#virtual-reality
1 messages Β· Page 69 of 1
I think partly that even makes sense...
world location then doesn't mean world location in the ue4 world, but world location in the steam world, relative the the center of the room
obviously its really annoying that they dont just write that somewhere...
@wicked oak so, I fixed the location...
the rotation is still wrong, but I guess I just have to give it the same here. not world rotation of ue4, but world rotation relative to the forward rotation of the room center...
Anyone ever get this error before when packaging?
Plugins/VRExpansionPlugin/Binaries/Win64/UE4Editor-VRExpansionPlugin-8423.dll' because the file couldn't be loaded by the OS.
@full junco Nice solve. Well half solve π
That feeling when your CPU is actually being utilized... I think I fixed my build error by removing all the intermediate and build directories. My CPU has been at 100% for quite a long time now. I'm really hoping it doesn't just fail at the end.
I should probably figure a better way to deal with build errors.
Currently I just make new projects and migrate things across.\
Yup, I have done that before too. This is my first time packaging though. That is going to be my next task if this fails π¦
I'll probably have to do that eventually since I have a lot of unused assets I've added to the project from the marketplace
Always a nervous moment when build fails and it doesn't spit out anything comprehendable.
Error Code 5. Error Unknown.
Well thanks. Thanks for nothing!
Yeah, that's what I thought had happened earlier until I noticed the VRExpansionPluginDLL Error
Ah yeah
I tested building the sample project and it worked, but the sample I think was on a different version of Unreal. I'm on 14.1 so I know I'm playing with fire based on past comments in here.
I'm surprised it still lets you use the editor while building. I'm not though due to fear of it crashing
Hehe. Arms sore. Played Quivr for 90 mins
I keep reading about that game. Is that like Long Bow in the lab?
I have Holopoint is it much different?
Yes. It's much more like Long Bow than Holopoint.
It's only like Holopoint in so far as you have a bow.
Similar to how Serious Sam is like Onward because they have guns π
haha got it
But yeah, it's basically a polished wave shooter using bow and arrow. With multiplayer.
Good fun with people around. Games a bit hard without them.
watching a video now, graphics look nice
Servicable!
Well done enough, but nothing that'll make you say - dayumm!
Or maybe I'm just VR jaded now π
Be warned though. It's a single map split up into 4 sections. So... not a lot of variety ATM. Just good solid foundation mechanics.
H3VR started like that too, just a few guns but solid stuff and really grew
packaging really isn't much of a problem
I should try H3VR a bit more... bought it, but only spent 10 mins in it π
H3VR I think is the best gun game (simulator), and probably best early access game I have bought as far as rapid content updates.
I think I'm just not a big realistic gun fan π
I think it's fun learning how to use them and such, but I don't think those mechanics would totally work for a fast action game.
Ammo, clips, bits bots, ahh why are guns so complicated??!
I'm modeling my game off stuff it has, but not quite as detailed because things like trying to match the magazine into the gun while being shot at is too hard IMO
I need to play more Arizona Sunshine but I stopped once I got midway through the cave and NOPED out
Have you shown the game you're working on publically yet?
I've posted some crappy screens on reddit in the comments once
I'm getting too many projects mixed up in my head π there's a bunch of sneaky gun shooter types.
Dudes running around with silencers.
Yup that is what I'm planning to do haha
I'm sure there will be tons of them since the barrier to entry is so low now
Yeah, you still have to kinda know how to program though.
Absolutely. But... I've only been learning for 6 months now π
Shit's sooooo much easier than when I tried to learn in Uni.
Bloody incompetent com sci professors!
Yeah, I think school is good for learning fundementals and then really you need to do side projects to actually learn how to build programs.
I took an AI course in third year and the lecturer had a super thick accent and was talking in incomprehensible terms.
This was pre neural net stuff.
I avoided AI since that class I knew was one of the hardest. I would have taken it if I didn't have to take other ones at the same time.
Of course, game AI is nothing like 'AI'
But I didn't know that then!
Is that you? π
lol looks like what i have just from the screenshot
Dear mr wentworth bell, you can use shadow play to record the gameplay.
That's very similar mechanics to what I have
Well. I'm guessing both of you were inspired by H3VR π
yeah, or just wanting to use guns in VR how they should be
none of this tap the button to auto reload
I hope more games have these mechanics. I want to play them!
I prefer a bit of abstraction to gun mechanics.
Too much literalism makes the handling a bit finicky. As per H3VR
Mine is kinda like that video where you just have to be close enough
But at the same time, I do enjoy some of the tactile feeling of reloading
how'd you come across that video?
The rough part about using marketplace assets is everyone is using them
There are very few decent character models on there so everyone uses those same 3 dudes
Haha... Just gotta do the mechanics and design better than everyone else π
Yeah, and also just not care what other people are doing and press on with your own stuff because you are making a game you want to play.
only if it has crafting
or an open world fantasy medieval
I like Zombie Apocalypse, but something like Oblivion or Skyrim would be sweet
How far along are you with your game? Do you have a vision of what you want so far or are you working on mechanics?
Nah. I'm doing a video for my locomotion system.
Which will be released shortly.
What's a good site to upload to?
I've used youtube to host private videos
Ah yeah.
But yeah, gonna use Synty studio assets.
Which I know everyone else and their mother and chickens are doing.
you can upload anywhere. like Google Drive or Amazon cloud
But, there's no much choice out there if you want nearly a full games worth of assets for cheap π
If reddit hits your google drive will it max out?
Probably.
I think it comes down to gameplay as you said
I uploaded that BP voxel game demo I did like 9 months ago on Google Drive.
it got over 100K downloads
Exactly. Most people understand that marketplace assets are a reality of VR dev right now.
so Google Drive works
I dunno
ahhhh my cook failed after an hour
you never need to migrate anything lol
that would be stupid
I never had to migrate anything. that's not how you fix stuff
my project folder is 19GB so probably time to reduce it down to what I'm actually using
Or paste the errors into chat so John can help you troubleshoot π
if there's an error then it deserves to get fixed
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Cook Failure
migrate won't fix it
I'm still looking for the actual errors
the error is listed in the cooking log
it always says something like unknown error in the log at the end, ignore that
just open it with notepads ++ and search all "error"
`
LogTemp:Display: IPP ERROR: Application exception: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Users\Matt\AppData\Local\Apple Computer\MobileDevice\Provisioning Profiles'.
LogTemp:Display: at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
idk mobile provision profile stuff is showing up. I thought I got away from iOS Code signing
I never got that
Warnings you can ignore right?
It says I have 12 errors total
I mean warnings should generally be fixed but that shouldn't prevent a build right?
yeah warnings you can ignore
I think those are my actual errors
Seems like they are all coming out of that extensions library
Yeah, that was my biggest fear of using that library
it's enough if someone stops updating it to the new engine version and everything breaks
not good
so don't use libraries
at least none that are related to ue4
In hindsight I should have tried to package before adding that lib and then again right after adding it.
general c++ stuff is fine
@storm vortex it's not only now for packaging, but how do you wanna know if it will be kept up to date with new engine versions
Yeah, that's another good reason too. Since it's open source I don't mind using it as much.
You always have to balance the trade offs
but only do it if it's really needed
time saved vs risk
well I think this error just became a tomorrow problem. Thanks for your help / tips @full junco
is there a way to stat scenerendering properly in VR?
I need to do some realtime profiling and the graphs are all messed up, I can't see them!
their position is kinda off screen
stat gpu
also do proper profiling
stat startfile
do stuff
stat stopfile
open the file created with the big profiler
Celebrating the new year, and learning Unreal Engine is starting to get smoother after a month or so of pain... Here's some Steam keys for my first VR game Kumoon ( no tracked controllers, was made before such things existed : p ) Appreciate the community here π
D9YIP-A82P4-56TMK
T8NZ6-PCP8W-50DM6
AYGD8-ZDQ8T-CD9PJ
5IZLI-LW69L-90R9Q
FMBN4-0XTRD-IFE8W
9BTRC-LN3IM-7BPFH
JKXN8-KAW9X-XFEBP
536WZ-8KK9I-GYQYA
5IF0Q-G9Z4J-TZ3Q5
EWX76-6KBZB-NHLVV
That was made with a little underdog engine called Shiva, I was writing the plugins myself to start off with : ) Then collaborated with the engine devs for the final SteamVR plugin. It's an artificial movement gamepad thing, be warned
@dusk vigil - Awesome - How did you like Shiva?
Quite nice actually. The 1.9.2 engine is getting a bit dated but they are working on 2.0 version with modern shaders and PBR and so forth.
Basically it's lua scripting, plus option to code your own C++ plugins
oh nice
If I was not doing VR I would have stuck with it
@dusk vigil - Going to give it a look at. I love engines
Yeah, I took it up back a couple of years ago on a friends recommendation when Unity was still having all the separate publishing platforms with extra price tags. Shiva has the free version, and a paid Basic / Advanced version at one price. The 2.0 beta is currently still only for paid users though, but they are pretty much the same core underneath, and they are maintaining backwards compatibility, which is a pretty rare thing nowadays
Yeah it is
thing is, stat scenerendering is almost entirely off screen
@native cedar The idea is to pump the info to a log I guess... What I do to get a quick idea of what is going on is have a widget attached to VRCamera with FPS - if one can access critical bits of the stat info, maybe it could be piped into the widget as well?
Hmm scandinavia's first VR arcade opening in Helsinki next month... Interesting
Also, wouldn't the normal stat data be relevant even if running without VR mode?
@dusk vigil thanks for the suggestion, I will look into that
for the next game jam I want to make a Vive game that runs on a 1050 with good sp
forward rendering, instanced stereo (if it helps), multires, lens matched rendering, single pass stereo, baked lights only (or no lights at all)
gimme those 90fps
dat Nvidia VRWorks fancyness
well it's what we have
what scared me of Vr performance was the number of pixels, but there you go, lens matched rendering, multires
they are 2 implementations of a similar concept,you cant do both at once
lens matched rendering renders 4 views, in a way that it minimizes the lost pixels and gives more res to the center
multires is less optimal, but simpler
whaaaaat
if only the VRWorks branch had SOME documentation explaining what it does...
you can't use both?
nope
The graphics pipeline in NVIDIAβs new βPascalβ GPUs has been rearchitected with features which can significantly enhance VR rendering performance. Here the company explains how Simultaneous Multi-projection and Lens Matched Shading work together to increase VR rendering efficiency. As the name implies, βSimultaneous Multi-projectionβ (hereafter βSMPβ) allows Pascal-based GPUs to render multiple views from the same β¦
the idea is that it renders the world distorted to begin with
for that reason, the image is more pixel perfect after you put it through the lens shader
multires is more about varying resolutions
just checked in my funhouse branch and it shows that they are both active
wait I'll do some test
yuck, can't disable it without restarting the engine and recompiling all shaders
thing is, I have it enabled in my project settings and the console confirms I am using it
BUT if I also enable multires via console command, the performance DOES increase
Solfarβs use of Lens Matched Shading in their Everest VR experience provides up to a 15% performance improvement over Multi-Res Shading, allowing the user to increase quality settings such as supersampling, weather effects and significantly improve the overall experience in VR.
they are saying that LMS is more like Multires 2.0
btw, are you on a 1000something gpu?
which means either that all this lens matched is extremely subpar to multires or that it does work with it
I'm on a 1080
Presented by Mark Kilgard on July 27, 2016 at NVIDIA's Booth at SIGGRAPH.in Anaheim
Does everest use multires?
don't forget this thread π
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.
sportsbarvr has multires
i can run it at 200 super sampling and ultra π
still doesn't look as good as the fwd renderer tho π¦
@spring pond well but can't you use both?
eventually, i don't know if the nvidia branch has been updated
not sure how MSAA + multires work.
why should it affect that
I guess I don't understand where multires takes part in the pipeline. I also haven't had enough coffee, I don't know why I suggested there would be some kind of conflict ^_^
β
been fiddling for a while, but finally managed to get traditional locomotion with a character movement component
in VR
and aware of head movement
and that doesnt let you go through walls
nice, all from scratch?
Using movement components + VR is something I should work on. I've just been using teleport functionality baked right into the pawn for most stuff so far
not that from scratch, im using ACharacter as bas
plus normal plan character movemnt component
nice, you can fall off ledges
if you lean on them
so the capsule tracks the camera?
more or less
what if you lean into a wall?
surely feels bad
you dont normally go to lean against a wall
but walking through them is something I do all the time in the real world!
i should make this work on a more normal "neck" calculation
right now the capsule is straight down
so leaning offsets it
ill change it if it feels odd
this is for my next game, im doing a prototype
a multiplayer dungueon crawler, cooperative
ive given myself 10 days to build a playable prototype. Nothing more for now. I cant keep making a prototype for 3 months XD
lol
yeah, my idea is to do like what i did with DWVR, Shootout, VRMultigames
build a prototype, see if this can be followed
just create a twitter account for it, then you see if it can be followed
twitter accounts get ignored 100% of the time
and you needd some concept art
i dont have that
@wicked oak it was a joke. "can be followed"
ah
ive heard one thing
making an advert of the game
and advertise it on facebook/googleads
do it with 3-4 different versions of name/artstyle. Target it to your target demographic
you spend a bit of money, but you get invaluable stats
eh I dont wanna make a game because people like it, I wanna make a game because I like it
this was told to me by a mobile developer
they used it to sell their F2P stuff
you know how ruthless mobile dev is this days. Its why i dont want to touch it at all
its all marketing and trying to trick the whales
see Mario Run. Great game, polished to a perfect shine, by Nintendo
"wtf this is not free, wtf 10 dollars too expensive"
$10 was ok, always on data requirement was not
quite a lot of the complains were against the price
i tried to play it, i cant
it crashes on launch
its worthless on my ipod, I mainly play on the bus and it wont run without a data connection
same for ipad
well $10 is too much for a mobile game
I wouldnt pay anything for mobile games
but I don't like mobile games in general π
Epic is just unf#cking believable when it comes to some Gear VR related bug reports.
(and that wasn't a compliment)
I reported a bug, provided my project, then 3 days ago I get "please test it with clean project" and then today bug report is closed due to lack of response
I am afk and obviously this is holiday week, so I wouldn't expect too many people to be working
also heard a rumor that Paragon tanked badly
on Twitter and on YouTube
not sure where else you expect to see ads nowadays
I think i saw it on Facebook too, but haven't really used Facebook lately
i don't use twitter and only listen to music on youtube
my guess is that Paragon was showing no promise already back in the days and that forced Epic to take on Oculus exclusive
just to think that another MOBA can top DOTA2 or LoL is ridiculous
I don't even know why they dove into that project
they do better with a story driven unreal tournament
It's like CliffyB going against Overwatch
anyhow, just really annoying how Epic doesn't want to go extra mile nowadays when all the stuff is given to them for a bug report for Gear VR
prob see gearvr support wane as daydream starts to work on more phones
Daydream sucks
numbers rule, by end of 2017 it will be on a lot more than gearvr
yes, it might be better to have more phones supporting it, but people already said it's nowhere near as good as Gear VR when it comes to tracking neither head nor controller
it's a free game, isn't it? So they need whales to make money, and all whales are on LoL / DOTA 2
Epic took the oculus exclusive money becouse its easy money
i mean, if they pay the whole development upfront....
its free, you get skins
so, f2p monetization relies on IAP, which is only like 1% of the audience who pour money into fp2
f2p
smaller total player numbers, less chance to have whales spending money in f2p game
iap has to fuck off and die
@dusk vigil thanks for the game key. I took the 2nd one from the bottom since the last one didn't work. I thought they were all gone already.
Welcome
@full junco @clever sky I got my project to package finally. If you run a packaged build you can still access the command line and manually open any levels that are in the build. So that answers that question.
@wicked oak thanks for tbe tip on that
@storm vortex good to know
I was trying to fix my mirroring mode so it was widescreen instead of square. In the process I entered some commands that have made the mirror mode solid black. Entering back the default values don't seem to fix it. Has this happened to anyone else?
Edit: Needed to add
[SteamVR.Settings]
WindowMirrorMode=1
to my Engine.ini file in the saved directory.
Got something awesome for you guys tomorrow!
Sounds exciting!
anyone know if oculus rift chaperone system is supported in ue4 yet?
or is it mainly steam based at the moment?
@storm vortex there's fancy stuff you gotta do, there are a few writeups about it, search steamvr unreal widescreen
@silk lodge I tried changing a bunch of source code in the SteamVRHMD.cpp but none of the changes seemed to make a difference.
did you build?
I did make a package since I read it won't work in the editor
I built the VS Solution as well
I had to do a full clean build because seemed like it wasn't making a difference so I did an entire rebuild with these changes, (finding link)
I haven't done it yet
I'm ok with seeing all the player is seeing with 1 eye, but it would be nice to have an official patch that goes full size
As displayed below, everytime I pack up the project, it always display in a vertical scale (960 x 1080)in monitor(not hmd).
How can I set the display resolution to (1920 x 1080), like other unity vr games (as below) do?
101916
I'd like full screen for recording demo footage
and cause I'm having a new years party at my house tomorrow and am going to have some people try it out
this looks promising
hmm that looks very close to what I did skipping through the video and it even worked in the editor for that person. I'll have to watch the full thing to see if i missed a step
ill have a look to get that working in my game
Oculus uses HMD mirror 4 wich is fulscreen
I'm surprised if it fixes the issue by just commenting those lines , why didn't epic do that yet ?!
I hope Epic doesn't meet fate of CryTek
(UE4 market share is still tiny compare to Unity; TimS bashes MS instead of embracing the market; Paragon might not be doing too good; etc.)
"TimS bashes MS instead of embracing the market"
lol, what market? Almost nobody is selling games on the Windows Store, and almost nobody is buying them either
you'd have to be an idiot to buy into yet another Microsoft digital ecosystem at this point
it's not like any of their other digital storefronts have exactly stood the test of time now
looks like winphone is officially dead as of yesterday
Windows Store is a good place to be right now
and with Windows 10 on ARM, it will be a good place anyway
with Steam being a swamp, Windows Store provides that opportunity
(to be in a place without saturation)
@wintry escarp it might be dead, but Samsung patented dual boot, so I can see Windows 10 desktop being on S8 and newer tabs from Samsung
would be cool but I don't see that happening
I actually see it happening
MS would have to give win10 away for it to have any chnace
that's was the whole idea behind Qualcomm+MS making it happen
Samsung top end don't use QUALCOMM here
looks like only usa does
S7 beta program is finished
USA and China do
and S8 hasn't been announced yet, so there is a good chance all S8 will be Qualcomm
I wonder why they don't just use exynos everywhere
i really wish theyd bring back the fm radio
it costs them next to nothing
FM Radio?! When are you now?
I haven't listened to FM for ages. Listen to Pandora most of the times nowadays.
i have 150mb data a month, that's a bout 2 hours of internet radio
FM radio rules, 100s of channels and no data usage
Windows 10 store being a good place to be :')
Literally nobody cares about it. After something like three PC game digital disasters, nobody trusts Microsoft an more, for good reason. And that's only games, things like Mine really also don't help.
*Zune.
zune was killed by only being released in n.america
Guys go check out #work-in-progress on my VR game!
@odd garnet How did packaging break the project?
Looked like something in the engine got corrupted?
tons of errors and then I was unable to open anything
What engine version are you in? Rocket or source?
I have never heard of anything like it
4.14.1, when I opened it in source the Engine had a ton of errors
Ah so yeah. A project that gets migrated to a source build can definitely cause issues
No it had already been open in source and everything.
Did you package in the source version?
No I packaged in the Engine
You mean launcher build?
Editor i think is the right word?
Ok so let's back up. My first question was if you're working in a version of the engine that has been compiled from source (downloaded from github, you compile it), or if you were working in a version of the engine downloaded from the launcher (aka launcher build/rocket build)
Oh okay, then Rocket/Launcher.
When people refer to the engine as "source" they usually mean a version that you compiled
I'll remember that
So, you packaged, and then when you opened the project it had a ton of errors?
It failed the packaging due to unknown cook error
and force quit the editor
(why is it called rocket?)
Hehe, because it's a "faster" workflow for designers
They don't need to worry about Visual Studio, they just double click the .uproject and the editor works
If the packaging fails, just redoing work is not guaranteed to fix it, and seems quite cumbersome
You should look at the .log file that always gets written and see what the errors were
Sometimes it's an easy fix such as "filename too long"
Or that a file isn't set to be writeable
Are you using source control?
Well It only took a day sigh
And it then packaged just fine?
Yeah it works 100% now, even fixed some minor bugs.
Source Control, no.
Oh wow Source Control seems good
Like the game so far tho?
There doesnt seem to be much of a game? Mostly just exploring?
Oh well PvP works for now
I didn't see that part
I would suggest you work on a couple of nausea reducing options if you're sticking with the trackpad locomotion
Oh and get some audio in, it's terribly boring watching gameplay without audio :b
Same lol
I told my partner to put some audio in and he was like "eh"
SFX are needed too
You're gonna have to do some research to properly work with spatialized replicated (and non replicated) audio
I've been converting our sniper game to be multiplayer for the past couple of months and everything takes 3x as long when you're new to networking
Especially when you're testing on your own
yeah replication could be easier
Spatialized audio is just attenuation settings and spatialize selected yeah?
plus making sure sound is mono
I think it returns an error if the source is stereo and you try to spatialize it
I've actually never done it lol. I'm pretty adamant about all assets being mono (except ui sounds)
You can spatialize stereo though!
But it's another setting
I would recommend using Oculus HRTF
It's better then the built in
And it's Open source so you can use it for the vive/steam
Just need the oculus plugin enabled
When we get a grant, production quality will go up 100%
It's just me and another working on it right now
Where are you looking to search for one?
Austin Texas native, so there's a lot of tech / software grants here
Also Epic's Dev grants
Yeah it's been me and an artist for the past year. Remember that hiring devs is expensive and requires quite a bit of organization
We'd probably contract some people when we need them
We can do In house, modeling, texturing, design, and a lot of stuff
but neither of us can do sound design
Happy New Years to all the VR devs that can't let go of their projects!
Hey! I am not very good at math (too bad!), but has anyone come up with some solution for relatively rotate object when interacting with motion controller? Like, there would be a round turnable button (might be a safe or similar). When player interacts with it, he/she could rotate motion controller and the button would rotate same amount. Any idea where to start cracking this?
You probably should have it go through a timeline. Then based on the controllers relative rotation it plays a specific part of that timeline
I don't get how timelines would help there
just figure out the relative rotation on knobs direction and apply the same rotation to the knob
@scenic slate you could do it in c++ using the rotation vector deltas between the current rotation and the start rotation
you could isolate it to a single axis
or in blueprints...
yeah, if you're into blueprints
@odd garnet How's the VR scene in Austin?
are there places to hang and meet vr folks and vr party?
Yeah, there are local game dev meetups.
there is VR Austin Jam which was last month
also meets bi monthly
but ive never gone
Owlchemy Labs started it
cool
what's your spt score @odd garnet
Below 100000
:c
I think it's like 26k?
I would have to jack in to check
Some people are crazy good at that game
jeeeez
@opal bobcat thanks for the tip. Finally, it was rather easy. Just needed to get the relative rotation of controller when interacting. Then i constantly did Vector - Vector (begin rotation, current rotation) and feeded that into actor i wanted to rotate. Then delta rotated between the actors current rotator combined to rotation i feeded.
I'm having a problem selecting destructible actors while doing VR editing. Anyone else see this?
This is awesome: https://github.com/ue4plugins/StreetMap
I was playing with that earlier but it keeps crashing when I try to load my osm file
Where do plugins write their stack traces when they force close UE?
@waxen solstice Is it bigger than 2gb?
Unreal only supports 2gb files to be imported
31.5 MB
let me validate the xml is valid
just to make sure there are no corruptions in the file or something odd like that
seems fine
It may look like Chinaβs VR industry is imploding, but thatβs not actually the case. In a recent news update via China.org.cn, Wu Jin reports that approximately 90 percent of start-ups in the Chinese domestic market have declared bankruptcy. This arrives amid a complicated year for the VR industry on both sides of the Pacific, including the revelation that projected headset sales β¦
The less Chinese plastic Cardboards on the market, the better
vanishing realms is lots of fun
i'd put it second to i expect you to die for pure fun in a vr title
@scenic slate @opal bobcat How long is the gameplay?
Player one and a half hour.. So far good.
It's entertaining to look the hidden treasures
first prototype video of the dungueon crawler im making
dev days, 2
yesterday and today
sorry, 3
what are you working on?
Why are you always looking so far down when you're shooting your arrow
Dungeon Crawler as well
just the capture stuff
using the same assests
lol
Hey I mean theyre good assets
Oculus or Vive?
Ahh we're going for the low poly look
and i see if i can get something like it working on PSVR
literally everyone making a dungueon crawler thiss days or what
Maybe make it so you can't spam arrows that hard
ill leave it like that but make them much less strong
lol
or ill do like in VRmultigames and tie the force of the shot to the lenght of the bow draw
anyway, ill have a sword and shield class too, coop game
this one is "on hold" due to not having a team to design the levels
I love that you have the force tho
the crawler game is a different thing becouse the level design part is decreased a lot
beetween the simple style and the fact that i can focus on 1 module at a time
and rng the level layout
you can try that game right now, btw
its published as part of VRMultigames
works best on oculus, but it will run on a vive
You should be able to ragdoll the bodies with the force
and be able to force anything
It's just super cool
GPU visualizer is saying 2ms for tranlucency - ive changed all translucent materials to opaque and it hasnt changed. what am I missing?
using forward rendering with MSAA if it makes a difference
@odd garnet you can
i think
disabled becouse if you force the bodies you cant force the weapons into your hand
i was thinking of making the teleportin be push, pull, and "levitate"
maybe with the joystick
like I Expect You To die does, but more "gamey"
Need some VR opinions
Does placing objects feel better when it 'clicks' rather than just relying on physics and placement?
By clicks I mean getting an object close enough to a particular area that it places itself on a defined transform - think the slotting of a card into a machine ala Job Simulator.
@digital marlin You can probably get the "feel" to be right for both, but it's much easier to make sure that the logic doesn't break if you're not relying on physics
A nice lerp will also be a simple indication that the action succeeded, and the player will remember it
@digital marlin lerp to position would be my preferred way. Physics and placement is wonky as hell for fine position work.
Fine for general positioning.
Hi all, curious if anyone ha scome across an elegant solution for avoiding the "SteamVR Waiting Room" when loading levels? I found SuspendRendering in the openvr code, but really have no idea how to implement it
@clever sky @real needle Cool. I'll try that out and see how it goes.
/** Temporarily suspends rendering (useful for finer control over scene transitions). */
virtual void SuspendRendering( bool bSuspend ) = 0; from openvr.h
Expose it to BP in C++ and call it on level load? π
Does anyone have a walkthrough guide for getting stuff on steam?
It turns out making a 15-20 minute video is a pretty big task π
but finally coming to a close.
btw, I remember @wicked oak said something about Chinese banning games with skeletons... Doesn't seem to be true: https://www.techinasia.com/china-doesnt-censor-skeletons-the-truth-about-game-censorship-in-the-middle-kingdom
Can Event Dispatchers work with BP generated elements or do they have to be in game and referenced before runtime?
Like, in this example he's referenceing the BP variable
Ever since I started working on Unreal Engine 4, I have come across a few roadblocks from time to time which have no solutions on the internet or the official documentation. 'Event dispatchers' was one of them and the official documentation regarding the topic is really vague to say the least. So, after a lot of experimentation with Event Dispatchers, I am writing this post where I will try to explain as clearly as I can about Event Dispatchers and why it should be used. So lets begin!
but he'd have to create the reference to the variable to begin with, no? But if that's so, then what's the point?
has anybody had issues with level streaming and the nav mesh not working properly?
ok looks like we dont really need streaming levels
its more for open worlds and what not
so disregard
@midnight tree Level Streaming is good for more stuff than just open worlds. It allows you to carry over connections and data. If not then clients has to reconnect after the new level load, which can cause some issues. Streaming is also much faster
gotcha
so its wiser to go that route?
the game im working on is singleplayer (potentially local multiplayer)
but
i found the dynamic nav mesh rebuild that solved my issue
im just curious if that hurts performance
besides level changes there wont be much nav mesh changes, so i reckon it would only impact on level load
@midnight tree It's what the documentation says π Yes, and then memory but you would need a very large nav mesh for it to impact heavily afaik
ok so you reckon it should be fine? default it checked nav mesh every .5 seconds. i upped it to every second, but i could probably even do every 5 or 10
they've been busy, now their android <-> pc app simulates SteamVR too
and that PSVR (separate app though)
Alternatives are good
just tested the steamvr hacks, trinus is really hacky
vridge seems pretty solid but it doesn't have much options
for example, I just tested adrift on cardboard and it worked surprisingly well with gamepad + steamvr emulation
of course, it's not the real deal π
but we are talking now 15β¬ sw + similar amount of money for the headset so you can't ask too much
I got steamvr running on unreals VR preview too on this setup
Not overly convinced by that one
if you're going to do holographic, do it projected and tethered, then I might be interested
until then, this is just another headset without motion controller support, that can't run most of the holographic AR apps anyway
so what's the point?
Everyone is going to try existing in VR
It's good that companies are trying different approaches
ive had a lenovo laptop, and knew people that did
they are trash
and they installed virus on them by default
Yeah
on the goddamn BIOS
but HTC is a mass market phone company, they are closer to the tech needed by headsets
I had to wipe texts regularly, because opening a conversation took 10minutes if I didn't
an all-in-one samsung one would be interesting
but they have the gearVr already, doubt they want to give stuff to microsoft
acer is probably going to be interesting, wonder what they give
VR is going to be like smartphone,s with plenty of different ideas thrown around until people standardize
and asus
VR/AR
In 5 years you will probably have two or three big brands with 90% of the market and a similar setup
oculus is doing their own inside-out headset
they might release it for windows holographic + their own store
or let hte normal oculus work with that
I just want to see an in person demo of magic leap
although from the sounds, they may not even have a comercial product in 5 years time
Yeah, but i`m highly skepital
problem with inside-out tracking is that it doesn't work with motion controllers
I mean, it's nice in theory, but it breaks what is (IMHO) one of the most important parts of the immersive experience
Why do you need inside-out tracking with tether to PC?
for VR I don't want inside-out tracking at all because then motion controllers don't work
for AR, I want tethering because otherwise your rendering hardware is either too weak to do anything meaningful, or too heavy to be comfortable
Well, afaik Oculus for inside out tracking working for untethered version of Rift
Which is probably going to be as powerful as one of those new Qualcomm SoCs (835?)
@wicked oak did you see the article I linked earlier about skeletons in games in China?
link again?
A leaked press release suggests the Snapdragon 835 will offer huge benefits to VR, AR and smartphone photography.
we don't get snapdragon samsunh phones, any news about new exynos?
So in VR I have a gun seperated out into seperate static mesh components. How do I ineract with all of the seperate components? I can't do attach to (with for example the bolt) since that will seperate the bolt mesh from the parent mesh. Do I use collision spheres to find the closest component then just snap my hand to the location of the sphere? Then to simulate a bolt pullback I would somehow use a physics constraint tied to hand movement? What is the best way to do that?
btw, https://github.com/WindyDarian/Vulkan-Forward-Plus-Renderer#vfpr---a-vulkan-forward-plus-renderer
I wonder if UE4 would benefit from this kind of renderer
I see
It's hard to say whether it's accurate enough tracking or not
(I don't think so)
If Nolo VR will deliver accurate tracking at $100, I think this VRTracker project will unfortunately die
I wish Epic was more transparent when it comes to engine features and why some of it isn't going to make it into UE4 (distance-based LOD for example)
@mighty carbon It would be cool to know what's coming in the future for the forward rendering. Now that I'm starting to get into the level building portion of dev I'm seeing some of the limitations now. Things like adding trees with the forward rendering causes strange lighting on them as they go into the distance. Characers solid black in lighting if they are in shadows. (That might just be something else) I'm tempted to switch back to the deferred rendering pipeline to see if it fixes the issues. Also artifacts on the horizon when using some post process effects
Someone here with Oculus Touch and 3D Widget Experience? I have an issue
Second video of the DGN prototype
the player is a client on a server
more players can join
Wait ue4 is on forward plus?
Cooooool
If you\
Can you make it so you're looking a bit more up @wicked oak
It's just hard to see anything
on some parts i look up, so it lookss better on vide
i think next one will be done as monoscopic stretched and fuckit
anyone had issues playing their oculus project outside of the editor?
ok found the solution run it on command line with -vr
anyone know what i would put in an ini file to get that happenign automatically? or would it be in project preferences...
@opal bobcat there is a setting in the project preferences to start in VR. I had to use that for the Vive for packaged products. I'm not sure if the same is true for Oculus.
i'll look around for it, thanks
yeah that did the trick its starting beautifully
only 768mb small!
tiny
it could almost fit on a cd
haha CD Rom
gets down to about 415mb fully compressed, not horrible
How long does it take to build?
wow thats fast, mine is an hour the first time and then about 25 minutes each time afterwards
i have 99% c++ code and 1% bp
mines very unoptimized though
yeah a ton of marketcontent im not even using yet just to play with
my content is minimal, im basicaly creating content on the fly at runtime
is anyone here with Gear VR (besides smilertoo) ?
has anyone successfully implemented entitlement checks on the rift and passed submission with 4.14?
@urban shell No, but on the topic is: If Rift user is playing through steam, GetHmdDeviceName returns "SteamVR". Which is the platform, not necessarily the device
Are you planning for that scenario?
im doing laser pointer vr interactions right now and i keep thinking of this song: https://www.youtube.com/watch?v=lN4AcFzxtdE
That song reminds me of flying on a plane as a kid.
Which you could indirectly associate with laser pointers.
@opal bobcat I prefer "physically" interacting with the menus, pointers can a little wobbly and inaccurate when there are many buttons
Funnily enough, I'm the opposite. I prefer pointers over 'physically' reaching out to grab things.
Zaptruder mode!
Well. I guess the main point of difference is I prefer my menus large.
Large so they're easily readable.
And large menus mean having to reach large distances.
Easiest when using a pointer.
Also avoids the wobbly jittering problem of hitting many small buttons.
Yes that size of menu wouldn't really work within 1m :b
My own menus are set around... 1-1.2m away from the user. They're also about 1-1.2m wide.
S8 is going to be a beast!
and hopefully with new Gear VR mobile VR will be a bit closer to desktop VR in terms of visuals
so you think Samsung might drop exynos on the S8 and do snapdragon only?
I wouldn't know, but I doubt Samsung has anything like Snapdragon 835
and to be ahead of Apple, they need that power
so, I hope they use new Snapdragon across the board
How would you guys tackle the facial animation problem in VR? Just track the eyes to your own HMD and morphtarget the rest of the face or is there a better/easier/more detailed solution without any new hardware. If not would it be worth investing in some sort of facial tracking hardware for this reason you think?
Keep in mind we're still students and have no prior knowledge of this workflow, cheers!
there is a better case
dont
thats why pretty much all oculus avatars wear eye-wear
actually lifelike players in VR is super creepy, becouse it runs straight into the uncanny valley
if we add eye motion + face animation to our VR models, it will be super creepy
might be usable if we use stylized models
but not realistic models, they will run straight into uncanny valley
stylized would work really well
think of Deus Ex or Dishonored art style
(or something even more simple that those)
or anime art style
Oh sorry forgot, yeah we have a stylized aesethics
disney-esqe characters
will the workflow I described work or should I look for something else?
well people need to try though huh? I assume you're talking about eye tracking.
We're trying to use Ikinema as a budget mocap and hopefully will be able to half-done replicate emotions via the other protagonist
that you see ingame
motorsep did you solve your gearvr issue?
@wintry escarp which one ?
you were looking for gearvr owners last night
oh, I wanted to see of anyone wants to work on a project with me π
I think it would be cool if S8 used Exynos CPU and Nvidia Tegra P1 GPU (or X2, whatever they use for Parker) built into Gear VR
can you guys please upvote this https://issues.unrealengine.com/issue/UE-39989 ?
Is it a bad idea to disable the late update of the motion controllers? Will people notice?
I mean using the DisableLowLatencyUpdate flag.
people does notice
go look at Raw Data stuff
they dont do late update, and they do it the "classic way" of just setting the position directly instead of parenting stuff
thus, raw data has a laggy hand
Ok. But then I have an issue with my laser pointer and late updates. The laser pointer is attached to the motion controller. I trace every frame and I move a mesh to the hit location. If that mesh is not attached to the motion controller, it lags behind. If it is attached, that mesh gets rotated when the controller rotates, which I don't want to happen.
did you finish your desert wandering game?
Specifically it's a plane, which indicates the teleport location. The plane gets late updates and rotates when the controller rotates, which makes it clip through the floor and introduces visual bugs. I need the plane to always stay parallel to the floor, which doesn't work by setting it each frame, cause of the late update.
@wintry escarp that wasn't a game. It was suppose but be an experience, but I can't get steady performance across the board. And I don't want to dumb down visuals for that project. So there is a good chance it won't pass Oculus certification. Therefore I had to think of something else and good thing I am still full of ideas π
@real needle yeah that happens a little bit but i havent had too much trouble with it, and when you're building a file picker you need lots of buttons, i make sure and use highlighting so that the user knows what its pressing as it presses down.
@real needle also my menus are very close to the user, infact they're attatched to one of the controllers
kinda like how tiltbrush does it
@real needle i haven't built any code that checks for rift use on a steam platform...hm...i guess this causes complications.
hey guys, my HMD camera all of a sudden started being super weird, the chaperone grid follows my rotation, same with a lot of the level...the rotation seems offset from where it is supposed to be. Can't see much of a difference between this setup and a working one from many commits back...any ideas what may be causing weird rotation/world issues?
Vive was not meant to last /me hides
lol
nice, now i have laser pointer resize at a distance working
so i can manipulate vr objects both up close and at a distance
my force powers are growing!
now for teleportation
π
is there a good solution for a drawing board in vr?
NOLO VR is an intriguing Lighthouse-like positional tracking system designed to bring βroom scaleβ positional tracking and motion controls to mobile VR headsets. On top of that, the company is claiming SteamVR βcompatibilityβ through remote play via Riftcatβs VRidge software, all with an expected launch price of $99. You can sense CES is just around the corner as β¦
@wintry escarp ^^
what do you guys think, should I post my steam store as coming soon? or just wait until its approved?
app is "Your app build is in the review queue"
is 1/2 mm good enough positional tracking accuracy ?
riftcat would be good if it made gearvr appear as a desktop hmd to ue4
hey guys, I'm using a level someone else built and I threw in my own pain (VR motion controller pawn) but when I hit play, it starts in spectator mode and I can fly around. How do I make it so that on game start, it uses my VR pawn by default?
did you set your pawn in the game mode?
set your game mode in the project settings>maps & modes>default game mode
in your game mode default pawn class = your pawn
Ah okay, will try now
Hmm
@normal thorn I don't see a 'Maps & Modes' option under project settings
Nvm, found it
I set it to 'GameMode' but all the options under that are greyed out and I can't change the default pawn class
'DefaultPawn' is selected
If I set the default gamemode to 'RenderToTexture_Game' it lets me adjust the rest, not sure what this one is for though
5 Million units, Carl !!!
that's pretty cool http://uploadvr.com/vive-tracker-reveal-ces-2017/
Hi guys. I have a general problem with vr. My headset is htc vive. I can run a scene with graphics set to Epic without vr and everything works with no issues at all, but then I run it in vr and even with all settings set to low I experience severe stuttering and lag. General performance fixers like changing materials to remove transparancy and that kind of stuff helps, but then I still get unexplainable stuttering in some places. Is that kind of performance drop expected with vr or am I just doing something wrong like forgetting to change some setting for vr?
This is the scene I am using now: https://www.unrealengine.com/marketplace/castle-fortress . No matter what graphics settings I change, I still experience stuttering. I also removed the flags and made the glass opaque. Also removed the rocks because their shader complexity was very high. Overall, this scene is 18,392,000 tris. Should I do something to improve my performance in this scene or is this scene just too complex for vr?
Large realistic environment pack featuring modular castle and fortress assets. Structure interiors and exteriors are fully modeled. PBR Materials. Includes foliage and LODs.
@vocal maple In my limited experience with the Vive and Unreal I have found that transparent materials like glass totally kill performance.
I'm able to get away with sprites with transparency but for some reason some of the glass materials I have tried using are total killers
I noticed that too. I also looked at the map through the shader complexity view and got it to all be green. But still I get stuttering. How do you look for what is causing the stuttering?
How to optimize the GPU demands of your game.
@vocal maple I haven't looked into GPU profiling yet. So far I just remove offending graphics when it is obvious to be the lag inducer.
So far glass was the only big one for me. I had a feeling it was the transparency so I just got lucky.
Are you using the forward renderer?
I am on 4.14.1, is it enabled by default?
I don't think it is. You can check in the project settings just search "forward"
no not by default
wow, thanks. I will check all my performance again now, maybe it will really improved it. Do you guys know of any other "checkmarks" like that that improve performance?
I think that was the only one I have checked, I would love to know if there are others though π
Battery life reports of TPCast is a bit inconsistent.
I've seen 1.5 hours, 2 hours, 5 hours. Which is it?!
Also hot swappable battery packs.
Can I assume it's 5 hours with both battery packs?
I was wondering if they would be swappable
I don't mind the cord myself, but I'd love to have wireless for when I demo to people
Or maybe I (or other people reporting it) are getting wires crossed with other wireless devices.
Yeah, I'm gonna get the wireless and the headstrap
Will be a nice combo for demoing.
That headstrap alone looks really comfortable
Also, build a new mini PC
The headphones are a big win for me.
That's the thing I like about the Rift most... don't have to futz around with headphones.
Even though I've got a great pair
it's still an extra 10-15 seconds of futzing around.
I hope they don't charge over $100 for it but I'm not holding my breath. I'm going to bet around $150
Yeah, I don't expect it to be cheap either.
+$40 in shipping π©
Anyone going for the puck?
I saw a picture of some VR rifle. I'd like to get one of those.
I want good headphones in vr from some company that knows how to build headphones (Sennheiser, beyerdynamic etc) and not some trash from HTC or oculus
That puck looks way bulkier than what I was expecting something like that
so I don't really see why someone should use inbuilt headphones
The puck is... a pretty good solution for VR accessories TBH.
@full junco Too many 'audiophiles' hating on the Rift headphones.
But there's a nice upside to using Rift headphones.
And that's - audio engineers can design audio around the presence of the headphones.
It's a known quantity!
Also, if you're not in a quiet environment you need closed headphones for a great experience
True. But most people would use VR in a relatively quiet environment.
And for use cases like trade shows and public demos
You really want headphones like the Rifts... so that it makes less contact with people's ears.
well I don't really care about public demos
But I know what you mean. I have creaky floodboards
if someone can pay $1000 for a good vr headset he can probably also pay $500 for good headphones, and thats worth it
I have $400 IEMs.
They're great. Strong passive noise isolation.
I just appreciate convenience more I guess.
well everyone should use what he likes most, but it was definitely great that htc didnt include headphones with the vive, that would have been a waste of money since people who pay $1000 for a VR headset definitely have great headphones usually
and I'm a bit disappointed that htc didn't show a new vive at CES... I mean, not even a prototype
@clever sky - there are two different battery packs for the TPCast, one that lasts between 1.5-2 hours, and one that is much heavier and lasts 4-5 hours
@hard light thanks for the info. Makes sense now.
@storm vortex I helped develop the UE4 plugin for that rifle and we're also the first game to release on their arcades π
I guess it's safe to say now that I've also tried the puck
It worked out of the box with UE, but UE still doesn't allow for more than two tracked controllers at a time. Hoping that'll be fixed soon
By default*
@real needle That's pretty cool. I saw your game and maybe you in some promo video for that game the other day.
@storm vortex There are two rifles we're supporting
We were in a video for the IliumVR aka "Athena"
The puck is implemented on the VR-15
Does the magazine come out all the way on those controllers or just enough to give them impression and then let you push it back in?
I'd love to have more universal replacement headphones that would allow the same ease of use
oops, this wasn't scrolled down again
@storm vortex On the Ilium or VR-15?
@zinc violet I've seen some awesome mods for the vive, doing a similar design as the rift
well, they just announced there will be "deluxe audio straps" for vive
which is kinda same deal
That looks like more than headphones!
This is what I love about the vive, it was engineered to be modified
isn't rifts headphones detachable too?
although since they have amps built in, you are kinda missing one part already if you have like a proper DAC
I like closed headphones myself
Comfortable to not have to do the second step of finding/putting on headphoens
they "immerse" me more even at regular monitor
and I don't know much about VR, just following the news around it
I'm super happy with the Audio Strap , because it removes ones step from the setup process of VR experience in Exhibitions ... means volunteers who run your experience get less confused π
that's why I had less problems with the Rift compared to Vive in the festivals that I had exhibitions
@dusky moon You should see the demos of the nest at CES, they need to put on the vive, headphones, a custom sub-pac and hand them a rifle that weighs as much as a real one
@real needle lol , I won't complain anymore!
I have a pair of wireless 7.1 headphones that fit under the normal Vive strap
Β―_(γ)_/Β―
@hard light Oooh under the strap, that's nice
I didn't take that into consideration when I got the Steelseries 800
I thought about demo circumstances (and being able to wander around when on conference calls). Wired headphones are cumbersome when having several people use the hmd
headphones are a nuisance in general when demoing VR it seems
@fresh laurel What is "Loom(VR)"?
Not necessarily asking you as you know, but I saw it under Workstation software
I'm not sure if this is the same thing, but it's a great idea: http://www.loomvr.com/
Learn a language in VR using various immersive techniques. Interact with your environment and the locals while effortlessly learning a language
@real needle I do not know
Vega having scalable floating point operations is HUGE
only Tesla cards have that
where they have good performance on half precision and 8bit precision
it also seems to scale directly, at least for what those slides say
so half precision is x2 speed
and those Primitive shaders look interesting
i wonder how are they going to expose it, or if it will a "automatic" compile time merge of the vertex and the geometry shader
would you folks agree https://forums.unrealengine.com/showthread.php?133105-ISMCs-and-HISMCs-performance-optimization-for-mobile-VR-(Gear-VR-etc-)&p=646475#post646475 ?
Modular level design is essential for mobile VR due to how culling of surfaces is done on mobile GPUs. However, ISMCs and HISMCs perform poorly on Gear VR (referencing Gear VR here because that's the platform I've been working on and testing intensively). Not only they perform poorly, but also distance culling per instance doesn't work. Distance culling works only for the entire (H)ISM Component, which makes it useless.
Imagine dungeon built of modular (H)ISMCs and player being in the middle
@wicked oak is 1/2 mm positional tracking accuracy good enough ?
that's what VRTracker provides with 4 cameras
for Gear VR
motorsep you've used ue4 and unity, are ue4s physics more accurate?
it's identical
I have no idea @wintry escarp
what do you even mean by "accurate" ?
(also I haven't really used physics aside from cube falling on top of another cube)
unity cant seem to even do breakout properly, ball keeps going into a flat bounce which should be impossible
sure it can
unity runs almost same version of physx as UE4 but that doesn't mean they act the same
unity just upgraded their physx into 3.3.3
ue4 has been running 3.3.4 for a year already and on 4.14 they upgraded into physx 3.4
so unitys physx version is now 2 years behind
but that's not the biggest difference
biggest difference is that Unity actually tries to run physx at fixed timestep where unreal steps physics (by default) only on each time, so it varies based on your framerate
and that's really bad for the physics sim accuracy
you can't make physics sim that would work just the same on two different computers when you do things like that
ue4 has substepping option but it's still synced to tick, it only allows you to add additional physics steps on lower framerates
folks, let's upvote this one please https://issues.unrealengine.com/issue/UE-40237
that sounds pretty trivial thing to avoid though
that's shouldn't be worked around
setting variable to itself is a common practice
hell, Doom 3 engine code has that stuff all over the place
why would you do that on construction?
I don't get that either
you could do it on begin play
or if you just want to set var yourself, do it in the editor
because it's needed to build stuff in the Editor ?
there are lots of things that don't work on packaged builds when you do them on construction script
that's not for runtime
no way to set a bp to be conditionally compiled based on platform is there?
sadly not
vega looks very nice
is there a stream?
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.
"The request is being evaluated still." @clever sky
no love
Argh... Behavior Trees and AI drive me nuts sometimes...
this is so terrible to debug in VR.
Debugging anyway is terrible in VR.
This is realy the worst
why not to test it and debug in PIE ?
at least its not multiplayer in VR
does PIE any differnt than breakpoints?`I work with breakpoints and print strings all the time...
my forehead does physicaly ache from all the HMD up, HMD down all the time...
stupid question, as soon as I set the focus to UEeditor to see PIE data, then the whole show stops because the HMD is not tracked anymore
is there a setting I am missing?
well, for once you don't need to put HMD on when working in PIE π
playing rather
ok, I see what you mean... I am beyhond that point right now.. the normal stuff works... but I need to get the AI right so the skeletons parry my VR Pawns sword attacks... so i need the controllers
Argh... I found the mistake... lol.. this may be interesting for you, too. I am standing in an narrow corridor.. And I am sitting 2m left from the center of the chaperone playarea. This way, if you focus the pawn from an AI, this center was outside of the corridor... Lesson learned: double tripple quadrouple check if everyone is aiming for the camera
π
lars: i just cover the little sensor by the light with my finger
if i dont want to put on my rift
for the vive i never noticed anything like that, i could just hold it in my hand
do you start the debugger in the VR Preview mode? and do you get an extra window for the VR presentation as I do?
Any updates on Vive Mixed reality in Ue4?
Im reading a lot of stuff about it being in 4.13
Anyone know if there is a marketplace item released or in development, where motion controllers in-game animate based on physical real world button presses?
I know a lot of Unity games have it, not sure if they have something on their marketplace or if it's in the engine by default.
anyone here tried the ue4 remote plugin?
@ebon scaffold, This VR template has animated trigger buttons and trackpad. It's rather easy to do. https://forums.unrealengine.com/showthread.php?106609-Steam-VR-Template
Steam VR Template 2.0
Instruction guide found in the onedrive
Demo video found at https://youtu.be/fkGc61DIlos
https://forums.unrealengine.com/attachment.php?attachmentid=107962&stc=1
So, what this is about?
This template consists of HTC Vive and Oculus Rift compatible pawns and settings, ready to drop in your game. In the main level, there is some objects to test the features of the pawn. So what you can do is choose the features you want, and build yourself/modify a pawn based on
Thank you @graceful junco !
i havent animated my controllers yet
but i just got my teleportation system working
thats all the features i had for milestone1 huzzah
there some sort of network capable vive pawn online somewhere, anybody know where it's located?
@inland acorn i start in vr preview mode for quick testing, i get an extra window for vr presentation also
@wintry escarp No but I want it!
I might use my Β£25 refund on it
I'm guessing that's why its priced just under the refund amount
gents is it possible to make a local MP game where 1 player is on the desktop and 1 on the VR HMD? i've read conflicting stories so far
@full junco Fair enough. But that's like only one better than - no π
I'm still trying to implement the Motion Controllers template mechanics into a different map that was not built for VR. They are all in one project. I open up the map that I do want and I can drop in the VR pawn but when I figure out a way to set it up to play on the headset, it doesn't look good, the stereoscopic is all messed up and it's unbearable so I'm doing something wrong.
Does anyone know how I can go about implementing this? Thanks!
no idea, I only have gearvr and that's basically on or off
@uneven moon Can you provide more information? What map? Standard pawn? Can you take a headset mirrored screenshot or video of the problem?