#virtual-reality

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rigid quiver
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Right? 1.5x time that video if you can

mighty carbon
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hmm... if you see how far he walked in real life and in VR, distances don't even match

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as if he didn't move in VR at all

clever sky
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@mighty carbon you asked about Serious sam locomotion?

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Also, from my own testing... what's shown on the monitor can be quite deceptive due to our usual monitor based frame of references.

mighty carbon
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oh, I just wonder if it's really good (as good as it was when it was first out in non-VR) ๐Ÿ˜ƒ

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gee, it sucks.. I am getting dizzy by just looking at that video (beginning)

clever sky
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It has options.

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The first covered is simply standard free motion.

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Which an increasingly emboldened vocal minority like.

mighty carbon
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yeah, I don't think I like any of their options

clever sky
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Their fast teleport works quite well actually.

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Hard to tell just from video.

mighty carbon
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I would prefer standard dash or teleport with side dash (although I am not sure if side dash would make me sick or not)

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@wintry escarp ES2 + ASTC seems to perform as well as ES2 + ETC2

clever sky
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Their teleporting system essentially combines free movement scheme with short dash.

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Best of both worlds!

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Motion sickness reduction and easy to use unrestricted motion.

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Anyway, I'm off for the night you wake up, I go to sleep! We meet in the middle ๐Ÿ˜›

mighty carbon
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teleportation is unrestricted anyway ๐Ÿ˜ƒ

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cya o/

storm vortex
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I wish I had bought that game instead of their wave shooter I have hardly played :/

clever sky
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Poor wave shooters. Real FPS starting to step into the VR arena ๐Ÿ˜›

mighty carbon
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I have good memories of SSam: FE ๐Ÿ˜ƒ

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but, it gets boring after a while

wicked oak
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RIP ME

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anyway just hit 300 sales

mighty carbon
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it's like a wave shooter where you move from area to area

clever sky
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๐Ÿ˜› It was good while it lasted Vblanco!

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Well, if you're going to reduce it that way

wicked oak
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Doom is like that too

clever sky
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VR is just a TV you put on your head.

wicked oak
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it closes an area, and starts spawning stuff

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Doom is going from one arena to the next

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OLD doom wasnt like that

mighty carbon
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@clever sky I don't recall if there were locked keyed doors, traps and secrets ๐Ÿ˜ƒ But I do recall getting to empty areas that were getting flooded by enemies

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while Doom and Quake had AIs located in the areas. So, Ssam always felt like a wave shooter in that regard.

wicked oak
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and the new Doom is like that

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the interesting thing is how stupidly huge serious sam architecture is

clever sky
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Actually all the serious sam stuff has wacky scale to it.

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Stupidly sized weapons, stupidly sized enemies, stupidly sized architecture, mega fast

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I mean. It makes sense. They never built scaled the levels for VR when they built them. They made them for the monitor.

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It's only been in the VR-age where scale is more critically important for an accurate sense of perception.

wicked oak
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the chainswords are like 2 meter long

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and easily half a meter widde

clever sky
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Yeah, it's hilarious

wicked oak
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you can grab the 2 of them and go around cutting stuff into pieces

clever sky
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And things blow up meters in front of them

wicked oak
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though i liked the hammer in SS3

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it was satisfying as fuck

clever sky
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Nice.

wicked oak
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i have 1 mayor problem with SS VR

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NO TURNING

clever sky
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Oh yeah

wicked oak
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its unplayable if you dont have a perfect 360 setup

clever sky
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For sure. It's definetly a vive game.

wicked oak
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too bad it plays best on oculus

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due to the joysticks

clever sky
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Yeah.

wicked oak
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it plays much, much better on oculus

clever sky
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I'll have to try.

wicked oak
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but i would like to have artificial rotation,yet the game doesnt have it

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it could add it like in console games

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one joystick for movement, other rotates

clever sky
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Yeah, they might do that if they do an Oculus version.

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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

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Anyway, gotta go!

wicked oak
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Multiplayer Test DWVR Update is up

mighty carbon
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no turning how?! Can you turn your head and teleport ?

wicked oak
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yes

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you can select if you want the teleport to be with the direction of the head, or the direction of the controller

mighty carbon
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so, why would you say it's unplayable with Rift ?

wicked oak
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you need a 360 setup

mighty carbon
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ah, I see what you mean

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trying HDR with bloom on Gear VR

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cool

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I hope Netflix is watchable too, not just Hulu

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dunno about Parties - seems pointless with those gimmicky games

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they should bring top table-top games into Parties and Rooms

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lol, HDR + bloom halved fps, but still had no bloom showing :/

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alright, HDR is a no-go in mobile VR

wicked oak
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mobile really hates postprocess effects

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like REALLY hates it

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its why the mobile renderer is Forward

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and not deferred

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deferred in mobile is super problematic due to the low memory they have, plus the tiled stuff

wintry escarp
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plain mobile does glow

mighty carbon
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I mean, no post process at all. Just ticked "mobile HDR" option and that alone cut performance down in half

wicked oak
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new video of the gameplay on the first multiplayer DWVR test

mighty carbon
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how, @wintry escarp ?

wicked oak
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2 people playing

wintry escarp
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es3 and hdr aren't worth the performance hit

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I had glow working on my ipod

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cant use it anymore since my apple dev license ran out and ue4 wont use the free provisions

mighty carbon
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and you don't remember how you got glow working? o.O

wintry escarp
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I just used it and it worked

mighty carbon
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@wicked oak pretty cool ๐Ÿ˜ƒ

wintry escarp
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few versions ago but I had sparkly glowing material

mighty carbon
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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

wintry escarp
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bloom yes

mighty carbon
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that's post process and it doesn't work without HDR

wintry escarp
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androids slower anyway, and vr doubly so ๐Ÿ˜ฆ

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do you need it or just want to see what its like?

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I wonder if that's why the mobile demo scene ran like crap on my gearvr

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suntemple

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fuck, its rebaking 12,000 shaders again

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time for tea

mighty carbon
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ok, it appears that bloom works without HDR

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building for the device.. hopefully it doesn't eat much fps

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bunch of horse shit - bloom doesn't work in VR

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works in SM5 though

mighty carbon
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at least exponential fog works!

mighty carbon
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per Epic "Bloom requires Mobile HDR"

wintry escarp
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1200 shaders to go, more tv

mighty carbon
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you are doing something wrong @wintry escarp

mighty carbon
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btw, Epic confirmed capsule trace bug and hopefully they'll fix it

dusky moon
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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

full junco
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@wicked oak its so quiet in that video

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what about music or something like that?

wintry escarp
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ok it took all that time to compile shaders, I just pressed play and it told me it needs to compile another 3.054

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this is why I hardly ever touch ue4

mighty carbon
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that's because you are doing something wrong

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I never had such issue

storm vortex
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@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.

wintry escarp
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its setup for android

storm vortex
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Maybe it's doing the same cause its for mobile?

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I frequently have it rebuild between 3-5k shaders

wintry escarp
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it shouldn't have to keep redoing it

storm vortex
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but its only when i import new assets

full junco
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shader compile is quite fast here

storm vortex
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Mine takes about 5 minutes or so to do them all. I've never timed it but it isn't too long.

full junco
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I think its less than 1 minute here

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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

wintry escarp
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now its jumped upto 4,500

mighty carbon
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I never seen more than 3k shaders recompiling and it only happens when switching between preview modes, SM5 to ES2 and back

wintry escarp
fresh laurel
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There is something in the fog

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๐Ÿ˜›

dry shell
mighty carbon
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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 :/

wintry escarp
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wot assets?

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whats wrong with them

mighty carbon
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no lightmap UVs and UE 4.14.1 did horrible job generating UV maps for lightmaps

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so I had to import FBX into Blender, add UV map for lightmaps, unwrap it, re-export it

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good thing assets were free

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still, wasted good part of the day dealing with that

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and that's static assets

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I also purchases rigged assets (FBX) and I can't import them into Blender - come out all jacked up

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Mannequin for example imports perfectly well into Blender

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so, rigged character without anims and now I can't even animate them

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WTF?!

storm vortex
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Can you buy assets from the Unity Store and use them in an Unreal game that you sell? (License wise)

mighty carbon
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yeah

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unless there is specific license saying you can't

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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

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it could be Blender's issue :/

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ha, can't even import it into UE4

wintry escarp
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ue4 assets are for ue4 only aren't they

real needle
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there is no such rule that I know of

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works the same in reverse

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only thing you can't take from unreal and use elsewhere is learn tab examples or anything explicitely marked as for ue4 use only

wintry escarp
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I'm thinking more demos scenery, infinity blade assets

real needle
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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.
"

wintry escarp
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but scenery from the driving demo are fair game?

real needle
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if it comes with the engine, is in the learn tab, or is on the marketplace but with a special license attached then no

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if it comes from the marketplace but has no special license attached then it is fair game

full junco
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everything that comes from epic = no other engines

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everything that comes from others = use in any engine

storm vortex
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@mighty carbon that looks pretty cool. Are you going to have options for a faster blink transition? It seems a bit long to me.

mighty carbon
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thanks @storm vortex

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gotta experiment

full ibex
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nice sand shader

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i'd agree the blink looks a bit long

mighty carbon
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it's Gear VR, so pace is not slow IMO

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you don't want to be tapping that touchpad like crazy ๐Ÿ˜›

full ibex
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that's true

mighty carbon
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Plus touchpad will be the only control scheme for starters

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apparently only fraction of users have gamepads

storm vortex
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is that the touchpad you are referring to?

mighty carbon
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ya

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it's the only one on there ๐Ÿ˜ƒ

storm vortex
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I haven't used or seen GearVR so didn't know

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seems like if you could use a bluetooth gamepad the gearvr would be way cooler

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but then you have the issue of lack of games taking advantage of it

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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.

mighty carbon
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yes, you can

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the problem is that not everyone does

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so it has to be relatively slow paced game

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with gamepad selecting weapons, items, etc. is much faster

wintry escarp
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I read using a gamepad can massively reduce how many people get it

mighty carbon
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yep, that's true

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I am going to support both, since I have one ๐Ÿ˜ƒ

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maybe increase game's difficulty when using gamepad

storm vortex
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yeah seems like both would be the way to go

wintry escarp
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is the touchpad read as a mouse/normal touch ?

mighty carbon
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not mouse

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it's like touch

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(not Touch controller, touchscreen)

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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)

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with that it's possible to actually make a town and pretty large scale game for Gear VR

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also planning on allowing player to visit some of the buildings ๐Ÿ˜ƒ

odd garnet
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how would use use the players mic from the HTC vive in UE4?

real needle
odd garnet
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I hade the same essentially thing in 4.13 and it worked perfectly

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have you tried re installing your engine version?

real needle
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@odd garnet "the same essentially" is a big vague, did you specifically see it caused by the SceneCapture2d?

odd garnet
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No my scene capture 2d worked and I was able to see myself

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Maybe build you lighting?

real needle
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I don't think you read my anserhub post

odd garnet
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I did, I just don't get the same framerate as you

real needle
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So you reproed my steps?

odd garnet
real needle
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All I need to do to see the performance issue is add the component to a scene. Nothing else.

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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)

odd garnet
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I'm getting 45 fps as well

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It worked fine in 4.13

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i even built the lighting

real needle
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Yeah It worked fine in 4.14.0... the hotfix broke it

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Are you on rift or vive?

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I did everything proper, even packaged and ran as a build, still the same

odd garnet
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I'm on Vive

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You could always get the last engine source from the github and build 4.14

real needle
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Yeah I've been working in source for another project, but I tend to stay away to have an easy time updating

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For some reason I can't see 4.13 and 4.14 branches on github?

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That was odd, I just logged in and out on github and they appeared

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@odd garnet Thanks for the confirmation on the bug

storm vortex
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How do you guys display FPS while in VR is there a console command?

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stat fps

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its hard to read in the corner though

real needle
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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"

full junco
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@real needle why?

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isnt the screen of the PSVR better than the one in rift/vive? PSVR has more subpixels I think?

digital marlin
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What's the difference between subpixels and pixels?

full junco
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@digital marlin a subpixel is a single color point, can't change color . a pixel can usually change its color.

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in a rgb display you need 3 subpixel (rgb) for one pixel

digital marlin
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Ah

storm vortex
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How long does packaging take you all? I tried it a long time ago but it was taking forever! So I canceled (crashed it)

digital marlin
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So PSVR has more pixels then?

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Or can you have the same amount of pixels but have more sub pixels?

full junco
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@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

storm vortex
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ah okay, so I guess I'll try it when I'm done for the night or something

full junco
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@digital marlin psvr has more subpixel I think, but not more pixel

storm vortex
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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.

digital marlin
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Ah

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Thanks @full junco '

full junco
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yeah you should really test that regularly @storm vortex

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some stuff is sometimes broken in packaged

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usually very hard to find why

storm vortex
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I'm on 14.1 too, so probably worse case scenario

full junco
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no, that's best case

storm vortex
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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.

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Usually it happens after a random crash

full junco
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that sounds more like graphics driver related

storm vortex
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its happend on each nvidia driver I have installed and I try to stay mostly up to date or one version behind latest

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It does seem like a driver thing though.

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I suspect replacing the project file with an older one forces something to rebuild that fixes the issue.

full junco
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I never had something like that

storm vortex
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It looks like this when it happens

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basically all the geometry disappears and most of the meshes

full junco
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only happens in forward renderering?

storm vortex
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once it breaks it breaks for both even switching back doesn't fix it

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and projects not using forward are also broken

full junco
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hm

storm vortex
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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

full junco
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if only it would support ssao...

storm vortex
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I'm new to Unreal so starting with the forward rendering I'm not missing features because I'm not used to seeing them ๐Ÿ˜„

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I mostly want it for MSAA

full junco
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msaa would probably look bad for me anyways, so I would have to use forward and temporal aa

storm vortex
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yeah I might end up switching to temporal, all the metal things I have look shiny on the edges

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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

full junco
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in the past I also hoped that

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regarding many different features

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but temporal aa still looks exactly the same like in 4.4, epic doesn't work on that

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they were super proud of their temporal aa back then when they showed it in the infiltrator demo

storm vortex
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Wow that makes a big difference. I think that's the issue Elite Dangerous suffers from. That glitter effect.

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I think that game uses some custom engine though

real needle
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@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

full junco
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ok

real needle
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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

full junco
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I wish I could try PSVR

real needle
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I also played the Battlefront VR demo, that was pretty cool

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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

full junco
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how much degree can you turn with PSVR?

real needle
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But those demos don't use ps move

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You can turn 360 but not with move or tracked controller

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Only the HMD has LEDs on the back

full junco
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and how much can you walk around?

real needle
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The cable has this weird little box on it about 4,5 feet in which dangles in mid air for me when playing standing

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You don't, the camera looses tracking very often even when you're centered

full junco
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hm ok

real needle
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The video motorsep linked is pretty spot on

full junco
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so a game thats designed for vive is very hard to get to work on PSVR in a way thats still fun to play?

real needle
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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

full junco
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hm yeah

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thats sad, I wish it would be better

real needle
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So do I...

full junco
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maybe sony will release better move controllers soon

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and better camera

real needle
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The IMU's used in the vive controllers would be a great improvement to the move controllers for starters

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We can hope that something comes along on the lines of PS Pro

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For PSVR

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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

full junco
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yeah

real needle
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The HMD is great, 120hz is very smooth

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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

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Does anyone know when the epic staff gets back from their holidays/reads answerhub posts?

full junco
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"closed the week between Christmas and New Year's Day"

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so at the moment they are still in office , next week they are not, and on 2nd January they are back

real needle
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Ok, thanks

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The last 4.14 hotfix broke my main mechanic

full junco
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I know

real needle
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I've never seen a hotfix break something like this before

full junco
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yeah just go back to 4.14.0

real needle
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Yeah but I have to build from source...

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And then later convert back to launcher version

full junco
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you never need to convert back to launcher

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source is superior

real needle
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If it was only me it'd be fine but I've never dealt with building engine from source and source control

full junco
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git is awesome ๐Ÿ˜„

real needle
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We're using perforce for project

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And I would kill my artists if I told them we're now using TWO source control clients

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It would lead to issues where they get latest on one but not the other

full junco
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so you have dealt with source control

real needle
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Yeah I've used bitbucket for some game jams but only perforce for serious projects

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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

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About 500mb-1gb works but anything bigger than that and it'll disconnect and I have to redo

full junco
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then you probably do it wrong

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thats surely not intended design

real needle
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Mark for add - submit

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@granite jacinth has the same issue

storm vortex
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@real needle did you work on the game The Nest?

full junco
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well I've never used perforce but I can tell you that git works perfectly ๐Ÿ˜„

real needle
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Yeah I did everything except the level and art

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@storm vortex

storm vortex
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oh wow, that's a great game

real needle
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Thanks ๐Ÿ˜ƒ It's gonna get better

storm vortex
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That's the one HTC made right? Did you contract for them?

real needle
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I've refactored the entire game to be multiplayer

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No we run our own studio, but they've showed off our game at conventions

storm vortex
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Oh that must have been why I thought that. Anyhow I've enjoyed that game.

real needle
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Thanks, I appreciate it. Nowadays we mostly get bad feedback because of lack of content...

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It's on sale today for 5$

storm vortex
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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.

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Anyhow that's a round about way of saying i've never complained about lack of content in any VR games

real needle
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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

full junco
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the only VR games I have are the ones that I got with the vive pre, thats like 20 or 30 games?

real needle
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@full junco You have to play The Gallery: Call of the Starseed

storm vortex
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yeah that's a great game

full junco
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Ive heard that name

real needle
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Not just the demo that you got

storm vortex
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I'm looking forward to more episodes of that

real needle
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Yeah me too

storm vortex
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That game and Vanishing Realms

full junco
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I dont like to spend money on games

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last game I bought was arma 3

real needle
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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

storm vortex
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Funny cause Vanishing Realms isn't very replayable. But it has great mechanics. They did just do a big update though.

real needle
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I just purchased Vermintide, it's on sale for 10$

storm vortex
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The first level is way bigger now

full junco
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I only wanna buy games where I'm sure that I'll play it hundreds of hours

real needle
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And they released a VR demo

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@full junco So no vr games then :b

storm vortex
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Most hours I have in VR is DCS World. I have about 150. That's a super detailed flight sim. So much fun.

full junco
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@real needle well maybe I could play my own game 100 hours ๐Ÿ˜› well no, I couldnt. but some people probably could

real needle
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I recently purchased Medium (I got touch for free), and it's really great

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@full junco I have over 70 clocked on The Nest on TWO accounts lol

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And that's only playtesting over steam

full junco
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?

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whats TWO?

real needle
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two separate accounts

storm vortex
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Is that for testing multiplayer?

real needle
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Yeh

full junco
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ah, TWO meaning 2 ๐Ÿ˜›

real needle
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Well I can't caps 2 can i? ^^

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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

storm vortex
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Did you have to get into greenlight to get that game into early access or did you email someone at Valve?

real needle
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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

storm vortex
#

ah so you were one of the devs that signed up way back when

real needle
#

Yeah

storm vortex
#

I wasn't thinking about making a game that far back.

full junco
#

isnt it still the case that VR games dont need greenlight?

real needle
#

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

storm vortex
#

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

real needle
#

Yeah Chet's a good choice he plays almost everything

storm vortex
#

My fear is they are going to force people to go through greenlight before I get my demo ready

real needle
#

Greenlight isn't too hard, just go to a couple of events and give demos

full junco
#

well some quality control for VR games might actually be good, but greenlight doesnt work for that anyways

real needle
#

You can have a link for a demo when you do greenlight no? Not hosted on steam I guess but still

storm vortex
#

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

full junco
#

@real needle for most people going to events is way too expensive before the game even shipped I think

real needle
#

I don't mean big events like PAX or CES

storm vortex
#

Basically I want free early access of small portion of game and then paid for rest

real needle
#

Just local meetups

#

@storm vortex You can upload a demo on your store page

storm vortex
#

I'd need a store page first though, not sure how to get that aside from emailing Valve

real needle
#

Yeah a partner account is required and an appID

#

Then a bit of work on the store page

full junco
#

when I got my vive I got a key for registering on steam and that directly allowed me to set stuff up

real needle
#

@full junco Good ol' days

storm vortex
#

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.

real needle
#
storm vortex
#

Steam would facilitate easy updating of the demo I would think

full junco
#

I havent put my game on steam yet though, so haven't went through all the steam steps yet

real needle
#

@full junco Still excited to see what you're working on

full junco
#

@real needle I'm too! ๐Ÿ˜„

#

its annoying that its still not finished

#

at least ue4 can get better in that time too ๐Ÿ˜›

real needle
#

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?

full junco
#

no

#

I need SSAO

real needle
#

Ah

#

I needed MSAA

full junco
#

I'll probably have to use temporal aa, even with forward

real needle
#

It's so blurry ๐Ÿ˜ฆ

full junco
#

MSAA doesnt fix aliasing on textures

real needle
#

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

full junco
#

well distance basically looks bad with any kind of anything in VR

#

because in the distance everything is like 2 pixels

real needle
#

Yeah a sniper game might not have been the best choice ๐Ÿ˜„

#

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

full junco
#

ok

real needle
#

@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

full junco
#

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?

real needle
#

Oh, I was pretty sure you did

#

We talked about it earlier this year

full junco
#

my lights are all movable

#

nothing baked

real needle
#

Well, I'll take it back then. Even more impressive.

full junco
#

well, but bad for performance ๐Ÿ˜„

real needle
#

That's why it's impressive if you pull it off :b

full junco
#
#

then I would have to care less about performance

real needle
#

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?

full junco
#

in that thread? well yeah, alex, you see it there

real needle
#

Yeah just saw

#

How do one upvote a post on the forums like someone mentioned?

full junco
#

click the arrow up on the left

real needle
#

I'm either blind or firefox doesn't support whatever that is

full junco
real needle
#

Ah I wasn't logged in

full junco
#

yeah, upvote it! I also did that now

real needle
#

Nothing happens when I hit the arrow. My comment must have auto upvoted then?

#

There we go

#

Had to refresh page

full junco
#

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 ๐Ÿ˜„

real needle
#

A samaritan lurker huh...

full junco
#

and I commented in the thread again

real needle
#

I thought the thread would gain more traction that it has

full junco
#

it seems the VR guys here aren't active enough in the forums!

zenith charm
#

Upvoted!

storm vortex
#

I hardly visit the forums, can you link me to what you want to upvote?

full junco
#

**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!

https://forums.unrealengine.com/showthread.php?130950-Native-support-for-MultiView-MultiRes-rendering-on-Rift-Vive-VR
**

#

maybe this helps? ๐Ÿ˜„

storm vortex
#

oh just noticed their event sale started

#

36 pages of stuff on sale. RIP my wallet

real needle
#

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

raven halo
#

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?

clever sky
#

@raven halo Rotate the hands yourself?

raven halo
#

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

clever sky
#

Does it have animation?

#

And more importantly, is the quality much worse?

raven halo
#

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

clever sky
#

But no, I don't know where to find those D:

raven halo
#

Unreal's hands don't fit the controller... at all

clever sky
#

Best bet is to contact Oculus themselves

raven halo
#

I'm trying to download Oculus Unreal branch and see if they have their hands there

clever sky
#

Through whatever dev channels they might have (including tweeting at some of their guys)

mighty carbon
#

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.

clever sky
#

That sounds... problematic. But also improbable.

mighty carbon
#

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

clever sky
#

Put it in the rumor bin until confirmed.

mighty carbon
#

๐Ÿ˜ƒ

#

I don't want to find out after I spend time and money on my game ๐Ÿ˜ฆ

#

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)

clever sky
#

Maybe try reaching out to Oculus to confirm.

mighty carbon
#

I did

clever sky
#

Or just do a google search on Unreal Gear VR games

mighty carbon
#

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

clever sky
#

shrug then be prepared to shift gears if worst comes to worst.

#

Move development over to Daydream or something.

mighty carbon
#

yeah, that's what I was thinking, but Daydream is sh#t ๐Ÿ˜›

#

(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 ๐Ÿ˜ƒ

clever sky
#

Probabnly a good idea!

wicked oak
#

Oculus already refuses to publish your game if you have framedrops

#

on PC

leaden jackal
#

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)

wicked oak
#

let me check on my own game

#

its at medium on page 4

#

it launched exactly one week ago

clever sky
#

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.

wicked oak
#

you have to sort by recently released

clever sky
#

Makes sense

#

Nope. That was browsing by new releases

wicked oak
#

ok, VR-only

#

page 3

#

bottom

clever sky
#

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?

mighty carbon
#

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

wicked oak
#

the fact that someone can buy a game and it runs well

#

framdrops might be OK for you, but they arent for most people

mighty carbon
#

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.

clever sky
#

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.

mighty carbon
#

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.

wicked oak
#

thats the whole point

clever sky
#

At this point, it's not even worth sifting through steam pages

#

Just stay on /r/vive and see what the crowd hypes up.

mighty carbon
#

There is virtually no good stuff on Gear VR ๐Ÿ˜ƒ

wicked oak
#

filtering through FPS automatically destroys amateur/bad teams

#

as they cant optimize well

mighty carbon
#

that's my whole point - good games don't make it to gear VR usually. Bad games somehow do.

spring pond
#

Where's my staff...where is everyone?

clever sky
#

And... that's just no way to build a mainstream market for VR.

mighty carbon
#

@wicked oak you do know UE4 can't run on Gear VR at 60 fps, right ?

clever sky
#

the high noise to signal ratio of the steam store that is.

mighty carbon
#

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
#

@clever sky r/vive hyping up games is fucking HARD

#

1: they love MP games

clever sky
#

@wicked oak yeah, no kidding!

wicked oak
#

2: they absolutely despise anything that has oculus near it, or can be twisted into "but wave shooter"

clever sky
#

I'm not saying it's good for developers. I'm saying that's the enthusaist consumer logic right now.

wicked oak
#

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...

mighty carbon
#

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.

clever sky
#

@mighty carbon gotta remember for the Rift, it has ASW... so its 90fps locked with ASW on.

wicked oak
#

btw, running below 90 fps throws you into ASW mode at 45 fps

clever sky
#

Which is significantly less stringent. But on the flipside, they also mean 90fps locked with ASW on their min spec (960)

wicked oak
#

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

clever sky
#

It can't?

mighty carbon
#

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)

wicked oak
#

literally cant. If you have ASW in your game with a GTX970, then you cant pass review

clever sky
#

Really?

wicked oak
#

yes

#

i failed due to that

clever sky
#

But ASW on 960 is acceptable?

#

To them?

wicked oak
#

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

mighty carbon
#

@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.

clever sky
#

That doesn't make sense.

#

It should only look at the 960

#

and see if it goes below 45/90

wicked oak
#

@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

mighty carbon
#

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)

wicked oak
#

becouse heavy framedrops

spring pond
#

our title was intially rejected for hitching at one point

#

(on oculus)

wicked oak
#

like mine, i guess

spring pond
#

Also I hate the 960 thing. I remember when they announced that in the audience there was an audible groan from devs

wicked oak
#

"when you dual shotgun an enemy at point blank WHILE stopping time, the particle fx puts fps to 45"

spring pond
#

yeah, we accidentally had a bad sub surface scattering material on tiny plant leaves that would hitch everything when it entered the frustum

wicked oak
#

wow, that one had to be real bad

mighty carbon
#

@spring pond that was for Rift or Gear VR ?

spring pond
#

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

wintry escarp
#

pretending a 960 is good enough?

hard light
#

I wouldn't target the 960

#

as far as I'm concerned, the minimum spec for VR is the 970

spring pond
#

โ˜

raven halo
#

hold on! what's all that talk about Unreal not being able to run 60fps on gearvr?

#

is that true? ๐Ÿ˜ฎ

wicked oak
#

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

mighty carbon
#

@raven halo try it

raven halo
#

I ordered a Samsung S6 that should arrive after the holidays

#

but you guys are scaring me now

mighty carbon
#

well, I've been scared since I ran first test :/

raven halo
#

does it not run at 60FPS due to Mobile HDR?

mighty carbon
#

no

#

just how it is

raven halo
#

it just won't run at all?

mighty carbon
#

bare minimum rendering features, empty scene, and I get 59.8 fps

#

no, it runs and runs well

#

that's Gear VR

#

note the fps.. That's with recording video, which taxes hardware somewhat

raven halo
#

oh right....

#

but you do get 59fps

mighty carbon
#

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

zenith charm
#

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

mighty carbon
#

and this is sweet

#
quasi gate
#

I wouldn't like to buy a game from a company not paying salary for it's develoeprs (FOR 6 MONTHS) ๐Ÿ™„

#

some sort of supporting this fellow artists and engineers who suffered

storm vortex
#

Crytek closed a whole bunch of their studios too and let all those people go. So messed up.

clever sky
#

@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.

storm vortex
#

I think leading on the developers was the worst part. Also doing it multiple times.

clever sky
#

Side note. Dammit Vertigo. You hurt my head!

#

Also that first boss on hard mode... fuck that first boss on hard mode. ๐Ÿ˜ 

mighty carbon
#

I sure hope it's true

wintry escarp
#

hopefully it forces 90hz overdrive

#

hopefully it forces 90hz overdrive

#

hopefully it forces 90hz overdrive

#

did that appear 3 times?

mighty carbon
#

yeah, it did, spammer

#

๐Ÿ˜›

wintry escarp
#

I only entered it once

deft badge
#

thronce

inland acorn
#

CU tomorrow

odd garnet
#

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

inland acorn
#

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

clever sky
#

Anyone know how to do a lerp of an object to the motion controller?

#

doing a teleport lerp is... jittery.

wintry escarp
#

gunjack nay good? its half price

odd garnet
#

Mixed reality with ue4?

#

anyone know how?

#

@clever sky What do you mean? like a delay in teleport?

clever sky
#

Like a smooth pull to hand instead of a pop

#

force pull style

odd garnet
#

Go look at VR Expansion Plugin

#

there is a motion mode called Navigate

#

which is what I think you're trying to achieve

clever sky
#

Ah cool.

#

Will have to.

#

Cheers for the tip

zinc violet
#

they've paid the salaries for almost all months

#

ooops

#

this wasn't scrolled down ๐Ÿ˜„

#

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 ๐Ÿ˜„

quasi gate
#

@zinc violet Personaly I've experienced Crytek ๐Ÿ˜ƒ 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

zinc violet
#

yeah, but it's still different for not getting paid for 6 months vs not getting paid on time for 6 months ๐Ÿ˜ƒ

#

there's a huge difference ๐Ÿ˜„

full junco
#

I wonder how crytek thought they could make money with VR stuff

#

or in general without any huge titles

zinc violet
#

I kinda wonder their CryEngine V licensing

full junco
#

they should just have continued with crysis, those were great games (apart from crysis 2)

zinc violet
#

like did they think they'd get enough profit from their marketplace for that to pay off?

#

and give engine for free

storm vortex
#

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.

odd garnet
#

Has anyone used the VR Gesture plugin on the market place?

odd garnet
#

Sorry to disrupt the Crytex thread here xD

real needle
#

@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

pearl tangle
#

@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

mighty carbon
#

@smilertoo Gunjack is basically a VR Galaga

#

And it's good looking too

#

I hope Oculus replies before Christmas, but I doubt that :(

wintry escarp
#

I bought it, will try it later

#

i wanted to see how they dealt with fast turns

mighty carbon
#

there are no fast turns

#

always face forward experience

#

and no UE4 support

hard light
#

Gunjack was a somewhat mediocre game

#

it looks pretty but has little substance

mighty carbon
#

like almost all VR games ๐Ÿ˜‰

mighty carbon
#

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 ๐Ÿ˜’

#

no wonder there are no new Gear VR games made with UE4 ๐Ÿ™„

wintry escarp
#

ive stopped trying to use ue4 with it, playing with unity

#

lighter, easier and can deploy over wifi

mighty carbon
#

I don't do C#, so... I am out of luck

wintry escarp
#

got sick of rebaking 14,000 shaders all the time

#

c# is much easier than c++

mighty carbon
#

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

wintry escarp
#

i find unity c# easier than bp

mighty carbon
#

Oh, interesting.. Google sells unlocked Pixel phones.

wintry escarp
#

no jumping through hoops to put things in specific places

mighty carbon
#

Maybe mobile VR is not lost after all.

wintry escarp
#

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

mighty carbon
#

eeh? Pixel non-XL works with Daydream

wintry escarp
#

only HD res

mighty carbon
#

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)

wintry escarp
#

its basically same chipset as S7, so not much speed difference, people like the controller though

mighty carbon
#

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

mighty carbon
#

sounds a way more reasonable than the other's party requirements

wintry escarp
#

so what are people using at the moment for gearvr?

#

or are oculus increasing requirements/strictness

mighty carbon
#

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 ๐Ÿ˜ฆ

dusky moon
#

has any1 seen any 6DOF navigation for VR ?!

odd garnet
#

wat

#

link?

umbral imp
#

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.

dusky moon
odd garnet
#

That?

umbral imp
#

Awesome thanks I'll check those out!

#

Yeah the youtube vide was exactly what I needed.

dusky moon
#

Cool

upbeat kestrel
#

๐Ÿ˜„

#

and @dusky moon I made some 6DOF navigation for VR

#

about a year ago

#

what do you need to know?

real needle
#

@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

odd garnet
real needle
#

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

odd garnet
#

Is it just like an Xbox controller?

#

wait 2 buttons are 1 button?

real needle
#

L/R

dusky moon
#

@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 ?!

upbeat kestrel
#

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

dusky moon
#

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

odd garnet
#

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

dusky moon
#

true, teleporting seems super unnatural and disorienting. but the least risky system too

upbeat kestrel
#

I like dashing for first person games... the flexibility of teleport but without the disorientation. But has to fit the genre obviously

real needle
#

@upbeat kestrel Same here. I made it into a grappling hook for The Nest

#

Now if everyone would be ok with climbing...

upbeat kestrel
#

Hah nice

real needle
#

@upbeat kestrel Enjoy christmas eve!

upbeat kestrel
#

Thanks :) mostly it's stress over here, but I'll abide. Merry Christmas to you too!

real needle
#

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

upbeat kestrel
#

Cool :)

#

Just got to family myself. About a day late, but they're gonna have to deal with that

real needle
#

My family is a 14h flight away that I can't afford so I don't have to deal with it ๐Ÿ˜„

odd garnet
#

@upbeat kestrel Which is the best way to dash tho? Add force or launch character?

#

I'm saving teleporting for the wizard classs

clever sky
#

... Well, you'd still call teleport

#

Just change the way the functionality works depending on the class.

odd garnet
#

What? No, only the wizard can actually teleport

clever sky
#

I'm talking about the teleport function

#

Just because you're using it, doesn't mean it has to be a 'teleport'.

odd garnet
#

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

clever sky
#

You can lerp the teleport location between the previous and intended location for a dashing effect

odd garnet
#

Eh yeah, I guess that would work

#

but why not use launch character?

#

or a more typical dash

clever sky
#

More precise control?

#

You can animate the dash according to a curve

#

or whatever else you use to drive a float

odd garnet
#

But it'd still feel like teleporting

clever sky
#

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

odd garnet
#

Ohhh okay theres the disconnect

#

I was thinking an actual character movement thing

#

like uh... naruto?

#

Using Impulse or Launch Character

clever sky
#

Oh. So you're talking about a speed spike on top of free movement

odd garnet
#

Yeah

#

maybe add a blur on top of that

#

but for multiplayer I want the other person to be able to easily track them

clever sky
#

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 ๐Ÿ˜›

odd garnet
#

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

clever sky
#

Not sure if I like blur in VR.

odd garnet
#

IUNNO, itll take testing

clever sky
#

Go with vignette or something

#

FOV restriction

#

Someone posted up a handy link a day or so ago

odd garnet
#

I saw the vignette one

#

Like I said it'll take some testing

clever sky
#

yeah

#

What are you making? RPG?

#

Or something more like gauntlet?

odd garnet
#

RPG yeah

#

Ever play/see DnD?

clever sky
#

Is it possible to avoid DnD in our demographic? ๐Ÿ˜›

odd garnet
#

Haha I guess not

#

We just finished the Paladin class, then we're working on getting multiplayer working, then my favorite... the wizard class

clever sky
#

Nice.

#

Well, let us know when you're looking for outside testers ๐Ÿ˜ƒ wouldn't mind giving it a shot!

odd garnet
#

This guy

clever sky
#

<not gal

odd garnet
#

didnt want to assume lol

upbeat kestrel
#

@odd garnet method depends on circumstance.

dusky moon
#

I think using tunnel vision or cockpit also allows to push for more acceleration in movements which usually feels super sick , right ?

mighty carbon
#

Depends

glossy agate
#

Can anyone point me to a tutorial for setting up 2 handed grip weapons? Im having trouble getting it to work.

storm vortex
#

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

glossy agate
#

@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.

storm vortex
#

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.

glossy agate
#

Awesome! Ill download it. Thanks again.

storm vortex
#

sure

wintry escarp
#

gunjack is a ue4 game

#

merry xmas and a bah humbug to you all

mighty carbon
#

Merry Christmas to ya'll (if you relate to that tradition)

sullen stirrup
#

samey, vristmas ๐Ÿ™Œ

clever sky
#

Merry Xmas!

#

I say just as it ticks over to boxing day in my time zone.

mighty carbon
#

bam!, sounds like Daydream is crap ๐Ÿ˜ฆ

pearl tangle
#

better than the current gear vr id say

mighty carbon
#

Did you read the comments? How can it be better with all those issues?!

wintry escarp
#

hmmmm

#

see a review that says the daydream is more comfortable etc but the gearvr performs better

wintry escarp
#

50 million vr headsets sold this christmas

#

sales figures brought to you by faux news

dusky moon
#

it's super nice , but I wish I could download the slides somewhere ...

wintry escarp
#

finally played gunjack, I thought there was a lot more to it

sullen stirrup
#

pretty nice

mighty carbon
#

@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

wintry escarp
#

daydream doesn't work on unlocked pixels in the usa?

mighty carbon
#

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.

graceful junco
#

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.

odd garnet
#

Buttons usually

graceful junco
#

Remapping buttons is no problem. Isn't there a change in camera height needed? Or is that old info and no longer needed?

odd garnet
#

Dont think so?

fresh laurel
mighty carbon
#

Sucks, but now people will use that to say "don't buy Oculus products"?!

#

Also pretty crazy... Sick f#cking people

odd garnet
#

Dont buy Oculus, if you buy Oculus you touch kids

#

jk

#

I just don't like their DRM

mighty carbon
#

DRM is good, if it's done transparently

full junco
#

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.

hard light
#

Oculus' DRM exists solely to stop Vive users buying games in the Oculus store, fragmenting an already small market even further.

pearl tangle
#

@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

hard light
#

Yeah, they removed that specific feature, but the DRM otherwise remains intact and you still need a third party application to get around it.

pearl tangle
#

if you want to steal it i suppose. but steam does the same thing

hard light
#

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

pearl tangle
#

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

clever sky
#

Feel bad for vblanco.

#

Sairento getting plenty of sweet love on forums.

#

But it's essentially DWVR with artists ๐Ÿ˜›

#

the thing he keeps complaining about lacking!

#

Well. It has a proper gameplay/RPG/upgrade loop as well.

mighty carbon
#

@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.

clever sky
#

Who's mixed realms? ๐Ÿ˜›

mighty carbon
#

And to make it in a short period of time means they have several artists working on it

clever sky
#

Ah

mighty carbon
#

Funny thing - it's a Singaporean company without any trace online

clever sky
#

They a team with some dev history?

mighty carbon
#

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.

#
VRScout

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 โ€ฆ

#

$89 each for the first 100 units

#

Too bad no UE4 plugin

umbral imp
#

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?

hard light
#

@motorsep - you can use a steam controller in non-steam games (e.g uplay or origin) just fine.

sly chasm
#

oh boy

#

I now own some oculus rift controllers

#

all I need is a bigger room

wintry escarp
#

and a rift

full junco
#

๐Ÿ˜‚

zenith charm
#

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

full junco
#

@zenith charm sounds like a bug

zenith charm
#

Trying a bunch of things to narrow it down but perhaps, seems to only happen to flat/untouched terrain

full junco
#

ok that's good I guess

#

so its not relevant for real terrain

zenith charm
#

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

wicked oak
#

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

next pebble
#

I am excited, my half assed Whack a Trump (whack a mole, but replace moles with Trump) is starting to come together nicely ๐Ÿ˜„

#

Vive-la-vive!

#

*Viva-la-vive

odd garnet
#

Testing multiplayer today

#

wish me luck!

zenith charm
#

Good luck! let us know how it goes, thinking about multiplayer too but dreading having that work fully

stuck hamlet
#

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

wicked oak
#

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)

stuck hamlet
#

ah. get device name

#

awesome

#

thank you my friend

wicked oak
#

yeah, i also defined the EVRHeadset enum myself

#

for easy checking, i use this function from blueprints

stuck hamlet
#

ya, I noticed that. looks clean.

wicked oak
#

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

stuck hamlet
#

ohhhh, duh. i should have realized that.

#

about the motion controller

wicked oak
#

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

stuck hamlet
#

ya

real needle
#

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".

stuck hamlet
#

Im guessing it will be a year at the very least before the next update to the vive.

wicked oak
#

Vive 2 is supposed to come