#virtual-reality

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full junco
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those 150k gamers are all rich and need games

wicked oak
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you can see the stats

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raw data is pretty much how perfect you can go

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it got something more than 1 million dollas

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1 million dollas for a AA or AAA game company is nothing

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i mean, RoboRecall has a budget of 4 million dollars

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paid by Oculus upfront

full junco
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they paid it upfront?

wicked oak
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yes

full junco
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where did you read that?

clever sky
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10

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10million

wicked oak
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more than Gears of War 1

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on budget

clever sky
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Same amount.

wicked oak
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Oculus is smart, they are paying them to make the UE4 engine much better for VR too

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that way indie ue4 games are higher quality

clever sky
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Yeah.

full junco
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what?

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they pay to make ue4 better? you mean indirectly by something like robo recall?

wicked oak
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interesting detail. Most PSVR games are ue4

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the private forums for ue4 in ps4 are mostly PSVR lately

clever sky
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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

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from making it free.

wicked oak
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Ue4 worked with PSVR since 4.3

full junco
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4.3? that was ages ago

wicked oak
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yes

clever sky
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So Epic would've factored in opportunity cost for devoting resources to that, as well as the benefits of working on VR stuff.

wicked oak
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Oculus basically wants to sponsor content for their store

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to make it popular for VR users

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Steam is already a near monopoly

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competition is the best that can happen

full junco
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I like steam

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as a consumer

clever sky
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Only because all your crap is already on it ๐Ÿ˜›

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I think most of us like it for that reason.

wicked oak
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Thats becouse you havent dealth with steam consumer support

full junco
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I like steam because it's valve and I dislike oculus because it's Facebook

wicked oak
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and lately, they are being incredibly lazy

clever sky
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Fuck opening 5 different programs to launch my 300 different games ๐Ÿ˜›

wicked oak
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they want to let everything pass greenlight to put steam into autopilot

real needle
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maybe someone needs the oculus boundary component in cpp ๐Ÿ˜„

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damn spent 4 hours with this small thingy

full junco
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@wicked oak but aren't you disappointed when you can't get the money back you invested in a game?

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that also includes your own work hours

wicked oak
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i know perfectly well what im getting into

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the money is not going to go to "my pocket"

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at all

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im going to reinvest it on the "company". All of it

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the idea is to keep creating more games

full junco
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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

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when every game is a net loss then added up they are just a big net loss

wicked oak
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but this is not a net loss

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and Deathwave before also wasnt

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keep in mind im not counting my own time

full junco
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well but you have to count your own work hours multiplied by at least $30 or something like that

wicked oak
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im fully aware of that.

full junco
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well just take whatever amount you would have got with freelancing in the same time

wicked oak
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unless your game is paid by oculus

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or it becomes a massive success

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it wont recover all expenses

full junco
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but thats very bad, developers deserve to be able to make a living from making good games

wicked oak
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there are data out there. Of games that were launch titles on Vive

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and got a ton of sales

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and still wasnt enough

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becouse time + salaries and stuff was around 60k

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and he got 40k

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on sales

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this is the reason im going with such a "fast" turnaround on games

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3 games on steam in 6 months

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keep the costs controlled. Release smaller games

full junco
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I don't want to make small games. I want to release my game and then continue improve it for 5 years

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and hope that I make enough sales to cover my costs in those 5 years

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well, 3 years would be fine too

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isn't that how it should be?

wicked oak
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not going to happen

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unless its something like a multiplayer game that stays active for a long while with some microtransactions

full junco
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but there are constantly people that just start with buying vr games

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and people that just continue to try new stuff

wicked oak
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yeah, and thats the sub 1000-2000 category

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nearly anything that releases on VR for steam gets a few sales

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like DWVR for example

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the thing is that every dday 5-10 vr games release

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almost

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its goddamn insane

full junco
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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

wicked oak
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yup

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whats your game?

full junco
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haven't shown anything of it yet

wicked oak
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you probably should show stuff ASAP

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as long as its controlled

full junco
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what controlled?

wicked oak
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completely controlled by you

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not exactly fake, but making sure it shows good

full junco
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when is it no longer controlled by me?

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not sure what you mean?

wicked oak
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when other people do the videos

full junco
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that will only happen after the game is released, so why do I need to show stuff "ASAP"?

wicked oak
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to get people interested on your game

full junco
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if I make a trailer now and then wait 2 months with the release people forgot about the game already ๐Ÿ˜„

wicked oak
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but you can make one "trailer" every 2-3 weeks up to release

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to keep it fresh

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im not talking an actual trailer

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have you seen the YoreVR videos?

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he does it great

full junco
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no, havent seen those

wicked oak
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shows the new features he is implementing

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and gets them out there

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that gets him a lot of views

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and lots of people know of him

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his game is 100% going to get much more money than mine due to that

full junco
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what kind of game is that?

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hey its open world too ๐Ÿ˜„

wicked oak
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this is the first video i did of DWVR

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at the moment, it was a 3-4 day prototype over hacked Deathwave

full junco
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looks horrible due to YT compression

wicked oak
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fukin youtube

wintry escarp
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support low quality lightmap shader permutations works but it stops lightmap blocking so light leaks through the scene, doesn't look good

wicked oak
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i also didnt know how to make proper VR videos with unreal

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this is a "equivalent" video, much newer

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another direct gameplay video, but much better recorded

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ive tried to do the development videos and stuff, but not much success being to being "yet another wave shooter"

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if your game is open world

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and you got cool mechanics

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your videos will be successful

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and each of them will get people interested in your game

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devblog style videos, like the yorevr guy, its a good idea

full junco
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but ther time I spend with making videos could be spent with programming

wicked oak
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i mean, for my next game, whatever it ends up being, i plan on doing exactly that

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but videos = sales

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and it doesnt take THAT much time

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to do a gameplay video or explain a couple things in a 5 minute "dev blog" video

full junco
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that "Nathie" who commented below your first video, he has a quite relevant YT channel, will he play your game?

wicked oak
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hooy shit its true

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gonna send him a key

full junco
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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

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that Yore VR Trailer also looks really boring

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stuff that might feel awesome in VR often looks boring as a 2D video on a 2D screen

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so I more thought like "don't much of anything in videos at all, let people see themselve that its awesome" ๐Ÿ˜„

wicked oak
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you on Oculus or in Vive?

full junco
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vive

wicked oak
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on oculus you can use one of the mirror modes

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and it looks like you can see in my later video

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Vive uses the damn vertical video

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you can zoom on that vertical video with a movie editing software

full junco
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theres a PR on github to add another mirror mode for vive too

wicked oak
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or you can edit one file on the source code to add a system more like the one i used

full junco
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and whats that doing?

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I'm on a custom engine anyways, editing stuff in source is no problem

wicked oak
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it just changes the preview window

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to be more zoomed

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so instead of being a vertical video with black bars

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is a fullscreen video

full junco
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but your video looks zoomed

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it looks like a lot of stuff is missing on the edges

wicked oak
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its the downside

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but there is no real way around that

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with the source edited version, you can have a slightly better view, but not much

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btw, John. Does your game run fast?

full junco
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its probably just best to show the game in non-VR most of the time to show the environment etc

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fast?

wicked oak
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do you know how to use the profile to get constant 90 fps almost no matter what happens?

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docs are kind of lacking on this part

full junco
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I feel like I spend half of my time in the profiler

wicked oak
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good

wintry escarp
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tried it with lower weapon sound and randon grunt sound from enemies?

full junco
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but mostly to figure out how to improve my own c++ code

wicked oak
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i recently went ham on my game to optimize it, and i improved it lots

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enough to get 90 fps 99% of the time

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until the garbage colelctor decides to arrive

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and fuck 3-4 frames

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@wintry escarp those sounds are old

full junco
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my main problem is not anything on the CPU, RT and GT run quite well

wicked oak
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they are no more

full junco
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just GPU is slow

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base pass is what takes most of my time

wicked oak
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my fps graphcs look 90 fps all the time

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and suddenly a huge spike

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turns out, of course ithe the GC

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im going to try optimizing my projectile code

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so they dont get deleted/created constantly

full junco
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yeah pool them

wicked oak
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but just get hidden when they get destroyed, and then reused

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yeah

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that should remove some strain from the GC

wintry escarp
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pool them?

full junco
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yeah, throw them in a pool

wicked oak
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make an array of them

wicked oak
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when you create a new projectile, see if there is an availible "disabled projectile"

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if there isnt, spawn it and add it to the array

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if there is, dont create the new projectile

wintry escarp
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i pool everything in unity, cos its not good either with GC

wicked oak
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just "reuse" the older projectile

wintry escarp
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i thought c++ would be better

wicked oak
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it is better

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but projectiles are normally Actors

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Actors have overhead when being created/destroyed

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UObjects too, but much less

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and C++ objects, without UE4 stuff, have very very little overhead

full junco
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@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

wicked oak
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becouse they dont get garbage collected

full junco
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so RT spends quite some time with sending all that geometry that was generated to the GPU

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its completly fine, never really more than like 1 ms or so

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but where most of my time is is not like in a usual game where static meshes are used

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it also hurts GPU times a bit to only have dynamically generated geometry since those aren't as efficient in rendering as static meshes

mighty carbon
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@wicked oak why don't you make 360 deg. video ?

wintry escarp
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the production setting for lightmaps is BS

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45mins and its still at 0%

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its lighting 1 simple box room, i cancelled

mighty carbon
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depends on the settings

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especially for indirect lighting

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StereoLayers bog performance down on Gear VR ๐Ÿ˜ฆ

wicked oak
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@mighty carbon doing 360 video is fucking hard

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i dont even know if you can do it on unreal engine

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i know you can capture cubemaps

full junco
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@wicked oak how long will you still work on DWVR? when will it no longer be early access?

mighty carbon
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there is a plugin for that, @wicked oak

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comes with UE4

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and they had training stream for that in Twitch

wicked oak
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@full junco 2 months

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after MP is added and a few other gameplay features, its done

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and work on the PS4 version finishes

full junco
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ok

wicked oak
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so no, my job doing DWVR wont last much

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i have other, better ideas, to do

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DWVR development is kind of messy, and DWVR itself is a creative "dead-end"

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while cool, its not something that can scale to a full high quality game, i think

full junco
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ok. I never really have many game ideas

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I'm more like fully devoted to one thing and its very hard for me to think about something else

wicked oak
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i have to fight my urges of creating new stuff

full junco
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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

wicked oak
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thats why ill develop the MP mode and exit early access

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only IF i see its a massive succes and lots of people buy it ill keep developing it more

full junco
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ok

wicked oak
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and thats not going to happen, probably

full junco
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always be optimistic ๐Ÿ˜„

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well, I was more optimistic before I listened to what you said today

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but I'm still optimistic ๐Ÿ˜„

wicked oak
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If you are doing cool stuff, make videos

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show it

empty sundial
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yeah, always interested in seeing new stuff

wicked oak
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bonus, if people are positive with it, you will get a massive confidence boost

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if they REALLY like it, you can go kickstarter

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the YoreVR guy probably could

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and if someone like the Onward guy does a kickstarter for a "Onward2, this time professional". He would get the money for sure

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its what i would do if i were in his place

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no doubt

wintry escarp
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whats stereolayers?

full junco
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@wicked oak I hate showing unfinished stuff

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if someone sees something I made it has to look polished

wicked oak
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Polish a small section, show that

full junco
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I don't really have small sections...

wicked oak
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people is fine to see cool mechanics and gimmicks

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even if it doesnt look that high quality with the 3dmodels

full junco
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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

wicked oak
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a small polished version of tilt brush is EXACTLY what they did

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just drawing with 1-2 pencil types

full junco
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hm

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I'm not sure that I have cool mechanics and gimmicks

mighty carbon
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@wintry escarp timewarped layer where you can have image or UMG

wicked oak
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my first public video showing EXPLOSIONS, machineguns, and skeletons

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wait, UMG?

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how

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i only found the textures

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with that

mighty carbon
full junco
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@wicked oak I understand what you say but I somehow think it wouldn't work well for my game

wicked oak
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but what exactly is your game?

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@mighty carbon that shows how to add texture

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but not UMG

mighty carbon
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you need render to texture texture to show UMG

wicked oak
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widget to texture/

mighty carbon
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but it's either untested, or simply not suitable for Gear VR where scene is pushing hardware already

wicked oak
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holy shit

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that solves it

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i had problems try to make MY OWN widget to texture

mighty carbon
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that sh#t needs to be standard to UE4

wicked oak
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i tried to do exactly like he explains

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but i was unable to get it working

mighty carbon
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anyhow, I am going to test 3D Widget vs Stereo Layers and report performance drop to Oculus

wicked oak
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is it really THAT simple?

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holy shit

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i was overcomplicating it

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way too much

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good shit ill add this thing to my projects

mighty carbon
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๐Ÿ˜ƒ

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make it a plugin ๐Ÿ˜‰

wicked oak
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its already a plugin

mighty carbon
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?

opal bobcat
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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

noble crater
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listen for pressed/released, set a flag, do your repeating thing in ontick

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@opal bobcat

opal bobcat
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hmmm i dont think playercontroller has a tick does it?

noble crater
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it has PlayerTick - maybe that's it

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or you could do it in the pawn

opal bobcat
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yeah i think i can do it in my target's actors class

midnight tree
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how do you guys go about displaying fps while in vr?

odd garnet
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Vive or Rift?

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I vote vive lol

mighty carbon
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Rift + Touch

full junco
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temporal aa + widget components = ๐Ÿ‘Ž

full junco
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fxaa actually looks quite acceptable I just noticed

clever sky
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Yeah, FXAA is adequate for text in VR. TXAA is for no text (and other thin high contrast lines) experiences.

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Only time when TXAA looks ok at text is when you've bumped up the set res to 200%

opal bobcat
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you can apply anti aliasing towards specific components/actors?

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or are you just talking about an app wide setting

clever sky
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Not that I know of.

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I'm talking about if your game/app has a lot of text, you shouldn't use TXAA

opal bobcat
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nods

clever sky
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Because if you could do object specific AA, that'd be kinda amazing.

opal bobcat
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yeah

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that'd be awesome

full junco
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@Zaptruder well fxaa doesn't really work because ssao looks really bad with it

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but it still looks way better than I thought it would

clever sky
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You can get SSAO in VR?

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I thought the only AO you could get was light map baked AO.

full junco
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yeah absolutely, it's the most important feature I use

clever sky
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Hmmm. How do you turn it on?

full junco
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well, lighting in general is more important

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post process volume

clever sky
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Is this 4.14?

full junco
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it's in 4.0 and also in 4.14

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and everything in between

clever sky
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Ah... so what's the AO they turned off for VR then?

full junco
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who's they?

clever sky
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Epic

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VXAO?

full junco
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epic never turned anything off in my games

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vxao is not in ue4 by default

zenith charm
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unless your takling about the forward renderer as its not supposed to support SSAO (yet?)

full junco
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ssao is not yet supported by the forward renderer, yeah

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no screen space stuff is

clever sky
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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

full junco
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epic never stripped anything out of vr

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you can always enable whatever you want to enable

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just with forward renderer stuff obviously needs to support it

zenith charm
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And your getting solid performance with deferred, John? I had a real hard time getting close to 90 (even with pretty optimized scenes)

full junco
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no

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performance would hopefully be better with forward

zenith charm
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Ah gotcha, yeah I'm loving forward so far.

full junco
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msaa seems to be broken in my current build, so can't really test it

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I can only switch to forward once it supports ssao

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4.16 I hope

raven halo
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msaa is pretty broken in 4.14

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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

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fixies are coming for 4.15, though. And a sharper and better TAA

native cedar
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BETTTER TXAA????!?!??!?!!?

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OHMYGOD!1!1!ONE

wicked oak
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hell yes

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i wonder if i should upgrade my project to it

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check the performance improvements on deferredd or the improvements on TAA

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on forward*

native cedar
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I usually just duplicate the project and check it out with the new engine version

full junco
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@raven halo sharper TAA? I think you expect too much from that commit if you just talk about that?

raven halo
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well, it obviously won't be up to par with MSAA

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I'm just having a hard time seeing myself switch to MSAA

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it's quite a performance impact

wicked oak
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TXAA works a lot better if your game has metallic stuff

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or shiny in general

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MSAA only works on polygon edges

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if your game is smooth and doesnt sparkle, then it will probably look really good

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but MSAA doesnt work on shader aliasing (sparkles or texture effects like alpha test)

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TXAA does

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becouse its a fullscreen filter

raven halo
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Unreal has an option to change the roughness map, based on your normal map to reduce specular aliasing as far as I know

clever sky
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Here are my current rule of thumbs...

raven halo
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haven't tested it, though.

clever sky
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TXAA if you don't have much text or high contrast thin elements

wicked oak
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oh, they added that?

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where is that option?

clever sky
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FXAA if you have that stuff.

wicked oak
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i remember Valve doing a presentation on exactly that

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how to mipmap roughness + normals

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so they dont alias

clever sky
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And MSAA never because performance hit is larger than TXAA and better resolution or FXAA and better resolution

wicked oak
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basically increasing roughness altogether while getting far

clever sky
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MSAA performance is still bad compared to TXAA/FXAA right?

wicked oak
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yes, but it looks GLORIOUS

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if you dont have specular sparkling, of course

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in my game it looks really great

clever sky
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But so does higher resolution ๐Ÿ˜›

wicked oak
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but of course, huuuge performance hit

clever sky
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I'm devving at default res of 150.

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Hard to tell what benefits MSAA brings to the table at that res.

wicked oak
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even better antialias

clever sky
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Oh yeah.

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That's why I haven't bothered trying MSAA recently ๐Ÿ˜› I went back to deferred rendering.

urban shell
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anyone had any luck with entitlement checks on Rift when packaging with 4.14?

raven halo
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buyt Zaptruder, you can switch to forward, get the performance benefits but still stick with temporal

clever sky
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@raven halo I switched back because turns out I didn't need the performance benefits ๐Ÿ˜›

mighty carbon
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I am having hard time casing from level BP to an actor ๐Ÿ˜ฆ

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Didn't have any issues casing to player or to an actor from another actor

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I am not sure what I am going wrong there

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can someone please help?

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nevermind, figured it out

clever sky
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Which actor are you calling get owner on? ๐Ÿ˜›

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Looking at the vid, that's probably what went wrong right? ๐Ÿ˜›

mighty carbon
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@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.

clever sky
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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)

mighty carbon
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also, level streaming is so f#cking retarded in UE4 - when streaming the whole game hangs basically

clever sky
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Is that what the black box is for?

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Stick the player in there while level streaming occurs?

mighty carbon
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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.

clever sky
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But it causes frame rate to plunge while loading?

mighty carbon
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there is a strict limit on loading times for Gear VR

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yeah, basically fps drops to the floor and when you turn your head everything judders

clever sky
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So basically the only thing that'll work decent is a solid color D:

mighty carbon
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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)

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yeah

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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

clever sky
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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

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to hide the judder.

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Maybe... A bit confusing from the user perspective though

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because the loading message pops up and goes away - might make them think loading is finished.

mighty carbon
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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

clever sky
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Fair call.

mighty carbon
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still, you'd think they make async streaming truly async ...

clever sky
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I know right

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I gotta go check what Epic is doing in Bullet Train on load.

wicked oak
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there is new async loading in the source versions

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its supposed to be able to not use more than X ms per frame

mighty carbon
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so I guess 4.15 - 4.16 will have that in binary :/

wicked oak
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its on 4.14

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just listed as experimental, and only in sourcecode builds

mighty carbon
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right

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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

wicked oak
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ok my Leaderboard thing works

#

i can compile for oculus, and with the #defines it wont compile with steamworks, and just do nothing

mighty carbon
#

is it how you planned for it to happen?

wicked oak
#

YES

#

the point is that the leaderboard will use different implementations depending on platform

mighty carbon
#

got it

mighty carbon
#

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?

wicked oak
#

traffic is decreasing, but im still getting sales

#

oh, im again on the top sellers list

hard terrace
#

I don't even have a vive tho, just came in my mind

wicked oak
#

already done

#

by many

#

its not that good

hard terrace
#

ah

#

haven't seen it

wicked oak
#

its easy to get your hand caught on it

mighty carbon
#

@real needle is that stick man hanging himself ? o.O

wicked oak
#

and if you rotate, its easy to get the cable "on your face"

mighty carbon
#

๐Ÿ˜›

hard terrace
#

๐Ÿ˜›

#

it could be fixed by making the ceiling hanger able to rotate 360 degrees

mighty carbon
#

if the game doesn't require you waving hands above your head, that's a good setup

wicked oak
#

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

mighty carbon
#

yay!

#

ok, it's a fact - ES2 + ETC2 is much more performant on Gear VR than ES3.1 + ASTC

wintry escarp
#

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

mighty carbon
#

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

zenith charm
#

Hey vblanco, which game is yours? my apologies if I missed it at any time ๐Ÿ˜ƒ

wicked oak
#
zenith charm
#

Awesome, congrats on the success. will have to check it out

wicked oak
#

not really THAT much of a success, really

zenith charm
#

Well few days in, some sales and postiive reviews, not that much but a good start hah

wicked oak
#

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

urban shell
#

@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

wicked oak
#

have you added your oculus stuff to the config file?

#

correctly?

#

you need to close the game if entitlement fails

urban shell
#

yeah, subsystem, enabled = true, etc and app id

wicked oak
#

or similar

#

i just do oculus entitlement check into "close game"

urban shell
#

i do the same. i populate a text render with 'failed entitlement' text, then game closes after 3 seconds

wicked oak
#

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

urban shell
#

oh, did you modify the game.build.cs file at all?

wicked oak
#

just this

#

and the plugin enabled

urban shell
#

yeah, i've got that too....strange.

wicked oak
#

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?

urban shell
#

yeah, figured that out the hard way. my game is MageWorks http://store.steampowered.com/app/494780

wicked oak
#

mind if i ask how many sales you have?

#

looks good

urban shell
#

not much. early access, but thanks! hoping to hit beta around end of january

wicked oak
#

btw, you got it to 90fps constant?

#

like allways constant

urban shell
#

yeah, i believe so, but will see from oculus tests if i can get the submission validated correctly, lol

wicked oak
#

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

urban shell
#

ah, i may have found the issue. was using PrivateDependencyModuleNames.Add("OnlineSubsystemOculus") instead of DynamicallyLoadedModuleName.add

wicked oak
#

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

urban shell
#

i thought they already stopped?

wicked oak
#

no, they dont fully stop till 23

#

they stopped releasing games

urban shell
#

oh, will give it another shot then, thanks

wicked oak
#

use the profiler, use stat fps

#

make sure you DONT dip to 45

#

or that is only very uncommon to do those framedrops

urban shell
#

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.

mighty carbon
#

finally got sound recorded... royal pita ๐Ÿ˜ฆ

#

(via Line-in, then manually sync it with video on PC)

storm vortex
#

@mighty carbon not sure if you have nvidia but their game capture tool works pretty well. (shadowplay I think it's called)

mighty carbon
#

it's Gear VR

#

so, I am not sure how would that work

wicked oak
#

@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

urban shell
#

cool. i'm using the built-in platform switch, but have simple entitlement check too. wasn't sure if placement mattered.

wicked oak
#

i need that platform switch becouse normal one doesnt separate oculus and steam

urban shell
#

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

wintry escarp
#

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?

mighty carbon
#

@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 ๐Ÿ˜‰

#

no, it's not UE4 player.. It's from the Matinee scene

zenith charm
#

Anyone using the OpenVR plugin on 4.14?

mighty carbon
#

but yeah, "wave shooters" getting old pretty quickly

wintry escarp
#

nice scenery

odd garnet
#

@zenith charm is that the one by modentral?

#

if im spelling that right

zenith charm
#

Yes

odd garnet
#

Then yes

zenith charm
#

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?

odd garnet
#

Oh man it's great

#

you have to load it as a plugin into your project tho

#

not the engine

zenith charm
#

Well you would just move the uplugin into the Plugins folder, right?

odd garnet
#

Nope. Look at his unreal forums thread

#

then look at the bitbucket link

#

there should be install instructings

zenith charm
#

Says to move it to Plugins folder under your Project lol dang, well let me look again

odd garnet
#

under install

zenith charm
#

@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

odd garnet
#

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

odd garnet
#

I've even been asking him to make a tutorial on it xD

zenith charm
#

Ok I think I got it now lol. Thanks @odd garnet. I think his install steps are lacking quite a bit of information ๐Ÿ˜‰

odd garnet
#

Yeah his documentation is lacking

#

take a look at his template and examples

digital marlin
#

Anyone here use Git for their project?

full junco
#

@digital marlin me

digital marlin
#

So I'm using a GUI (sourcetree) for it.

#

But I'm getting double ups.

full junco
#

also using sourcetree

#

double ups?

digital marlin
#

yeah

cobalt monolith
#

@full junco on Github or a similar solution? Public or private repo?

full junco
#

@cobalt monolith private, VSTS

digital marlin
#

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.

cobalt monolith
#

I'd be curious to see some public repos with Unreal projects to check out.

digital marlin
#

Well, the issue is also file size Coop.

#

My original commit was 4 gig.

full junco
#

@digital marlin I never used the unbuilt ue4 stuff, I only commit with sourcetree

digital marlin
#

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

safe hamlet
cobalt monolith
#

@safe hamlet cool. I assume uasset files are blueprints? Any C++ code or was it all done in blueprints?

full junco
#

source would be in source folder, since there is none, its all BP

safe hamlet
#

Correctamundo, it's all done in BPs ๐Ÿ™‚

#

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.

digital marlin
#

Thanks @safe hamlet

#

Now I'm gonna steal your BPs and make billions

#

AND YOU"RE POWERLESS

safe hamlet
#

Hahaha ๐Ÿ˜‚

#

Joke's on you, @digital marlin , all my BPs are ๐Ÿ’ฉ

#

Except for the fact that they don't use any Event Ticks... That's pretty neat ๐Ÿ˜

digital marlin
#

heh

#

I'll trade you my shit BPs for your shit BPs

full junco
#

you guys create too many shit-BPs ๐Ÿ˜›

brazen oyster
#

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

wintry escarp
#

you need a market stall

#

shit Bps, get your shit Bps here

clever sky
#

Epic needs to open up a secondary store for lower quality content.

#

The 'market stall'.

full junco
#

@gilded oyster lol

#

thats horrible

gilded oyster
#

@clever sky Actually I've seen many shit BPs on the marketplace

#

Like, freaking terrible.

clever sky
#

Yo that's beautiful. Like an expertly ziptied rack of routers with nicely done up cabling.

gilded oyster
#

Yeah, but it can (and was) be replaced with a single loop.

#

Ooh

#

But wait

gilded oyster
#

That's not even the full function

full junco
#

why not do that in c++

gilded oyster
#

Embrace the cringe

#

For it is, indeed, real

#

Ah, but wait yet.

clever sky
#

So what do those functions that you're showing us do anyway? ๐Ÿ˜›

full junco
#

thats probably all stuff that would be like 10 lines in c++

gilded oyster
#

@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.

clever sky
#

Like... a picture frame?

gilded oyster
#

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

clever sky
#

Yeah. Fair enough.

#

Hard to see what's shit when you can't inspect the logic. The layout isn't great... but not terribad ๐Ÿ˜›

gilded oyster
#

hehehehehehehehehehehe

#

HehehehehehehehehHAHAHAHAHAHAHA

gilded oyster
#

Oh man.

#

I can't show you in more detail because I don't have an openable version of that project.

clever sky
#

Fair call.

gilded oyster
#

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.

clever sky
#

Fair enough ๐Ÿ˜ƒ

gilded oyster
#

But you can do the same thing in 5 nodes

#

Or C++ lines

clever sky
#

I'd love if someone could comb through my BPs and gimme a run down on what I'm doing good or bad ๐Ÿ˜›

gilded oyster
#

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

clever sky
#

But that'll have to wait until I can hire someone to do that kinda thing...

gilded oyster
#

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

clever sky
#

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

gilded oyster
#

Oh god.

#

Why

#

I'm not even an artist and I know better than that.

#

Anyway

#

I leave you with this, @clever sky

clever sky
#

What is that... a mesh with a yellow background for vector... but a blue ring for rotation?

#

That hurts my brain ๐Ÿ˜„

hard light
#

^ dafuq is that node, what?

graceful junco
#

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?

mighty carbon
#

Why have all meshes pivots at 0,0,0 ? Easy - so you can easily reconstruct your 3D scene in UE4

clever sky
#

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.

mighty carbon
#

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

clever sky
#

Nope. This is a marketplace asset.

mighty carbon
#

Yeah, that figures

clever sky
#

Ah... looks like the guy updated the asset a few days ago and fixed the issue.

mighty carbon
#

Btw, there aren't too many good assets in neither UE4 nor Unity stores :(

clever sky
#

After some complaints.

mighty carbon
wintry escarp
#

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

wicked oak
#

yup

mighty carbon
#

try it, @wintry escarp ๐Ÿ˜ƒ

wintry escarp
#

I'm gearvr remember, hobo vr

mighty carbon
#

I am Gear VR too

#

and I simply tested all my theories in practice

#

culling on GPU is done per mesh bounds

wintry escarp
#

I thought you had a rift/vive as well

mighty carbon
#

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)

wintry escarp
#

can your player see themselves if they look down?

clever sky
#

Wouldn't recommend it generally. Immersion reducing when you get body mismatch

wintry escarp
#

my player would be sitting operating control :/

#

hmmm

clever sky
#

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.

wintry escarp
#

id rather not waste the polys drawing a player, but if they look down and the seat is empty it would be suspect

clever sky
#

If they're sitting.

wintry escarp
#

meh, i'll wait and see if the idea gives asense of depth first, if it doesn't it wont work anyway

clever sky
#

Fair call

mighty carbon
#

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 โ€ฆ

#

Serious Warp(TM) locomotion... WTF is that?! ๐Ÿ™€

wicked oak
#

side dash

#

you press and it teleports you a bit

#

doesnt have to be aimed

heady parrot
#

Im making a prediction that it will make people Seriously Ill

wicked oak
#

i hope it does

#

so people stop bothering me to add traditional locomotion to my game

heady parrot
#

I get it, people are frustrated with teleporting.. so am I! but putting traditional back in is like voting for Trump

mighty carbon
#

@heady parrot I was wondering about size of the team that worked on EVE Gunjack ๐Ÿ˜Š

heady parrot
#

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

mighty carbon
#

aye, thx

tawdry dragon
#

interesting

mighty carbon
#

well, extra $200+ :/

#

Would be better if HTC offered as first party accessory

tawdry dragon
#

Yeah agreed... But all VR stuff is expensive at the moment

#

Hopefully headsets well get cheaper and more popular the comming years

wintry escarp
#

wouldn't that work for rift as well? unless they've made it deliberately not to

mighty carbon
#

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.

digital marlin
#

I just dropped $300 + on a new VR controller

#

1/3 was shipping from the US to Australia though, but still.

wintry escarp
#

touch controls?

digital marlin
#

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.

digital marlin
#

Does the wireless TPCAST introduce any lag at all?

opal bobcat
#

woot my touch shipped

#

should have it on wednesday

brazen oyster
#

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'

odd garnet
#

we need a way to have a secondary camera, be the output to the monitor.

So you can see your character/surroundings.

still frost
#

maybe someone can help

#

(vive) my motions controllers work but I cant see anything on my headset

#

just steam default background

opal bobcat
#

how do you know they're working?

still frost
#

i can see it on my computer

opal bobcat
#

see what?

still frost
#

and also when i go to desktop mode

#

my motion controlelrs teleporting in UE4 editor

opal bobcat
#

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

still frost
#

oh I can only launch?

#

i thought i can "preview"

#

lmao let me try tha tsoryr, very new

opal bobcat
#

well yeah vr preview

#

is what i use

still frost
#

ah ok let me give it a shot ty

opal bobcat
#

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

still frost
#

I was using the VR template

#

in 4.14

opal bobcat
#

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

still frost
#

lol

#

i need more ram =/

#

that compiler is eating my cpu up tho

#

sheesh

#

thought i5 6600k was enough just like for gaming

opal bobcat
#

deving is a bit stiffer than a gaming requirement

#

unfortunateyl

#

it pays to have more than enough ram

still frost
#

maybe early bday present for i7 6700k and another 8 gigs

opal bobcat
#

there you go

#

i have a 6700 for my vr demo rig

still frost
#

i have a VR gaming rig

opal bobcat
#

im still rocking an oldschool i7 for my dev box though

still frost
#

ah gotcha

#

atleast my 1080 is up to par

opal bobcat
#

my app isnt terribly taxing for my dev rig though which is good, for now

#

once i get into custom level loading though

still frost
#

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

opal bobcat
#

i just like the fact that ue is c++

#

thats my prefered language

still frost
#

i actually get to choose C++ or java in 2 semesters at school

#

i was leaning towards c++

wintry escarp
#

heeeeeyyyyyyyyyy

storm vortex
#

@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.

umbral imp
#

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?

mighty carbon
#

there is animation plugin, Allright Rig and Full Body IK plugin

umbral imp
#

Okay so that works directly with the vive controllers?

mighty carbon
#

lol, no

#

you have to implement that yourself

#

do you know C++ ?

umbral imp
#

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

mighty carbon
#

so, basically you want to move controllers and see your player's mesh move hands accordingly ?

#

(to match your real arms to virtual arms)

umbral imp
#

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.

mighty carbon
#

they simply attach rifle model to one of the controllers

#

that's what you probably call VR 101

umbral imp
#

Yes, and with the other hand they pull back the bolt

#

that is not vr 101

mighty carbon
#

can be done with BP only most likely

umbral imp
#

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

mighty carbon
#

probably just move bone in sync with controller

#

and the bolt mesh is rigged to that bone they move

umbral imp
#

Okay, so the vive controller can attach directly to bones in a skeletal mesh then

mighty carbon
#

no, other way around

umbral imp
#

ah yes I see what you mean

mighty carbon
#

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

umbral imp
#

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

mighty carbon
#

world to local coordinates

umbral imp
#

But obviously not something I can do in BP, would have to be in C++ directly correct?

mighty carbon
#

I don't know mate, I am just saying how I'd do it, coming from rigging and animation background ๐Ÿ˜ƒ

#

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

umbral imp
#

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

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or even possible

mighty carbon
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but why?!

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if you have rotating parts that rotate around different axes and for a fact you can manipulate bones in BP, then maybe

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otherwise it's easier to deal with static meshes

umbral imp
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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.

real needle
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Great 4.14.1 just broke SceneCapture components ๐Ÿ˜ฆ

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Repro by just adding a single capture component with a texture applied

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20ms render time gets added

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This is in stereo

mighty carbon
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report to Epic ?

real needle
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Yy I'm on it

mighty carbon
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(although they are on holidays already)

real needle
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fuck.

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I'm about to push a christmas update...

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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

mighty carbon
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heh, Launcher just crashed on me for no reason

wicked oak
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fukin awesome

clever sky
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I have spent hundreds of hours in wired Vives over the last year and I did not notice any latency differences between the headsets Iโ€™ve 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.

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Daayyyuummmm

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The hype is real!

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Now disappointed that I didn't order one of the initial batch.

scenic mason
clever sky
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What is that? A material where you can control opacity and color? Yay?

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Ah ok. It's a twitter link to the tiltbrush mats.

mighty carbon
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When you test that wireless thingie @clever sky please let us know here, objectively ๐Ÿ˜ƒ

sudden trail
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Anyone know why Sprites only render to one eye on the Vive?

mighty carbon
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Palmer's fault

inland acorn
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stupid question. where is the best place to put the save and restore game logic? Inside the PlayerPawn?

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Or where?

mighty carbon
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you could just use one of those and save yourself from writing your own system ๐Ÿ˜ƒ

inland acorn
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@mighty carbon Thanks a lot!

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but too late.. in the meantime I wrote my own :o)

mighty carbon
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at least you can look at where they put theirs

crimson tide
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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

mighty carbon
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voted!

short locust
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I voted too

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I just started something new, went to use WidgetInteraction and found out it doesn't work in multiplayer ๐Ÿ˜ฆ

wicked oak
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u sure of that?

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you are probably getting desynced in some way, or have your Owner chain fucked

short locust
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?

wicked oak
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interesting

short locust
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It could be my owner chain, I was just looking for tips on how to check it when I found this

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Apparently it's still a thing

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But someone suggest a workaround. I just bound things to key presses instead, which is probably a terrible idea

full junco
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@crimson tide well 4.15 will is quite soon

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was branched already, so master is now 4.16

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4.15 preview should start soon

crimson tide
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oh ok, well that's good to hear, hopefully the fix will be in it ๐Ÿ˜ƒ

wicked oak
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so Preview coming soon?

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anyone know whats on it?

wintry escarp
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are the phone gyros the easiest way to fake HMD movement?

mighty carbon
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But why?!

wintry escarp
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so I don't need to put it in the headset to test things

storm vortex
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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

mighty carbon
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@wintry escarp turn on dev mode on in your Gear VR software and after that it will act like Cardboard, using phones IMUs.

full junco
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@wicked oak material reroute nodes ๐Ÿ˜„

keen solar
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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.

full junco
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@keen solar r.screenpercentage ?

clever sky
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You guys try Serious Sam First Encounters?

keen solar
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@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.

full junco
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hm ok

odd garnet
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Movement? Teleport or regular movement?

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personally regular movement is preferred for me

clever sky
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@odd garnet is that a question about serious sam?

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It's got free movement (touch trackpad and move in the direction of controller + trackpad)

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It's got teleport (point at the ground and teleport there)

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and it's got 'serious warp' which allows you to move directionally

odd garnet
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No not specifically.

clever sky
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With teleport.

odd garnet
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Always having teleport decreases how cool TELEPORTING seriously is

clever sky
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Oh. ok ๐Ÿ˜› so it was more of a general question

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And yes, I agree.

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Also standard teleport implementation seriously dulls how cool teleport can be (with the right presentation).

odd garnet
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I'm having a character in my game who has a spell that allows him to teleport.

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No other class can do that

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and its limited

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so teleporting will be cool again

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#MakeTeleportingCoolAgain

clever sky
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For it to work though, you have to have a competent movement system

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and you have to allow teleport to provide some kinda advantage

odd garnet
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I'm using the VR Expansion Plugin. So most of the framework is done. I just have to add particle effects

clever sky
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Fair enough

odd garnet
clever sky
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That's clever... potentially fantastic puzzle game mechanic right there.

odd garnet
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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

clever sky
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I haven't seen a VR specific tut for it either

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Worse that could happen is you get a pseudo portal

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where in VR it looks like a flat movie like picture to the other space.

odd garnet
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"maaaagic"

clever sky
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'eehhhh... good enough!' walks through

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But as a spell for fast travel

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That'd be awesome

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Summon a portal.

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Bam. Walk through.

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In the new area.

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Better hope your loading tech is as good ๐Ÿ˜›

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because right now, it's more like walk through - screen gooes to compositor.

odd garnet
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thats just level design

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we can work with that

clever sky
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Well, you can hide loading with level design. But going from one far away to another arbitrarily

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Is a more challenging task to plan for.

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Unless it's a predestination.

odd garnet
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Yeah but distance is relative.

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in VR nothing is real

clever sky
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But like... a spell to arbitrarily load a different area.

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I'd be interested to know how you quickly load the new area in?

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Or would it be disguised

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via the portal effects - i.e. it doesn't show the other side until its loaded.

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Probably the best way to do that kinda thing.

odd garnet
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Level streaming, if you haven't seen it, is POWERFUL

clever sky
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Yeah, I get level streaming. Certainly ways to design the system to take advantage of it.

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But it seems like there are areas that it can't cover.

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Like in the example I provide - as a fast travel system from one town to another town in a game like Skyrim.

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Well. Not can't cover.

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But essentially because you can't tell where the player will go with the fast travel system until they select it.

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You can't preload the level in to provide a seamless transition

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Anyway, GTG! chat laters

mighty carbon
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so, any videos of SSam:FE ?

mighty carbon
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(stuff inside just for performance testing)

wintry escarp
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are you looking for something? like clues to hidden part of map to find grail?

clever sky
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Not liking how that arrow is sinking into the ground

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Do a line trace from that X-Y down

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well... from a certain distance up then down. then put the arrow there.

mighty carbon
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arrow sinking is a bug with capsule trace

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so I am showing Epic where it is

clever sky
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Ah

mighty carbon
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going to upload the project for them to dissect

clever sky
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Fair enough.

mighty carbon
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line, box and sphere traces work fine

clever sky
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I was looking at the vid thinking... weird, it kinda works in most areas but then it's got obvious issues in some places.

mighty carbon
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๐Ÿ˜ƒ

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@wintry escarp just an experience of being in another world.. Probably will add some interactions and some bits and pieces of lore

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This is basically a project where I learn UE4, Gear VR, FMOD and maybe I'll get lucky to make some cash ๐Ÿ˜ƒ

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I usually would pay up to $2 for a throw away experience myself

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off to sleep.. cya later o/

clever sky
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ciao!

digital marlin
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Good god damn, i hate the shitty music some non-speaking tutorials have.

mighty carbon
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At least you can mute the video and play your own music. Can't do that with voice that puts you to sleep :p