I am going to test 3D Widget vs Stereo Layers and report performance drop to Oculus
is it really THAT simple?
holy shit
i was overcomplicating it
way too much
good shit ill add this thing to my projects
its already a plugin
?
has anyone heard of a way to get repeat on hold going for vive motion controllers?
what i mean is i want to hold down one of the trackpad buttons and get it to repeat events rapidly
kinda like holding down a key on the keyboard does
listen for pressed/released, set a flag, do your repeating thing in ontick
@opal bobcat
hmmm i dont think playercontroller has a tick does it?
yeah i think i can do it in my target's actors class
how do you guys go about displaying fps while in vr?
Rift + Touch
temporal aa + widget components = ๐
fxaa actually looks quite acceptable I just noticed
Yeah, FXAA is adequate for text in VR. TXAA is for no text (and other thin high contrast lines) experiences.
Only time when TXAA looks ok at text is when you've bumped up the set res to 200%
you can apply anti aliasing towards specific components/actors?
or are you just talking about an app wide setting
Not that I know of.
I'm talking about if your game/app has a lot of text, you shouldn't use TXAA
nods
Because if you could do object specific AA, that'd be kinda amazing.
@Zaptruder well fxaa doesn't really work because ssao looks really bad with it
but it still looks way better than I thought it would
yeah absolutely, it's the most important feature I use
Hmmm. How do you turn it on?
Is this 4.14?
Ah... so what's the AO they turned off for VR then?
who's they?
unless your takling about the forward renderer as its not supposed to support SSAO (yet?)
Ah. I guess that's what it must've been? I remember reading at some point that they stripped AO out of VR in 4.13+ for performance reasons
epic never stripped anything out of vr
you can always enable whatever you want to enable
just with forward renderer stuff obviously needs to support it
And your getting solid performance with deferred, John? I had a real hard time getting close to 90 (even with pretty optimized scenes)
Ah gotcha, yeah I'm loving forward so far.
msaa seems to be broken in my current build, so can't really test it
I can only switch to forward once it supports ssao
4.16 I hope
msaa is pretty broken in 4.14
it doesn't work with masked materials, and as soon as you are using any screenspace effect such as capsule shadows, it breaks as well
fixies are coming for 4.15, though. And a sharper and better TAA
hell yes
i wonder if i should upgrade my project to it
check the performance improvements on deferredd or the improvements on TAA
on forward*
I usually just duplicate the project and check it out with the new engine version
@raven halo sharper TAA? I think you expect too much from that commit if you just talk about that?
well, it obviously won't be up to par with MSAA
I'm just having a hard time seeing myself switch to MSAA
it's quite a performance impact
TXAA works a lot better if your game has metallic stuff
or shiny in general
MSAA only works on polygon edges
if your game is smooth and doesnt sparkle, then it will probably look really good
but MSAA doesnt work on shader aliasing (sparkles or texture effects like alpha test)
TXAA does
becouse its a fullscreen filter
Unreal has an option to change the roughness map, based on your normal map to reduce specular aliasing as far as I know
Here are my current rule of thumbs...
haven't tested it, though.
TXAA if you don't have much text or high contrast thin elements
FXAA if you have that stuff.
i remember Valve doing a presentation on exactly that
how to mipmap roughness + normals
so they dont alias
And MSAA never because performance hit is larger than TXAA and better resolution or FXAA and better resolution
basically increasing roughness altogether while getting far
MSAA performance is still bad compared to TXAA/FXAA right?
yes, but it looks GLORIOUS
if you dont have specular sparkling, of course
in my game it looks really great
But so does higher resolution ๐
but of course, huuuge performance hit
I'm devving at default res of 150.
Hard to tell what benefits MSAA brings to the table at that res.
even better antialias
Oh yeah.
That's why I haven't bothered trying MSAA recently ๐ I went back to deferred rendering.
anyone had any luck with entitlement checks on Rift when packaging with 4.14?
buyt Zaptruder, you can switch to forward, get the performance benefits but still stick with temporal
@raven halo I switched back because turns out I didn't need the performance benefits ๐
I am having hard time casing from level BP to an actor ๐ฆ
Didn't have any issues casing to player or to an actor from another actor
Here is my setup: https://www.youtube.com/watch?v=IHcb90Fn-gc
I am not sure what I am going wrong there
can someone please help?
(#blueprint seems to be useless)
nevermind, figured it out
Which actor are you calling get owner on? ๐
Looking at the vid, that's probably what went wrong right? ๐
@clever sky yeah.. I wish it was more simple that how I solved it. I got all actors with specific tag (which is only one actor in the scene), got the actor from that array and fed it into cast node.
Hey. At least it sounds like you've got good debugging skills even when you miss the obvious (like we all do from time to time)
also, level streaming is so f#cking retarded in UE4 - when streaming the whole game hangs basically
Is that what the black box is for?
Stick the player in there while level streaming occurs?
that's what's loading first - black room with message say "wait for it" and in the background main level is streaming. Once loaded, player gets moved to the main level.
But it causes frame rate to plunge while loading?
there is a strict limit on loading times for Gear VR
yeah, basically fps drops to the floor and when you turn your head everything judders
So basically the only thing that'll work decent is a solid color D:
so I figured I'd use StereoLayers, since they are timewarped, to show message in the black room. Still judders horribly (but a bit better than what it was with actors in the black room)
yeah
original the idea was to have some basic stuff in the room so user can just look at it, maybe a menu that gets activated when main level is loaded
Only thing I can suggest is load the room with the message. let the user read it... then fade it out then load the level
to hide the judder.
Maybe... A bit confusing from the user perspective though
because the loading message pops up and goes away - might make them think loading is finished.
nah, then I'd better just leave that spinner that pops when engine just starts, before even it gets to game loop (from Oculus SDK) and load main level right away
Fair call.
still, you'd think they make async streaming truly async ...
there is new async loading in the source versions
its supposed to be able to not use more than X ms per frame
so I guess 4.15 - 4.16 will have that in binary :/
right
that's why I am saying it might get into launcher version (not be source only) in the next, or the one after that, release
ok my Leaderboard thing works
i can compile for oculus, and with the #defines it wont compile with steamworks, and just do nothing
is it how you planned for it to happen?
YES
the point is that the leaderboard will use different implementations depending on platform
got it
hmm.. It feels like ES3.1 + ASTC renders slower than ES2 +ETC2 on Gear VR
@wicked oak is your game still getting traction on Steam?
traffic is decreasing, but im still getting sales
oh, im again on the top sellers list
I think I invented a solution for the vive annoying cable problem!!
I don't even have a vive tho, just came in my mind
its easy to get your hand caught on it
@real needle is that stick man hanging himself ? o.O
and if you rotate, its easy to get the cable "on your face"
๐
if the game doesn't require you waving hands above your head, that's a good setup
traffic just went from 5~ to 20
as i popped back up on top sellers
im sending oculus version to review
game finally is able to be 90 fps
99% of the time
even on the most complex map
yay!
ok, it's a fact - ES2 + ETC2 is much more performant on Gear VR than ES3.1 + ASTC
is it vive who have the wireless kit?
what about ES2 + ASTC ?
ES3.1 only seems a little better visually, not worth the performance hit
I haven't tried ES2 + ASTC
already spent a way too much time debugging and testing sh#t
It feels like Epic does bare minimum to support Gear VR
Hey vblanco, which game is yours? my apologies if I missed it at any time ๐
Awesome, congrats on the success. will have to check it out
not really THAT much of a success, really
Well few days in, some sales and postiive reviews, not that much but a good start hah
there is no review of it on the internet, or even youtubers seeing it
i actually sent quite a few emails, no response on most
@wicked oak how did you handle oculus entitlement? I've implemented the 4.14 blueprint node, ini stuff, and build.cs stuff, but still fails entitlement check during submission
have you added your oculus stuff to the config file?
correctly?
you need to close the game if entitlement fails
yeah, subsystem, enabled = true, etc and app id
i do the same. i populate a text render with 'failed entitlement' text, then game closes after 3 seconds
this is all i do
then the blueprint node and the failure closes the game instantly
maybe its becouse it takes a while
try doing the instant close
oh, did you modify the game.build.cs file at all?
yeah, i've got that too....strange.
btw, lately, you need to not have ANYTHING from steam in your game folder
if you have a steamworks dll or similar it doesnt let you upload the build
what is your game?
yeah, figured that out the hard way. my game is MageWorks http://store.steampowered.com/app/494780
not much. early access, but thanks! hoping to hit beta around end of january
yeah, i believe so, but will see from oculus tests if i can get the submission validated correctly, lol
oculus takes VERY seriously the performance
and i tell you becouse i failed it due to that
becouse if you go close to a enemy, explode him at point blank, and also stop the time, it goes to 45 due to impact particle FX
ah, i may have found the issue. was using PrivateDependencyModuleNames.Add("OnlineSubsystemOculus") instead of DynamicallyLoadedModuleName.add
put it as public
adding it as "depencency" its becouse you are using it to extend or similar
adding it as "dinamically loaded" is more for plugins and the like
but it should still work, its odd
@urban shell you got 1 chance
becouse they will stop doing reviews
so pretty much tomorrow or nothing
to release early january
i thought they already stopped?
oh, will give it another shot then, thanks
use the profiler, use stat fps
make sure you DONT dip to 45
or that is only very uncommon to do those framedrops
will keep an eye on this, thanks
you using min-spec as well ?
actually, @wicked oak , where did you implement your blueprint for entitlement? I used begin play on the opening persistent level blueprint.
finally got sound recorded... royal pita ๐ฆ
(via Line-in, then manually sync it with video on PC)
@mighty carbon not sure if you have nvidia but their game capture tool works pretty well. (shadowplay I think it's called)
@urban shell
most complicated entitlement check ever
thats the beginplay of my VRPawn
the platform thing is this
i use #ifdefs with the DWVR_PLATFORM_WHATEVER thing
cool. i'm using the built-in platform switch, but have simple entitlement check too. wasn't sure if placement mattered.
i need that platform switch becouse normal one doesnt separate oculus and steam
platform switch has worked for me. i need to filter in different illustrations based on platform (i.e. show vive controller image vs show oculus controller image) and it's worked fine. the nomenclature was just really specific as it used 'SteamVR' and 'OculusRift' for the correct switch
can you travel to all those sand dunes?
crap, got a game idea but I suspect it needs rift/vive lighthouses
is that giant robot the ue4 player?
@wintry escarp to a point, yeah.. It wouldn't be possible to make a really large scale open level for Gear VR due to RAM constraints
but, the illusion of vast open space seems to be there ๐
no, it's not UE4 player.. It's from the Matinee scene
Anyone using the OpenVR plugin on 4.14?
@wicked oak https://www.youtube.com/watch?v=LReuR08EEGw << swords ๐
but yeah, "wave shooters" getting old pretty quickly
nice scenery
Yes
Then yes
So werid, downloaded it and won't load in the project (4.13 and 4.14) also if I rebuild it it has like 20 something errors and wont compile.. O.o Is it pretty good?
Oh man it's great
you have to load it as a plugin into your project tho
not the engine
Well you would just move the uplugin into the Plugins folder, right?
Nope. Look at his unreal forums thread
then look at the bitbucket link
there should be install instructings
Says to move it to Plugins folder under your Project lol dang, well let me look again
A plugin for Unreal Engine 4 that adds some additional VR related features / components.
under install
@odd garnet Well made the folder and dragged the contents over but it fails to load so I can't even get to the project to add the button (non-c++) hmm
created a blank C++ class
then you should be able to
Oh wait you don't make the plugins folder
@zenith charm You create a blank C++ class
then make a blank Plugin
it shoould then make the plguins folder
then add the plugin
tho I have to say if you have trouble installing it, you might have trouble using it
I've even been asking him to make a tutorial on it xD
Ok I think I got it now lol. Thanks @odd garnet. I think his install steps are lacking quite a bit of information ๐
Anyone here use Git for their project?
@digital marlin me
yeah
@full junco on Github or a similar solution? Public or private repo?
@cobalt monolith private, VSTS
So If I do a commit via unreal, it's kike it doesn't talk to source tree
and I can commit those same changes via sourcetree that I can do in Unreal
However, I can push the Unreal 4 changes up no worries.
I'd be curious to see some public repos with Unreal projects to check out.
@digital marlin I never used the unbuilt ue4 stuff, I only commit with sourcetree
Which didn't end up going through. It used a lot of the default core project files.
That's probably the best idea @full junco
@cobalt monolith Here's my latest Unreal project on my public Github repo: https://github.com/bskar/GotWind
@safe hamlet cool. I assume uasset files are blueprints? Any C++ code or was it all done in blueprints?
source would be in source folder, since there is none, its all BP
Correctamundo, it's all done in BPs ๐
As I understand it, binary assets (as opposed to text) become uasset files.
That includes blueprints, materials, textures, static meshes and so on.
Most assets become uasset files.
Thanks @safe hamlet
Now I'm gonna steal your BPs and make billions
AND YOU"RE POWERLESS
Hahaha ๐
Joke's on you, @digital marlin , all my BPs are ๐ฉ
Except for the fact that they don't use any Event Ticks... That's pretty neat ๐
you guys create too many shit-BPs ๐
hmm, anyone got hints for fixing texture aliasing on gear vr? doing a pano viewer, a mono 4k pano is silky smooth, but stereo pano, where i unpack the top/bottom in a material and split to left/right, textures go very jaggy
tried forcing ASTC, ES31, mipmapping, but still jaggy-as
Epic needs to open up a secondary store for lower quality content.
The 'market stall'.
@clever sky Actually I've seen many shit BPs on the marketplace
Like, freaking terrible.
Yo that's beautiful. Like an expertly ziptied rack of routers with nicely done up cabling.
why not do that in c++
So what do those functions that you're showing us do anyway? ๐
thats probably all stuff that would be like 10 lines in c++
@full junco @clever sky @wintry escarp "Shit BPs, get your shit BPs here! Duplicated logic! Fresh today! Illogical loops! Limited edition!! Spaghetti for days! Shit BPs, get 'em fresh!!!"
Well that last one
Can you believe this???
That last one, it centers a camera over frames.
Like... a picture frame?
The pair before that image, they simply add up stats common to about 12 independent classes
No
Like game frames
Like FPS
Like it doesn't do it in one frame, but does so over a duration.
Like any old auto-center camera in games
But that is the implementation
Yeah. Fair enough.
Hard to see what's shit when you can't inspect the logic. The layout isn't great... but not terribad ๐
Oh man.
I can't show you in more detail because I don't have an openable version of that project.
Fair call.
But it boils down to, if I remember correctly, "Is camera being manually moved? Has it been enough time???? Is the camera within bounds? Which direction should it go?"
And then ends up using an interp node anyway.
Fair enough ๐
I'd love if someone could comb through my BPs and gimme a run down on what I'm doing good or bad ๐
And for all the wires, it still gets stuck in loops.
Using it can cause the camera to literally orbit multiple times
But it won't hang.
Which is odd.
I don't even understand how that bug works
But that'll have to wait until I can hire someone to do that kinda thing...
The person who wrote that sells a pack on the marketplace tho
And this was written after he'd gotten through onto the MP.
Scary, huh @full junco
Haha... fair enough.
I've mainly been buying asset packs on market place.
The one asset pack I bought with BPs in it had its own share of problems.
Although not really BP related.
More just it was an arch viz pack, and he'd exported everything from his modelling package as is. So all the furniture had their pivots way out at the global 0,0,0
Oh god.
Why
I'm not even an artist and I know better than that.
Anyway
I leave you with this, @clever sky
What is that... a mesh with a yellow background for vector... but a blue ring for rotation?
That hurts my brain ๐
^ dafuq is that node, what?
Maybe that's a node of a map/dictionary in a build when that was introduced to BP but the icon wasn't updated yet to what it is now? So a get node of a vector->rotator map variable called mesh?
Why have all meshes pivots at 0,0,0 ? Easy - so you can easily reconstruct your 3D scene in UE4
Yep. I do it too. On the flipside, if I'm selling an asset pack... I'm pretty sure customers will want to reuse the furniture in a convenient manner.
And that my layout is simply a demo for the assets in that pack.
Since UE4 culls meshes per bounds on mobile, ignoring pivot and clips/culls on PC, there is no reason for aligning pivots with mesh center.
Ah, that's a different story :)
I thought someone just making stuff for themselves
Nope. This is a marketplace asset.
Yeah, that figures
Ah... looks like the guy updated the asset a few days ago and fixed the issue.
Btw, there aren't too many good assets in neither UE4 nor Unity stores :(
After some complaints.
@wicked oak https://www.youtube.com/watch?v=VfuQv_5RDRA
ok, modelling a full 'cockpit' doesn't affect framerate as long as the back half is a different mesh. that's right isn't it
if player isn't looking behind them its all culled anyway
yup
try it, @wintry escarp ๐
I'm gearvr remember, hobo vr
I am Gear VR too
and I simply tested all my theories in practice
culling on GPU is done per mesh bounds
I thought you had a rift/vive as well
so maintaining balance between having too many smaller meshes and too few larger meshes is a key
no, not yet
and seeing how indie games sell for PC VR, I am kinda scratching my head
I still want to get Rift, but I'll probably try wrapping up my Gear VR project first and see what it will do (if it passes to the store that is)
can your player see themselves if they look down?
Wouldn't recommend it generally. Immersion reducing when you get body mismatch
I think that's probably one of the only exceptions
Where it's ok.
Because it's a compromise between seeing a potential mismatch... and not seeing anything in the seat.
Generally, you can expect the player to have their body reasonably aligned to a seated pilot.
id rather not waste the polys drawing a player, but if they look down and the seat is empty it would be suspect
If they're sitting.
meh, i'll wait and see if the idea gives asense of depth first, if it doesn't it wont work anyway
Fair call
Croteam VR, the developers behind the popular first person shooter Serious Sam, are bringing their classic original instalment of the franchise to VR platforms next week with a new Early Access release called The First Encounter which promises full choice of locomotion methods. Given the current accepted knowledge โ that first person shooter games are โฆ
Serious Warp(TM) locomotion... WTF is that?! ๐
Im making a prediction that it will make people Seriously Ill
I get it, people are frustrated with teleporting.. so am I! but putting traditional back in is like voting for Trump
@heady parrot I was wondering about size of the team that worked on EVE Gunjack ๐
sorry man I dont have those numbers, that team is in Shanghai and Im not sure how many people worked on that at the time
it wasn't big, something like 10-15 people.. but honestly I dont know
aye, thx
interesting
Yeah agreed... But all VR stuff is expensive at the moment
Hopefully headsets well get cheaper and more popular the comming years
wouldn't that work for rift as well? unless they've made it deliberately not to
tbh I would wait for Oculus to deliver a solution. I don't feel comfortable strapping that to my head for a long periods of time.
I just dropped $300 + on a new VR controller
1/3 was shipping from the US to Australia though, but still.
touch controls?
nope. just the original ones
My controller's pad broke and I didn't want to fix it myself until I had a replacement in the wings.
Does the wireless TPCAST introduce any lag at all?
make sure to try it first on the machine you plan to use
a guy here had his controllers delivered to work, we excitedly fired them up on the work vr machine
in doing so we realised after the fact that oculus automatically link medium/quill/other offers to the account you first run the controllers on
we didn't even download the apps or were aware that had happened, when we asked oculus they basically shrugged and said 'tough, deal with it'
we need a way to have a secondary camera, be the output to the monitor.
So you can see your character/surroundings.
maybe someone can help
(vive) my motions controllers work but I cant see anything on my headset
just steam default background
how do you know they're working?
i can see it on my computer
see what?
huh, ive never seen my motion controllers in ue4 editor
interesting
i only see them when im playtesting
or debuging or whatever you call it
oh I can only launch?
i thought i can "preview"
lmao let me try tha tsoryr, very new
ah ok let me give it a shot ty
i think thats what its called
but i setup my project to have specific meshes for my controllers
you might not see that if you havent
or if you're not loading a vr-ready project
ahh
i havent used that yet
not sure what that actualy does
i use the vr like level though
that they give you
with the big platonic solids all around you
i have fun knocking them around with my laser pointer mode
lol
i need more ram =/
that compiler is eating my cpu up tho
sheesh
thought i5 6600k was enough just like for gaming
deving is a bit stiffer than a gaming requirement
unfortunateyl
it pays to have more than enough ram
maybe early bday present for i7 6700k and another 8 gigs
i have a VR gaming rig
im still rocking an oldschool i7 for my dev box though
my app isnt terribly taxing for my dev rig though which is good, for now
once i get into custom level loading though
I was tempted to do unity vr
but i just dont like the asset buying
need to drop so much cash to have a nice flow
i actually get to choose C++ or java in 2 semesters at school
i was leaning towards c++
heeeeeyyyyyyyyyy
@still frost If you have a choice I'd go with C++. It's a more difficult language to learn and once you learn it all the other are much easier afterwards. Java included.
Does anyone know if in Unreal it is possible to interact directly with a skeletal mesh (bonus if using blueprints)? Say you have a weapon that is fully rigged and you add a socket can you attach to the socket and interact directly? Maybe playback the animation solely based on the position of the hand on a certain axis?
there is animation plugin, Allright Rig and Full Body IK plugin
Okay so that works directly with the vive controllers?
Okay.. then my question is, does Unreal have the capability to have the vive interact with the skeletal mesh
Not very well, I've only used BP in Unreal so far
so, basically you want to move controllers and see your player's mesh move hands accordingly ?
(to match your real arms to virtual arms)
That is what I want to do. Can I do it by interacting with the skeletal mesh? Or do I need to seperate the pieces out.
they simply attach rifle model to one of the controllers
that's what you probably call VR 101
can be done with BP only most likely
They hold the gun with one hand.. and pull back the bolt with the other hand... The rifle is a single static mesh with a rig attached to it.
unless they changed it, that is a store asset so I have the exact same one
probably just move bone in sync with controller
and the bolt mesh is rigged to that bone they move
Okay, so the vive controller can attach directly to bones in a skeletal mesh then
no, other way around
ah yes I see what you mean
you would need to make sure that the bolt bone moves only along one of its axes and translate motion of the controller to linear movement of the bone
Okay, so basically set it up so the interact sphere grabs the closest bone? Yeah I've seen that in the VR plugin I looked at where they had it locked down to movement
world to local coordinates
But obviously not something I can do in BP, would have to be in C++ directly correct?
I don't know mate, I am just saying how I'd do it, coming from rigging and animation background ๐
if you can manipulate bones via BP, why not?
also, instead of bones, you can make that rifle to be a BP actor, where rifle itself and bolt would be 2 static meshes
this way you don't need to bother with bones
Yeah I did seperate out 5 different pieces of the rifle in Blender so I have them all out as static meshes and assembled back together in a BP, but wondered if in the future just attaching to the rig was easier
or even possible
but why?!
if you have rotating parts that rotate around different axes and for a fact you can manipulate bones in BP, then maybe
otherwise it's easier to deal with static meshes
If it is simple to attach to the bones it might save me some time in Blender, that was really the only reason and wanted to be completely sure there wasn't a better way.
Great 4.14.1 just broke SceneCapture components ๐ฆ
Repro by just adding a single capture component with a texture applied
20ms render time gets added
This is in stereo
report to Epic ?
Yy I'm on it
(although they are on holidays already)
fuck.
I'm about to push a christmas update...
And I need to find 4.14.0 on git and build from source since you can't download an earlier hotfix version through launcher
heh, Launcher just crashed on me for no reason
fukin awesome
I have spent hundreds of hours in wired Vives over the last year and I did not notice any latency differences between the headsets Iโve been using and this wireless one. We plan to do extensive testing with the consumer version of TPCAST when it arrives to fully examine the latency numbers, but for now, we found the overall motion to photon latency feels way under the 20 ms benchmark required for comfortable VR headsets.
Daayyyuummmm
The hype is real!
Now disappointed that I didn't order one of the initial batch.
For all #GameDev & #IndieDev Materials for @Tiltbrush in @UnrealEngine https://t.co/yAGC2rHeIj #UE4 #Tiltbrush #UnrealEngine @GoogleVR #Free
What is that? A material where you can control opacity and color? Yay?
Ah ok. It's a twitter link to the tiltbrush mats.
When you test that wireless thingie @clever sky please let us know here, objectively ๐
Anyone know why Sprites only render to one eye on the Vive?
Palmer's fault
stupid question. where is the best place to put the save and restore game logic? Inside the PlayerPawn?
Or where?
102124
Dear Community,
My binary compressed save system has been released!
Use Cases For This Plugin
- Saving all the data and actors for a strategy or action game, so the entire world state can be instantly reloaded from a tiny file on your hard disk.
you could just use one of those and save yourself from writing your own system ๐
at least you can look at where they put theirs
anyone know of a fix or workaround for the broken loading screen in 4.14? really hoping we don't need to wait until 4.15 for a fix
voted!
I voted too
I just started something new, went to use WidgetInteraction and found out it doesn't work in multiplayer ๐ฆ
u sure of that?
you are probably getting desynced in some way, or have your Owner chain fucked
interesting
It could be my owner chain, I was just looking for tips on how to check it when I found this
Apparently it's still a thing
But someone suggest a workaround. I just bound things to key presses instead, which is probably a terrible idea
@crimson tide well 4.15 will is quite soon
was branched already, so master is now 4.16
4.15 preview should start soon
oh ok, well that's good to hear, hopefully the fix will be in it ๐
are the phone gyros the easiest way to fake HMD movement?
But why?!
so I don't need to put it in the headset to test things
I'd love it if we could use a TrackIR with the motion controllers to not have to put the headset on all the time for testing little things
@wintry escarp turn on dev mode on in your Gear VR software and after that it will act like Cardboard, using phones IMUs.
@wicked oak material reroute nodes ๐
Does anyone know how to scale the resolution on the Gear VR in 4.14? My project ran fine in 4.10, but it keeps overheating in 4.14.
@keen solar r.screenpercentage ?
You guys try Serious Sam First Encounters?
@full junco It dosen't have any effect. The Gear plugin seems to completly disregard the device profiles and won't respond to console variables at runtime.
hm ok
Movement? Teleport or regular movement?
personally regular movement is preferred for me
@odd garnet is that a question about serious sam?
It's got free movement (touch trackpad and move in the direction of controller + trackpad)
It's got teleport (point at the ground and teleport there)
and it's got 'serious warp' which allows you to move directionally
No not specifically.
With teleport.
Always having teleport decreases how cool TELEPORTING seriously is
Oh. ok ๐ so it was more of a general question
And yes, I agree.
Also standard teleport implementation seriously dulls how cool teleport can be (with the right presentation).
I'm having a character in my game who has a spell that allows him to teleport.
No other class can do that
and its limited
so teleporting will be cool again
#MakeTeleportingCoolAgain
For it to work though, you have to have a competent movement system
and you have to allow teleport to provide some kinda advantage
I'm using the VR Expansion Plugin. So most of the framework is done. I just have to add particle effects
Fair enough
I think it'd be REALLY cool to have like a "dimension door" using something like this https://www.youtube.com/watch?v=Gt3NLTnCUTk
That's clever... potentially fantastic puzzle game mechanic right there.
Do you know if there is any good tutorials on this?
The one i saw has to take into account your screen resolution so I didn't know if it work or not
I haven't seen a VR specific tut for it either
Worse that could happen is you get a pseudo portal
where in VR it looks like a flat movie like picture to the other space.
"maaaagic"
'eehhhh... good enough!' walks through
But as a spell for fast travel
That'd be awesome
Summon a portal.
Bam. Walk through.
In the new area.
Better hope your loading tech is as good ๐
because right now, it's more like walk through - screen gooes to compositor.
Well, you can hide loading with level design. But going from one far away to another arbitrarily
Is a more challenging task to plan for.
Unless it's a predestination.
But like... a spell to arbitrarily load a different area.
I'd be interested to know how you quickly load the new area in?
Or would it be disguised
via the portal effects - i.e. it doesn't show the other side until its loaded.
Probably the best way to do that kinda thing.
oh here: https://youtu.be/PQy7C1RowB0
Level streaming, if you haven't seen it, is POWERFUL
Yeah, I get level streaming. Certainly ways to design the system to take advantage of it.
But it seems like there are areas that it can't cover.
Like in the example I provide - as a fast travel system from one town to another town in a game like Skyrim.
Well. Not can't cover.
But essentially because you can't tell where the player will go with the fast travel system until they select it.
You can't preload the level in to provide a seamless transition
Anyway, GTG! chat laters
so, any videos of SSam:FE ?
https://www.youtube.com/watch?v=nmHEYAtMUto << rebuilt Crypt using non-Infinity Blade assets, and got massively better performance
(stuff inside just for performance testing)
are you looking for something? like clues to hidden part of map to find grail?
Not liking how that arrow is sinking into the ground
Do a line trace from that X-Y down
well... from a certain distance up then down. then put the arrow there.
Ah
going to upload the project for them to dissect
Fair enough.
line, box and sphere traces work fine
I was looking at the vid thinking... weird, it kinda works in most areas but then it's got obvious issues in some places.
๐
@wintry escarp just an experience of being in another world.. Probably will add some interactions and some bits and pieces of lore
This is basically a project where I learn UE4, Gear VR, FMOD and maybe I'll get lucky to make some cash ๐
I usually would pay up to $2 for a throw away experience myself
off to sleep.. cya later o/
ciao!
Good god damn, i hate the shitty music some non-speaking tutorials have.
At least you can mute the video and play your own music. Can't do that with voice that puts you to sleep :p