#virtual-reality
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hmm... if you see how far he walked in real life and in VR, distances don't even match
as if he didn't move in VR at all
@mighty carbon you asked about Serious sam locomotion?
Also, from my own testing... what's shown on the monitor can be quite deceptive due to our usual monitor based frame of references.
oh, I just wonder if it's really good (as good as it was when it was first out in non-VR) ๐
gee, it sucks.. I am getting dizzy by just looking at that video (beginning)
It has options.
The first covered is simply standard free motion.
Which an increasingly emboldened vocal minority like.
yeah, I don't think I like any of their options
I would prefer standard dash or teleport with side dash (although I am not sure if side dash would make me sick or not)
@wintry escarp ES2 + ASTC seems to perform as well as ES2 + ETC2
Their teleporting system essentially combines free movement scheme with short dash.
Best of both worlds!
Motion sickness reduction and easy to use unrestricted motion.
Anyway, I'm off for the night you wake up, I go to sleep! We meet in the middle ๐
I wish I had bought that game instead of their wave shooter I have hardly played :/
Poor wave shooters. Real FPS starting to step into the VR arena ๐
it's like a wave shooter where you move from area to area
๐ It was good while it lasted Vblanco!
Well, if you're going to reduce it that way
Doom is like that too
VR is just a TV you put on your head.
it closes an area, and starts spawning stuff
Doom is going from one arena to the next
OLD doom wasnt like that
@clever sky I don't recall if there were locked keyed doors, traps and secrets ๐ But I do recall getting to empty areas that were getting flooded by enemies
while Doom and Quake had AIs located in the areas. So, Ssam always felt like a wave shooter in that regard.
and the new Doom is like that
the interesting thing is how stupidly huge serious sam architecture is
Actually all the serious sam stuff has wacky scale to it.
Stupidly sized weapons, stupidly sized enemies, stupidly sized architecture, mega fast
I mean. It makes sense. They never built scaled the levels for VR when they built them. They made them for the monitor.
It's only been in the VR-age where scale is more critically important for an accurate sense of perception.
Yeah, it's hilarious
you can grab the 2 of them and go around cutting stuff into pieces
And things blow up meters in front of them
Nice.
Oh yeah
its unplayable if you dont have a perfect 360 setup
For sure. It's definetly a vive game.
Yeah.
it plays much, much better on oculus
I'll have to try.
but i would like to have artificial rotation,yet the game doesnt have it
it could add it like in console games
one joystick for movement, other rotates
Yeah, they might do that if they do an Oculus version.
But they don't have a solid reason to if they're just targeting Vive users. Because rotation is one of the surest way to induce vection
Anyway, gotta go!
Multiplayer Test DWVR Update is up
no turning how?! Can you turn your head and teleport ?
yes
you can select if you want the teleport to be with the direction of the head, or the direction of the controller
so, why would you say it's unplayable with Rift ?
you need a 360 setup
ah, I see what you mean
trying HDR with bloom on Gear VR
cool
I hope Netflix is watchable too, not just Hulu
dunno about Parties - seems pointless with those gimmicky games
they should bring top table-top games into Parties and Rooms
lol, HDR + bloom halved fps, but still had no bloom showing :/
alright, HDR is a no-go in mobile VR
mobile really hates postprocess effects
like REALLY hates it
its why the mobile renderer is Forward
and not deferred
deferred in mobile is super problematic due to the low memory they have, plus the tiled stuff
plain mobile does glow
I mean, no post process at all. Just ticked "mobile HDR" option and that alone cut performance down in half
how, @wintry escarp ?
2 people playing
es3 and hdr aren't worth the performance hit
I had glow working on my ipod
cant use it anymore since my apple dev license ran out and ue4 wont use the free provisions
and you don't remember how you got glow working? o.O
I just used it and it worked
@wicked oak pretty cool ๐
few versions ago but I had sparkly glowing material
there is no glow, @wintry escarp There is emissive color and bloom. The first one doesn't glow (no halo around glowing area), the second one does halo, but it's a post process effect
bloom yes
that's post process and it doesn't work without HDR
androids slower anyway, and vr doubly so ๐ฆ
do you need it or just want to see what its like?
I wonder if that's why the mobile demo scene ran like crap on my gearvr
suntemple
fuck, its rebaking 12,000 shaders again
time for tea
ok, it appears that bloom works without HDR
building for the device.. hopefully it doesn't eat much fps
bunch of horse shit - bloom doesn't work in VR
works in SM5 though
at least exponential fog works!
per Epic "Bloom requires Mobile HDR"
1200 shaders to go, more tv
you are doing something wrong @wintry escarp
btw, Epic confirmed capsule trace bug and hopefully they'll fix it
Hey guys, any1 here tried capturing with Stereo Panoramic Capture ?! I'm having a terrible issue with the plugin :
https://forums.unrealengine.com/showthread.php?132015-Stereo-Capture-problem-with-Post-Process-Volumes
Hey there,
I'm trying to capture my VR project with Stereo capture plugin. In one of my scenes I have an Underwater sequence and I used "Ocean Project"'s Underwater solution with Post Process volumes.
But It seems like Stereo Pano doesn't capture PP volumes ... Is there any workaround to make it happen ?!
This is how my underwater scene is :
122378
And without PP it looks like this :/
122379
ok it took all that time to compile shaders, I just pressed play and it told me it needs to compile another 3.054
this is why I hardly ever touch ue4
@wintry escarp are you using the forward rendering? I have to recompile shaders anytime I import new assets in any project that has the forward rendering ticked.
its setup for android
Maybe it's doing the same cause its for mobile?
I frequently have it rebuild between 3-5k shaders
it shouldn't have to keep redoing it
but its only when i import new assets
shader compile is quite fast here
Mine takes about 5 minutes or so to do them all. I've never timed it but it isn't too long.
I think its less than 1 minute here
its a VR project, so I can't use a lot of heavy shaders in there just for performance reasons, and that leads to them also compiling fast
now its jumped upto 4,500
I never seen more than 3k shaders recompiling and it only happens when switching between preview modes, SM5 to ES2 and back
https://www.youtube.com/watch?v=SrmzmFR8R_w&feature=youtu.be
Hey check this out, its a fantasy VR game me and a friend are making. It's a work in progress. Comments?
f#ck... I swear these assets on Unity store is a freaking mess. I hope when authors convert them for UE4 they test it and adjust it accordingly :/
no lightmap UVs and UE 4.14.1 did horrible job generating UV maps for lightmaps
so I had to import FBX into Blender, add UV map for lightmaps, unwrap it, re-export it
good thing assets were free
still, wasted good part of the day dealing with that
and that's static assets
I also purchases rigged assets (FBX) and I can't import them into Blender - come out all jacked up
Mannequin for example imports perfectly well into Blender
so, rigged character without anims and now I can't even animate them
WTF?!
Can you buy assets from the Unity Store and use them in an Unreal game that you sell? (License wise)
yeah
unless there is specific license saying you can't
I actually contacted sellers and they said they don't care how and where I use their assets, as long as I pay for them
it could be Blender's issue :/
ha, can't even import it into UE4
ue4 assets are for ue4 only aren't they
there is no such rule that I know of
works the same in reverse
only thing you can't take from unreal and use elsewhere is learn tab examples or anything explicitely marked as for ue4 use only
I'm thinking more demos scenery, infinity blade assets
infinity blade assets are a special case:
"
CONTENT TERMS FAQ
Q: Can I use the Infinity Blade Collection content in other engines?
A: This content is not permitted for use in non-Unreal Engine games.
"
but scenery from the driving demo are fair game?
if it comes with the engine, is in the learn tab, or is on the marketplace but with a special license attached then no
if it comes from the marketplace but has no special license attached then it is fair game
everything that comes from epic = no other engines
everything that comes from others = use in any engine
@mighty carbon that looks pretty cool. Are you going to have options for a faster blink transition? It seems a bit long to me.
it's Gear VR, so pace is not slow IMO
you don't want to be tapping that touchpad like crazy ๐
that's true
Plus touchpad will be the only control scheme for starters
apparently only fraction of users have gamepads
I haven't used or seen GearVR so didn't know
seems like if you could use a bluetooth gamepad the gearvr would be way cooler
but then you have the issue of lack of games taking advantage of it
i know on iOS there is some library to allow for bluetooth controllers because I see it in some game options but I don't have one myself so haven't tried it.
yes, you can
the problem is that not everyone does
so it has to be relatively slow paced game
with gamepad selecting weapons, items, etc. is much faster
I read using a gamepad can massively reduce how many people get it
yep, that's true
I am going to support both, since I have one ๐
maybe increase game's difficulty when using gamepad
yeah seems like both would be the way to go
is the touchpad read as a mouse/normal touch ?
not mouse
it's like touch
(not Touch controller, touchscreen)
I think with that amount of assets visible (+ HRTF spatialized sound) and running at 60 fps while recording video leaves more room for more assets (and I can turn down draw distance for certain assets)
with that it's possible to actually make a town and pretty large scale game for Gear VR
also planning on allowing player to visit some of the buildings ๐
how would use use the players mic from the HTC vive in UE4?
Could anyone verify that this is happening on their end as well? I already have on two computers, it's currently breaking the main feature of my game: https://answers.unrealengine.com/questions/539084/scenecapture2d-component-adds-20ms-render-time-whe.html
I hade the same essentially thing in 4.13 and it worked perfectly
have you tried re installing your engine version?
@odd garnet "the same essentially" is a big vague, did you specifically see it caused by the SceneCapture2d?
I don't think you read my anserhub post
I did, I just don't get the same framerate as you
So you reproed my steps?
You're doing that: https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Reflections/1_7/
But In VR right?
An overview of the Reflections example level, example 1.7: Scene Capture 2D
All I need to do to see the performance issue is add the component to a scene. Nothing else.
I am however, not seeing it when using the Rift. It only occurs on Vive. This is not the first time I've had issues with the Oculus Library screwing things over when switching between the two headsets (one comp is vive, the other is rift)
Yeah It worked fine in 4.14.0... the hotfix broke it
Are you on rift or vive?
I did everything proper, even packaged and ran as a build, still the same
I'm on Vive
You could always get the last engine source from the github and build 4.14
Yeah I've been working in source for another project, but I tend to stay away to have an easy time updating
For some reason I can't see 4.13 and 4.14 branches on github?
That was odd, I just logged in and out on github and they appeared
@odd garnet Thanks for the confirmation on the bug
How do you guys display FPS while in VR is there a console command?
stat fps
its hard to read in the corner though
The hardware portion is so true. I played Arkham VR and all I could think was "This would have been amazing on Rift or Vive"
@real needle why?
isnt the screen of the PSVR better than the one in rift/vive? PSVR has more subpixels I think?
What's the difference between subpixels and pixels?
@digital marlin a subpixel is a single color point, can't change color . a pixel can usually change its color.
in a rgb display you need 3 subpixel (rgb) for one pixel
Ah
How long does packaging take you all? I tried it a long time ago but it was taking forever! So I canceled (crashed it)
So PSVR has more pixels then?
Or can you have the same amount of pixels but have more sub pixels?
@storm vortex the first time it can take like an hour, but after that it only has to recook changed content so then it usually takes like one or two minutes
ah okay, so I guess I'll try it when I'm done for the night or something
@digital marlin psvr has more subpixel I think, but not more pixel
I've seen people complain about stuff not working after packaging and I haven't packaged at all yet, so making me a little nervous.
yeah you should really test that regularly @storm vortex
some stuff is sometimes broken in packaged
usually very hard to find why
I'm on 14.1 too, so probably worse case scenario
no, that's best case
I haven't had too many issues with it, a few crashes here and there. I've learned to save often. I do have this terrible rendering bug every now and then. It forces me to restart computer multiple times to fix and replace the project file with an old version and then that sometimes still doesn't fix it. The whole 3d rendering viewport gets messed up. It's like the zindexing and shaders are all off and most of the stuff is invisible.
Usually it happens after a random crash
that sounds more like graphics driver related
its happend on each nvidia driver I have installed and I try to stay mostly up to date or one version behind latest
It does seem like a driver thing though.
I suspect replacing the project file with an older one forces something to rebuild that fixes the issue.
I never had something like that
It looks like this when it happens
basically all the geometry disappears and most of the meshes
only happens in forward renderering?
once it breaks it breaks for both even switching back doesn't fix it
and projects not using forward are also broken
hm
I do think that using the forward render settings is probably contributing to the issue, but meh ill live with it. I rather use that one for VR
if only it would support ssao...
I'm new to Unreal so starting with the forward rendering I'm not missing features because I'm not used to seeing them ๐
I mostly want it for MSAA
msaa would probably look bad for me anyways, so I would have to use forward and temporal aa
yeah I might end up switching to temporal, all the metal things I have look shiny on the edges
I'm kinda hoping more that epic refines it and figures all that stuff out so it looks good before I'm done with the project
in the past I also hoped that
regarding many different features
but temporal aa still looks exactly the same like in 4.4, epic doesn't work on that
they were super proud of their temporal aa back then when they showed it in the infiltrator demo
Wow that makes a big difference. I think that's the issue Elite Dangerous suffers from. That glitter effect.
I think that game uses some custom engine though
@full junco The screen is pretty indeed, but the tracking lacks plenty... the move controllers jitter all the time, and there is something very off putting with the way the positional tracking for the HMD works. I actually had to quit playing and that only used to happen back in the DK1 days
ok
Best comparison is when the vive hits reprojection, and whatever hands/objects you have attached to the motioncontroller components isn't late updating anymore, except that it's even worse
I wish I could try PSVR
I also played the Battlefront VR demo, that was pretty cool
Some of the living room experiences where one player is in VR and the others control minions on the screen with regular controllers is great
how much degree can you turn with PSVR?
But those demos don't use ps move
You can turn 360 but not with move or tracked controller
Only the HMD has LEDs on the back
and how much can you walk around?
The cable has this weird little box on it about 4,5 feet in which dangles in mid air for me when playing standing
You don't, the camera looses tracking very often even when you're centered
hm ok
The video motorsep linked is pretty spot on
so a game thats designed for vive is very hard to get to work on PSVR in a way thats still fun to play?
It depends, but in my case (The Nest) I've pretty much given up already because of how important the sub mm tracking on the wands are
So do I...
The IMU's used in the vive controllers would be a great improvement to the move controllers for starters
We can hope that something comes along on the lines of PS Pro
For PSVR
If Sony liked the way PSVR was received, I bet they're planning to make their next version of Playstation prepared for VR from the ground up
yeah
The HMD is great, 120hz is very smooth
Not all games utilize it ofc but I believe most of the free ones that comes with it does, atleast that's what I perceived
Does anyone know when the epic staff gets back from their holidays/reads answerhub posts?
"closed the week between Christmas and New Year's Day"
so at the moment they are still in office , next week they are not, and on 2nd January they are back
I know
I've never seen a hotfix break something like this before
yeah just go back to 4.14.0
Yeah but I have to build from source...
And then later convert back to launcher version
If it was only me it'd be fine but I've never dealt with building engine from source and source control
git is awesome ๐
We're using perforce for project
And I would kill my artists if I told them we're now using TWO source control clients
It would lead to issues where they get latest on one but not the other
so you have dealt with source control
Yeah I've used bitbucket for some game jams but only perforce for serious projects
The biggest issue I have with putting the engine on perforce is that it would take me a full day of selection folders independently to upload. Perforce disconnects when trying to submit large projects
About 500mb-1gb works but anything bigger than that and it'll disconnect and I have to redo
@real needle did you work on the game The Nest?
well I've never used perforce but I can tell you that git works perfectly ๐
oh wow, that's a great game
Thanks ๐ It's gonna get better
That's the one HTC made right? Did you contract for them?
I've refactored the entire game to be multiplayer
No we run our own studio, but they've showed off our game at conventions
Oh that must have been why I thought that. Anyhow I've enjoyed that game.
Thanks, I appreciate it. Nowadays we mostly get bad feedback because of lack of content...
It's on sale today for 5$
Most VR games I have played I have usually played for an hour or two and then never again or I use it again when demoing it. The ones I have replayed the most are flight sims. Not sure if that's cause I'm bored of them or beaten them or just cause I want to focus on making my own game. I also have about 100 VR games too so maybe I'm just spread too thin.
Anyhow that's a round about way of saying i've never complained about lack of content in any VR games
Well, people are used to a certain degree of playtime/quality when it comes to shooters. We still have 80% positive on steam so I look at that when I feel I've read to many negative comments
the only VR games I have are the ones that I got with the vive pre, thats like 20 or 30 games?
@full junco You have to play The Gallery: Call of the Starseed
yeah that's a great game
Ive heard that name
Not just the demo that you got
I'm looking forward to more episodes of that
Yeah me too
That game and Vanishing Realms
I bought Legend of Luca and my partner bought Vanishing Realms to try out. I played 5 min of legend of luca, he's played hours of Vanishing realms
Funny cause Vanishing Realms isn't very replayable. But it has great mechanics. They did just do a big update though.
I just purchased Vermintide, it's on sale for 10$
The first level is way bigger now
I only wanna buy games where I'm sure that I'll play it hundreds of hours
Most hours I have in VR is DCS World. I have about 150. That's a super detailed flight sim. So much fun.
@real needle well maybe I could play my own game 100 hours ๐ well no, I couldnt. but some people probably could
I recently purchased Medium (I got touch for free), and it's really great
@full junco I have over 70 clocked on The Nest on TWO accounts lol
And that's only playtesting over steam
two separate accounts
Is that for testing multiplayer?
Yeh
ah, TWO meaning 2 ๐
Well I can't caps 2 can i? ^^
I have some stuff left that's crucial for release but there will be a public beta for anyone who own's the game soon
Did you have to get into greenlight to get that game into early access or did you email someone at Valve?
We've had vives since the first devkits, it was a bit different then
Our first store page was up on steam in january I think
ah so you were one of the devs that signed up way back when
Yeah
I wasn't thinking about making a game that far back.
isnt it still the case that VR games dont need greenlight?
But anything VR that's not total garbage shouldn't have any trouble getting a partner account
Yeah you just send a demo to valve
I don't think you do need greenlight, but I don't see on their site where you sign up or what to do for VR games
I was going to email Chet once I have a demo together
Yeah Chet's a good choice he plays almost everything
My fear is they are going to force people to go through greenlight before I get my demo ready
Greenlight isn't too hard, just go to a couple of events and give demos
well some quality control for VR games might actually be good, but greenlight doesnt work for that anyways
You can have a link for a demo when you do greenlight no? Not hosted on steam I guess but still
Yeah, what I'd really like to do is have a free demo on Steam as early access for people to try / get feedback and then a paid version later when I have more content
@real needle for most people going to events is way too expensive before the game even shipped I think
I don't mean big events like PAX or CES
Basically I want free early access of small portion of game and then paid for rest
I'd need a store page first though, not sure how to get that aside from emailing Valve
Yeah a partner account is required and an appID
Then a bit of work on the store page
when I got my vive I got a key for registering on steam and that directly allowed me to set stuff up
@full junco Good ol' days
That's good to know. Yeah I don't want to put my stuff into early access to just get it on there, but would like a way to distribute a demo to get feedback.
Steam would facilitate easy updating of the demo I would think
I havent put my game on steam yet though, so haven't went through all the steam steps yet
@full junco Still excited to see what you're working on
@real needle I'm too! ๐
its annoying that its still not finished
at least ue4 can get better in that time too ๐
If it's something I've learned in my first year as a game dev: It always takes longer than planned.
Have you changed to forward yet?
I'll probably have to use temporal aa, even with forward
It's so blurry ๐ฆ
MSAA doesnt fix aliasing on textures
Temporal works fine in interiors but as soon as you have landscapes and distant objects it doesn't look good
Makes me think I have bad eyesight
well distance basically looks bad with any kind of anything in VR
because in the distance everything is like 2 pixels
Yeah a sniper game might not have been the best choice ๐
But it works because of the simple scope, you don't spend too much time focusing on the distance outside of it
I also noticed that height fog set up well actually mitigates a lot of the distant aliasing
Something I missed for our initial release
ok
@full junco Do you have a new timeline for release? Atleast for showing off some bits and pieces?
I don't know anyone else working with SSAO and Stationary lights so I'm excited to see what you've been able to do
I never had any "timeline", I just know I'll have it done when I feel its done... I guess its also easier to have a timeline when not working alone
I don't have stationary lights?
Well, I'll take it back then. Even more impressive.
well, but bad for performance ๐
That's why it's impressive if you pull it off :b
if epic would do this: https://forums.unrealengine.com/showthread.php?130950-Native-support-for-MultiView-MultiRes-rendering-on-Rift-Vive-VR
Nvidia and AMD both support MultiView (render both eyes at the same time, like instances stereo rendering for GPU) and MultiRes (render the edges with lower res than the center) rendering for Rift and Vive.
Nvidia offers their VRWorks branch of UE4, but that's stuck at 4.13 currently.
Now it's nice that Nvidia offers that branch, but honestly it's quite useless when its stuck at 4.13 while I prefer to use the master branch for VR to get optimizations and new features as fast as possible.
then I would have to care less about performance
I've even turned off support for stationary, it pops up a nice STATIONARY LIGHTS ARE NOT SUPPORTED to let everyone on my team know that YOU'RE DOING IT WRONG
Yeah I know, we can all dream
Did anyone official chime in?
in that thread? well yeah, alex, you see it there
click the arrow up on the left
I'm either blind or firefox doesn't support whatever that is
Ah I wasn't logged in
yeah, upvote it! I also did that now
Nothing happens when I hit the arrow. My comment must have auto upvoted then?
There we go
Had to refresh page
no, but it is buggy for me too in chrome, it never works there. I just opened firefox and there it worked
ok for you it worked
I guess that ublock origin or ghostery or whatever other addon is blocking that functionality
in firefox I dont have so many addons installed
now its 8 already, someone else upvoted it ๐
A samaritan lurker huh...
and I commented in the thread again
I thought the thread would gain more traction that it has
it seems the VR guys here aren't active enough in the forums!
Upvoted!
I hardly visit the forums, can you link me to what you want to upvote?
**HEY EVERYONE
WHAT ABOUT UPVOTING THIS GREAT THREAD AND COMMENT IN IT TO TELL EPIC THAT YOU WANNA SEE THIS AWESOME FEATURE IN UE4!
MORE FREE PERFORMANCE IN VR!
MORE FREE PERFORMANCE IN VR!
Nvidia and AMD both support MultiView (render both eyes at the same time, like instances stereo rendering for GPU) and MultiRes (render the edges with lower res than the center) rendering for Rift and Vive.
Nvidia offers their VRWorks branch of UE4, but that's stuck at 4.13 currently.
Now it's nice that Nvidia offers that branch, but honestly it's quite useless when its stuck at 4.13 while I prefer to use the master branch for VR to get optimizations and new features as fast as possible.
maybe this helps? ๐
Well now I don't want to type here and just leave your comment
We can just respond with emojis and we won't take up space
hey guys! does anyone know if there is a way to get the Oculus Home hands for Unreal? I do have the confidential files that came with the Touch prototypes that are integrated in Unreal. Those hands however are not the same, and interestingly are oriented differently, the hands seem to be rotated 90ยบ inwards.
any clues?
@raven halo Rotate the hands yourself?
the rotation is just one of the problems
the hand's size is just one of the ways the Unreal hands are different from Oculus own hands
it's size, rotation, pose, etc
quality is not the issue, the issue is that I need the exact same ones as Oculus ones, as they fit perfectly with the controller
and I want to display controller and hands
But no, I don't know where to find those D:
Unreal's hands don't fit the controller... at all
Best bet is to contact Oculus themselves
I'm trying to download Oculus Unreal branch and see if they have their hands there
Through whatever dev channels they might have (including tweeting at some of their guys)
the rumor has it Oculus rejects UE4 apps as they don't run at 60 fps on Gear VR
so, allegedly dev has 59.xx fps in his game/app (UE4 is vsynced and since screens on Android run at below 60Hz, there will never be true 60 fps with UE4 on Gear VR) and Oculus rejected it because it wasn't exact 60 fps.
That sounds... problematic. But also improbable.
well, if they have a software running autonomously and set to reject anything that isn't 60 fps, it might be true
or they might have incompetent folks testing apps, who knows :/
I am very sensitive to motion sickness and I feel fine with 58 fps and occasional drops to 40 fps
and yet I am ready to puke shortly after playing some games that are on Oculus Store, assuming they run at 60 fps
maybe it's a bias against UE4? Oculus is all-in Unity shop for mobile VR and JC doesn't think UE4 should be used for Gear VR
Put it in the rumor bin until confirmed.
๐
I don't want to find out after I spend time and money on my game ๐ฆ
Hopefully Oculus will address this issue before I put in anything into Gear VR dev
(and knowing them they might not even bother addressing it)
Maybe try reaching out to Oculus to confirm.
I did
Or just do a google search on Unreal Gear VR games
things change over a course of time.. Initially it was one way games were accepted, then things changed, now they might be also different..
So, if EVE Gunjack got accepted at lower than 60fps back then, doesn't mean they do it now
shrug then be prepared to shift gears if worst comes to worst.
Move development over to Daydream or something.
yeah, that's what I was thinking, but Daydream is sh#t ๐
(reading it has as many, if not more issues with UE4)
oh well, we'll see what happens
gotta chill during Christmas holidays and play some games ๐
Probabnly a good idea!
40% of Steam's inventory released this year. There's already been 3 pages of VR "games" released since we launched our title a few days ago (12/16)
let me check on my own game
its at medium on page 4
it launched exactly one week ago
I don't see your game on page 4.
I see Nancy's Summer VR as a shot of a girl with underboob.
It's distracting me from everything else.
you have to sort by recently released
Still not there for me. I think we've got different lists for some reason.
Maybe it sorts by country or our purchase lists?
Which is weird, because... why would you want that when sorting by newest?
It's funny to me - I better spend money on games that maybe drop frames here and there, than on garbage that runs at 90 fps solid.
(and no, framedrops are not going to make people sick as much as poor locomotion mechanics do)
I don't see what Oculus is trying to achieve there
the fact that someone can buy a game and it runs well
framdrops might be OK for you, but they arent for most people
well, look at non-VR games. There are plenty of all kind of games, that run solid and are shit, that run poor and get GOTY awards, and that run blazing fast and get GOTY (DOOM and... that's about it).
@wicked oak I get sick in VR easily, sometimes instantly. Frame drops don't make me sick.
Well... I guess at least Oculus doesn't have to deal with the Steam problem where people have to sift through heaps of crap to get to good stuff.
as a matter of fact, I've never heard anyone complaining about occasional frame drops or solid slightly lower fps on gear VR. What I see is people getting sick from locomotion.
thats the whole point
At this point, it's not even worth sifting through steam pages
Just stay on /r/vive and see what the crowd hypes up.
There is virtually no good stuff on Gear VR ๐
filtering through FPS automatically destroys amateur/bad teams
as they cant optimize well
that's my whole point - good games don't make it to gear VR usually. Bad games somehow do.
Where's my staff...where is everyone?
And... that's just no way to build a mainstream market for VR.
@wicked oak you do know UE4 can't run on Gear VR at 60 fps, right ?
the high noise to signal ratio of the steam store that is.
not because engine is bad, but because of vsync and mobile screen running at less than 60 Hz
and no, you can't disable vsync
@wicked oak yeah, no kidding!
2: they absolutely despise anything that has oculus near it, or can be twisted into "but wave shooter"
I'm not saying it's good for developers. I'm saying that's the enthusaist consumer logic right now.
meanwhile, Oculus store is more manageable
ill be able to give yu exact stats
once i release DWVR on it in January
wich is not really that good couse its right after the sales...
it's like having PC games locked to 30 fps and Steam (or anyone else) saying you can't release it because it's not 60 fps.
@mighty carbon gotta remember for the Rift, it has ASW... so its 90fps locked with ASW on.
btw, running below 90 fps throws you into ASW mode at 45 fps
Which is significantly less stringent. But on the flipside, they also mean 90fps locked with ASW on their min spec (960)
my framedrops were around 13 ms or so
equivalent to 80 fps or similar
but ASW kicks in to 45
and ASW CANT HAPPEN
with a 970
It can't?
hopefully, when S6 gets Android 7.1.1 and UE4 has proper controller and HRTF audio support for Daydream, I can look into alternative mobile VR (that's if Oculus indeed rejects 59.90 fps games because they have to have 60 fps)
literally cant. If you have ASW in your game with a GTX970, then you cant pass review
Really?
thats the whole point
the thing is that if you run into ASW often with a 970
its going to be unplayable in a 960
@clever sky but UE4 can't physically run at 60 fps on 59Hz screen. It's impossible. I did numerous tests and even Epic confirmed that.
That doesn't make sense.
It should only look at the 960
and see if it goes below 45/90
@mighty carbon with those 60 fps we dont care if its actually 59
due to the screen timing...
we mean that you arent dropping to 30
well, why did games got rejected for performance reason? (again, the dev might be going totally wrong about that, I am just following the trail of info)
becouse heavy framedrops
like mine, i guess
Also I hate the 960 thing. I remember when they announced that in the audience there was an audible groan from devs
"when you dual shotgun an enemy at point blank WHILE stopping time, the particle fx puts fps to 45"
yeah, we accidentally had a bad sub surface scattering material on tiny plant leaves that would hitch everything when it entered the frustum
wow, that one had to be real bad
@spring pond that was for Rift or Gear VR ?
Rift
we some how squeezed in to the last day of releases. Threadstudio is up for the touch
tho we cut all our trailer with Vive's IRL so there is no video :S
pretending a 960 is good enough?
I wouldn't target the 960
as far as I'm concerned, the minimum spec for VR is the 970
โ
hold on! what's all that talk about Unreal not being able to run 60fps on gearvr?
is that true? ๐ฎ
the way oculus says it is simple
970 = 90 FPS locked
only small drops allowed
if it runs at 90 fps locked on a 970, it might work well on a 960 with ASW at 45 fps
i think they test it on a 960 too. But its the 970 the one that is important
@raven halo try it
I ordered a Samsung S6 that should arrive after the holidays
but you guys are scaring me now
well, I've been scared since I ran first test :/
does it not run at 60FPS due to Mobile HDR?
it just won't run at all?
bare minimum rendering features, empty scene, and I get 59.8 fps
no, it runs and runs well
@raven halo https://www.youtube.com/watch?v=yB2YY9rxyRI
that's Gear VR
note the fps.. That's with recording video, which taxes hardware somewhat
without video recording fps is solid 59.xx
yeah
however, Oculus doesn't accept that kind of fps. It seems to have to be 60 fps hard
I don't know how Unity does it, but it renders at solid 60 fps in the same kind of scene.
Ha, Daydream sucks because none of the phones that support Daydream is on my carrier :/
all of them are Verizon-only
S. Krezel marketplace products look great but I wonder how well they each will work on VR, steep prices if the performence takes a big hit, Anyone tried them? https://www.unrealengine.com/marketplace/profile/S. Krezel
Build an epic game! Browse our always-growing curated selection of environments, characters, weapons, audio, and more, all built for Unreal Engine 4.
and this is sweet
With approximately 2 million Gear VR headsets out in the market, there is no wonder that some of the loudest voices within the VR space can be heard from Gear VR users. Today Samsung has rolled out a major update to their Internet Browser for the Gear VR, Version 4.2, and it has lots of great new features to keep users happy for a while.
First and foremost, this update now has support for the WebVR 1.0 API. This means that if a Gear VR user is browsing a website which supports WebVR and
I wouldn't like to buy a game from a company not paying salary for it's develoeprs (FOR 6 MONTHS) ๐
some sort of supporting this fellow artists and engineers who suffered
Crytek closed a whole bunch of their studios too and let all those people go. So messed up.
@quasi gate Bit of a catch-22 though isn't it. Company can't make money, company can't pay its staff. Gamers refuse to buy Crytek games because they can't pay staff... company can't make money to pay staff.
In this situation... what would be the most ethical approach? I guess admit defeat and pay off creditors without stringing along staff with false hope?
But if they've got some big releases on the near horizon, or some potential investors... then wouldn't everyone be better off if they did what they could to stay open a bit longer? Hard call without seeing their books TBH.
And been privvy to the business deals they had.
It's fair to say they were mismanaged to hell. But that was a years long mismanagement... and it looks like its coming much to a head here.
I think leading on the developers was the worst part. Also doing it multiple times.
Side note. Dammit Vertigo. You hurt my head!
Also that first boss on hard mode... fuck that first boss on hard mode. ๐
Why would Samsung offer a 'Beast Mode' in its flagship smartphone? The intriguing option has popped up in some EU paperwork for trademark registration. Let's go from 'Samsung has a piece of technology it calls Beast Mode to 'what does this mean for next year's flagship Galaxy S8 handset?'
I sure hope it's true
hopefully it forces 90hz overdrive
hopefully it forces 90hz overdrive
hopefully it forces 90hz overdrive
did that appear 3 times?
I only entered it once
thronce
really nice textures and stuff
but i still hate teleporting
I love your torch!
is it bright enough? I have torches in my game and can never get them right
Nah, it should be dark.
If the room is very dark you won't see the rasters and pixels of your vive that much and it feels more immersive
Anyone know how to do a lerp of an object to the motion controller?
doing a teleport lerp is... jittery.
gunjack nay good? its half price
Mixed reality with ue4?
anyone know how?
@clever sky What do you mean? like a delay in teleport?
Go look at VR Expansion Plugin
there is a motion mode called Navigate
which is what I think you're trying to achieve
they've paid the salaries for almost all months
ooops
this wasn't scrolled down ๐
anyway, I don't approve crytek for not playing salaries on time, but how people write about them is misleading, they write it like crytek hasn't paid salaries for 6 months when in reality they've had issues paying those salaries in time
from what I've read, they've been like 1-2 months behind but now have paid last months salaries as well?
@quasi gate ^ that was comment on your old comment ๐
@zinc violet Personaly I've experienced Crytek ๐ So I know how crappy it is managed. Crytek's theory of choosing office directors is almost like "hey, let's interview a punch of people, and pick the worst one" :D
So because of this psersonal experience with Crytek, I can easily believe anything written online, like the 6 months thing from Imgurl
yeah, but it's still different for not getting paid for 6 months vs not getting paid on time for 6 months ๐
there's a huge difference ๐
I wonder how crytek thought they could make money with VR stuff
or in general without any huge titles
I kinda wonder their CryEngine V licensing
they should just have continued with crysis, those were great games (apart from crysis 2)
like did they think they'd get enough profit from their marketplace for that to pay off?
and give engine for free
They should cash in on the TimeSplitters license they have. I'd love all those to come to PC
That or sell it to someone that will do something with it.
Has anyone used the VR Gesture plugin on the market place?
Sorry to disrupt the Crytex thread here xD
@odd garnet I bought it but I haven't had a chance to fully test it yet. According to comments and docs it seems great. Someone even used it with a perception neuron suit
@Shanowzer I'm the same. I played around with it a little bit. I'm going to be doing a Japanese education game with it but I don't think it's going to be accurate enough to work across that complexity of characters but for some basic magic spells it seems to work pretty well
@real needle was meaning to ask you on those gun controllers how did you find working with them? They are changing to their new controller they are trying to fund on indiegogo now so I can't get any of the older 1s. Wanted to setup a demo of the best with 1 of them in the office hah
@smilertoo Gunjack is basically a VR Galaga
And it's good looking too
I hope Oculus replies before Christmas, but I doubt that :(
there are no fast turns
always face forward experience
Find resources to help you develop content for the Merge VR ecosystem including the Moonshot controller
and no UE4 support
like almost all VR games ๐
so, sounds like I might just have to drop out of mobile VR development until Epic gets UE4 running on Gear VR at 59.9 fps (supposedly if app doesn't run at that fps at all times Oculus rejects it automatically)
and I could never get Gear VR run at that fps, even in empty scene
so, it's either Daydream, or Rift or back to conventional game dev
good present for Christmas ๐
no wonder there are no new Gear VR games made with UE4 ๐
ive stopped trying to use ue4 with it, playing with unity
lighter, easier and can deploy over wifi
I don't do C#, so... I am out of luck
I never had issue with shaders. You are doing something wrong
I don't do programming
I can do BP, but still, better focus on one thing - art, design and animation
(I did some C++, but I am not formally trained in software development, so it's just royal pita to do, but fun nonetheless)
anyhow, I am kinda really upset with all that bullsh#t
i find unity c# easier than bp
Oh, interesting.. Google sells unlocked Pixel phones.
no jumping through hoops to put things in specific places
Maybe mobile VR is not lost after all.
yes everyone does unlocked
i waited for pixel but the prices were stupid
need pixelxl for vr, that starts at ยฃ719...S7 was ยฃ499 with gearvr
eeh? Pixel non-XL works with Daydream
only HD res
well, good enough for development purposes
I am just waiting for some answers on UE4 forum. I'd hate to buy into Daydream if UE4 doesn't run well on it (and if stuff like HRTF spatialized audio is missing)
its basically same chipset as S7, so not much speed difference, people like the controller though
at this point I am more concern about being able to pass certification to get into the store
it's not feasible with UE4 and Gear VR
but I don't see any hard caps on performance for Daydream. They say "high performance", which can be anything really. 58 fps and 60 fps aren't that different after all.
like I said before, there are some games on Oculus Store that make me puke immediately, and they run at 60 fps.
rather 58.xx fps and 59.90 fps, there is no 60 fps on Gear VR
one thing is left to try - BP-to-C++ tool
sounds a way more reasonable than the other's party requirements
so what are people using at the moment for gearvr?
or are oculus increasing requirements/strictness
mostly Unity
there are a few older games on Gear VR made with Ue4
nothing too recent though
I am guessing maybe they hard cap it now is to limit amount of junk
and maybe if a game has lower fps, but is a good game, they pass it
but then it's a gamble ๐ฆ
has any1 seen any 6DOF navigation for VR ?!
In vr, is there an easy way to center the "print text" command (log output) so you can view it easily in VR? By default seems to put it very far in the upper left where you can't see it in VR. Currently using the textrender component to do this, but adds a lot of work.
@umbral imp Wow ! I was just watching this video that explains how to fix it :D
https://www.youtube.com/watch?v=P_Z6uqqQe2c
@umbral imp https://docs.unrealengine.com/latest/INT/BlueprintAPI/Rendering/Debug/DrawDebugString/index.html
Draw Debug String
That?
Awesome thanks I'll check those out!
Yeah the youtube vide was exactly what I needed.
Cool
๐
and @dusky moon I made some 6DOF navigation for VR
about a year ago
what do you need to know?
@pearl tangle Hey Zoltan! The controllers are great, the plugin is the best third party controller plugin I've worked with. The dev kits had their flaws, but they were also repurposed BB-guns. We had a lot of fun with them!
Their runtime is fabulous. Always connects/reconnects. I'm working with the plugin dev to improve the plugin for more use cases than just the tommy gun and its presets
Does anyone know if there is something like this but for the touch controllers? https://forums.unrealengine.com/attachment.php?attachmentid=87367&d=1460020388
Yes I found an image somewhere... hang on
It doesn't seem like my bookmarks from home made it into my firefox account
My google fu didn't find it
The XY/AB buttons are facebutton 1 and 2
L/R
@upbeat kestrel What was your method ?! like the user should hold trigger to move forward in space through Camera's front direction ?!
and do you think it's comfortable for users or not ?!
Depends on movement... rolling is uncomfortable for example. Definitely have a cockpit.
Control scheme depends on game and input peripheral obviously
Check out some other games that do this
Sublevel Zero has a few schemes
@dusky moon
And vr
Cool I'll check it out. and yeah cockpit is a must.. I'm sketching somesort of helmet for that and it really helps reducing the sickness
Honestly I've just gotten used to it.
Trackpad movement is preferred > teleporting imo
But a point of focus helps, like a cockpit
thats why Elite: Dangerous does so well in VR
true, teleporting seems super unnatural and disorienting. but the least risky system too
I like dashing for first person games... the flexibility of teleport but without the disorientation. But has to fit the genre obviously
@upbeat kestrel Same here. I made it into a grappling hook for The Nest
Now if everyone would be ok with climbing...
Hah nice
@upbeat kestrel Enjoy christmas eve!
Thanks :) mostly it's stress over here, but I'll abide. Merry Christmas to you too!
Yeah that happens. 4.14.1 broke my main mechanic so instead of stressing about it we opened up an earlier version of the project and added a bunch of christmas cheer and a puzzle. I'm waiting for it to upload to steam atm
Cool :)
Just got to family myself. About a day late, but they're gonna have to deal with that
My family is a 14h flight away that I can't afford so I don't have to deal with it ๐
@upbeat kestrel Which is the best way to dash tho? Add force or launch character?
I'm saving teleporting for the wizard classs
... Well, you'd still call teleport
Just change the way the functionality works depending on the class.
What? No, only the wizard can actually teleport
I'm talking about the teleport function
Just because you're using it, doesn't mean it has to be a 'teleport'.
What do you mean?
I would most likely use the teleport function for the 'teleport'
I also just found out a way to get a spectator view for VR
but it requires another PC without a vive
You can lerp the teleport location between the previous and intended location for a dashing effect
Eh yeah, I guess that would work
but why not use launch character?
or a more typical dash
More precise control?
You can animate the dash according to a curve
or whatever else you use to drive a float
But it'd still feel like teleporting
What is a 'more typical dash'?
Are we talking about dash in the same terms?
Because dash in VR locomotion typically refers to a quick lerping teleport
Ohhh okay theres the disconnect
I was thinking an actual character movement thing
like uh... naruto?
Using Impulse or Launch Character
Oh. So you're talking about a speed spike on top of free movement
Yeah
maybe add a blur on top of that
but for multiplayer I want the other person to be able to easily track them
Well. I mean yeah, you could do that if you don't care a lick about vection/nausea
And you don't have to experience it personally to have to care about it ๐
Well adding the blur (post processing effect most likely?) would reduce what the person dashing would see
Well maybe that would end up making them more sick
Not sure if I like blur in VR.
IUNNO, itll take testing
Go with vignette or something
FOV restriction
Someone posted up a handy link a day or so ago
Is it possible to avoid DnD in our demographic? ๐
Haha I guess not
We just finished the Paladin class, then we're working on getting multiplayer working, then my favorite... the wizard class
Nice.
Well, let us know when you're looking for outside testers ๐ wouldn't mind giving it a shot!
This guy
<not gal
didnt want to assume lol
@odd garnet method depends on circumstance.
I think using tunnel vision or cockpit also allows to push for more acceleration in movements which usually feels super sick , right ?
Depends
Can anyone point me to a tutorial for setting up 2 handed grip weapons? Im having trouble getting it to work.
@glossy agate I recommend https://bitbucket.org/mordentral/
J is a developer.
Member since March 2013.
That Plugin and Example work well
I could not get the grippable box to work though, I ended up having to use grippable mesh and then hiding it
@storm vortex Thanks, I was looking at that earlier but I think I need to use a C++ project for it. Mine is in BP so Im not sure how to make it work yet.
Mine is blueprint also. You can use that with it
I had to compile the plugin to make it work, but then most of it is C++ extended with blueprints. It's pretty easy to use after looking at the examples. Took me about a week or two to convert my existing stuff to use it, but well worth the time.
Awesome! Ill download it. Thanks again.
sure
Merry Christmas to ya'll (if you relate to that tradition)
samey, vristmas ๐
better than the current gear vr id say
Did you read the comments? How can it be better with all those issues?!
hmmmm
see a review that says the daydream is more comfortable etc but the gearvr performs better
50 million vr headsets sold this christmas
sales figures brought to you by faux news
I'm just watching this video :
https://www.youtube.com/watch?v=RCumoPEs7rc
it's super nice , but I wish I could download the slides somewhere ...
finally played gunjack, I thought there was a lot more to it
pretty nice
@wintry escarp I hope Samsung doesn't blow with S8
If they don't, there is a good chance for Daydream to lag significantly behind. Also, all Daydream phones are Verizon only in US. Gotta by unlocked Pixel in order to connect via AT&T or T-mobile
With VR one better have 100% working tech than half ass working tech that is comfortable to wear
daydream doesn't work on unlocked pixels in the usa?
It does, but average consumers don't buy unlocked phones. Why go through all the trouble when it's easier to get S7 with a decent plan (and decent monthly payments) than Pixel with not so good payments and then half-assed plan without ability to upgrade.
And with all the drifting shit who needs such VR?!
Plus, you can try S7 and Gear VR in any Best Buy. I haven't seen Daydream testing stations.
If my game works for the Vive, what do I need to change to make it work for the Oculus touch, too? Any adjustments to camera or motion controllers needed? Talking about code, not game design.
Buttons usually
Remapping buttons is no problem. Isn't there a change in camera height needed? Or is that old info and no longer needed?
Dont think so?
Sucks, but now people will use that to say "don't buy Oculus products"?!
Also pretty crazy... Sick f#cking people
DRM is good, if it's done transparently
drm is never good
for the consumer
and it would be stupid to say "don't buy oculus products because some of their employees (or CEOs) do stupid stuff" , as long as that stupid stuff isn't related to what the company does.
Oculus' DRM exists solely to stop Vive users buying games in the Oculus store, fragmenting an already small market even further.
@mighty carbon the average consumer isn't american. A lot more phone sales happen in other parts of the world. Most other places the devices are unlocked. Daydream is a much better methodology to go about since it's about integrating better components into the device itself. Tie in the tango for inside out tracking which you can already do and the lenovo phone and the next model will be very impressive. The next samsung gear vr is also going to have some interesting improvements to it as I have mentioned, but can't say anything more until later next year
@hard light they removed the revive blocker thing they put in anyway, but their entire business model is based on people buying games through them rather than steam so they have to do something i suppose
Yeah, they removed that specific feature, but the DRM otherwise remains intact and you still need a third party application to get around it.
if you want to steal it i suppose. but steam does the same thing
Steam doesn't prevent you using hardware compatible with the game; games that support both Oculus and Vive will only launch on the rift on their store
yeah but oculus doesn't block you now either right?They just haven't built in capability to select which headset you hve. they don't really care about their hardware selling, they care about the games selling
i have my rift and touch sitting back at my office unopened still
Feel bad for vblanco.
Sairento getting plenty of sweet love on forums.
But it's essentially DWVR with artists ๐
the thing he keeps complaining about lacking!
Well. It has a proper gameplay/RPG/upgrade loop as well.
@hard light can't use Steam controller without Steam, can you?
DRM is good
Steam has DRM, origin has DRM, Windows has DRM, consoles have hardware DRM, and you people still complaining?! :)
I've never had any complains about DRM if it's transparent (like Steam allowing you to play even if your are offline)
Gear VR has DRM
@clever sky that Mixed Realms company could easily have cash to hire a 3rd party team to make that game.
Who's mixed realms? ๐
And to make it in a short period of time means they have several artists working on it
Ah
Funny thing - it's a Singaporean company without any trace online
They a team with some dev history?
However, splash screens showed a name of another team, which I didn't bother to Google
I saw this on PC many times - some unrelated to the industry company published games on Steam. After some diggings it turned out someone else made entire game.
Truly immersive virtual reality is finally coming to smartphones, but you need to act fast. VR developers LYRobotix have announced a brand new motion tracking system that brings room-scale virtual reality and motion-tracking to smartphones for the first time. For just $89 you get the entire Nolo Motion Tracking System, consisting of a single base โฆ
$89 each for the first 100 units
Too bad no UE4 plugin
So in VR, I'm trying to snap objects to the VR hands (I'm using the provided VR template), and have them oriented a certain way. So for example I have a phone that the user will grab. Currently I have it snap the location and rotation to the parent component (motion controller component), but now I need to figure out the best way to get it oriented so that the face of the phone is upward from the hand. I was planning on doing a local offset and rotation, but realized I would then have to figure that out for each hand. Is there a good way to have the object snap and orient to the same place every time for each hand?
@motorsep - you can use a steam controller in non-steam games (e.g uplay or origin) just fine.
and a rift
๐
Anyone have a large landscape with the vive? I have a few streaming levels going on, mostly flat at the moment but one area has a hill and if I'm on top and tilt the headset to the left I get all my landscape in the distance flickering invisible but tilting it the the right is fine.. any idea what the heck is going on
@zenith charm sounds like a bug
Trying a bunch of things to narrow it down but perhaps, seems to only happen to flat/untouched terrain
Ahhh ok, I see. Turning on HLOD on the landscape correctes it (so culling issue) but performance tanks heavy, odd it messes up with tilting your head left though hah
wow, Sairento is definitely exactly like DWVR, but with a full team
they even got the swords and the exact same teleport mode
and dual wielding
I am excited, my half assed Whack a Trump (whack a mole, but replace moles with Trump) is starting to come together nicely ๐
Vive-la-vive!
*Viva-la-vive
Good luck! let us know how it goes, thinking about multiplayer too but dreading having that work fully
anyone know how to check Vive vs Oculus
in C++
or even better yet, check if a motion controller is on and currently being tracked
easiest way you can find to do it
not the best, but the easiest
best would be to actually cast that HMDevice or with an IsA call
but then you need the device specific headers/modules
this way you dont need to include a thing, and it has the bonus of being truly multiplatform (actually tested)
yeah, i also defined the EVRHeadset enum myself
for easy checking, i use this function from blueprints
ya, I noticed that. looks clean.
im not sure if it can be buggy, but its quite easy to spot
if it returns Undefined, then something is fucky or the user doesnt have any vr headset plugged in
about the motion controller
there is the easiest way
check if transform is 0,0,0 location 0,0,0 rotation
its absolutely impossible that its completely zeroed in a normal game
i mean, even if you DO place it at 0,0,0 location, it will be something like 0,0003,0,002,0,3 becouse noise
ya
Hi there. I was wondering if there are any news about the htc vive. Do you have any? Because I'm wondering if I want to get myself one or if I will wait for the next "edition".
Im guessing it will be a year at the very least before the next update to the vive.
Vive 2 is supposed to come