#virtual-reality

1 messages Β· Page 69 of 1

full junco
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@clever sky well I just saw that if I set the world location of the stereo thing to the relative location of the motion controller then its correct lol

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I think partly that even makes sense...

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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

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obviously its really annoying that they dont just write that somewhere...

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@wicked oak so, I fixed the location...

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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...

storm vortex
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Anyone ever get this error before when packaging?

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Plugins/VRExpansionPlugin/Binaries/Win64/UE4Editor-VRExpansionPlugin-8423.dll' because the file couldn't be loaded by the OS.

full junco
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rotation not correct

clever sky
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@full junco Nice solve. Well half solve πŸ˜ƒ

storm vortex
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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.

clever sky
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I should probably figure a better way to deal with build errors.

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Currently I just make new projects and migrate things across.\

storm vortex
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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 😦

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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

clever sky
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Always a nervous moment when build fails and it doesn't spit out anything comprehendable.

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Error Code 5. Error Unknown.

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Well thanks. Thanks for nothing!

storm vortex
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Yeah, that's what I thought had happened earlier until I noticed the VRExpansionPluginDLL Error

clever sky
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Ah yeah

storm vortex
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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.

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I'm surprised it still lets you use the editor while building. I'm not though due to fear of it crashing

clever sky
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Hehe. Arms sore. Played Quivr for 90 mins

storm vortex
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I keep reading about that game. Is that like Long Bow in the lab?

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I have Holopoint is it much different?

clever sky
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Yes. It's much more like Long Bow than Holopoint.

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It's only like Holopoint in so far as you have a bow.

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Similar to how Serious Sam is like Onward because they have guns πŸ˜ƒ

storm vortex
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haha got it

clever sky
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But yeah, it's basically a polished wave shooter using bow and arrow. With multiplayer.

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Good fun with people around. Games a bit hard without them.

storm vortex
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watching a video now, graphics look nice

clever sky
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Servicable!

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Well done enough, but nothing that'll make you say - dayumm!

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Or maybe I'm just VR jaded now πŸ˜›

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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.

storm vortex
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H3VR started like that too, just a few guns but solid stuff and really grew

full junco
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packaging really isn't much of a problem

clever sky
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I should try H3VR a bit more... bought it, but only spent 10 mins in it πŸ˜›

full junco
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errors are always very clear

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as long as your code in general compiles

storm vortex
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H3VR I think is the best gun game (simulator), and probably best early access game I have bought as far as rapid content updates.

clever sky
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I think I'm just not a big realistic gun fan πŸ˜›

storm vortex
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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.

clever sky
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Ammo, clips, bits bots, ahh why are guns so complicated??!

storm vortex
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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

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I need to play more Arizona Sunshine but I stopped once I got midway through the cave and NOPED out

clever sky
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Have you shown the game you're working on publically yet?

storm vortex
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I've posted some crappy screens on reddit in the comments once

clever sky
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I'm getting too many projects mixed up in my head πŸ˜› there's a bunch of sneaky gun shooter types.

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Dudes running around with silencers.

storm vortex
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Yup that is what I'm planning to do haha

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I'm sure there will be tons of them since the barrier to entry is so low now

clever sky
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Especially with all those plugins

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Making the start up of it all much easier.

storm vortex
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Yeah, you still have to kinda know how to program though.

clever sky
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Absolutely. But... I've only been learning for 6 months now πŸ˜›

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Shit's sooooo much easier than when I tried to learn in Uni.

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Bloody incompetent com sci professors!

storm vortex
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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.

clever sky
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I took an AI course in third year and the lecturer had a super thick accent and was talking in incomprehensible terms.

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This was pre neural net stuff.

storm vortex
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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.

clever sky
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Of course, game AI is nothing like 'AI'

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But I didn't know that then!

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Is that you? πŸ˜›

storm vortex
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lol looks like what i have just from the screenshot

clever sky
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Dear mr wentworth bell, you can use shadow play to record the gameplay.

storm vortex
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That's very similar mechanics to what I have

clever sky
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Well. I'm guessing both of you were inspired by H3VR πŸ˜›

storm vortex
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yeah, or just wanting to use guns in VR how they should be

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none of this tap the button to auto reload

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I hope more games have these mechanics. I want to play them!

clever sky
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I prefer a bit of abstraction to gun mechanics.

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Too much literalism makes the handling a bit finicky. As per H3VR

storm vortex
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Mine is kinda like that video where you just have to be close enough

clever sky
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But at the same time, I do enjoy some of the tactile feeling of reloading

storm vortex
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how'd you come across that video?

clever sky
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the VR Expansion plugin thread on unreal forums

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Dude posted there a day or two ago.

storm vortex
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The rough part about using marketplace assets is everyone is using them

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There are very few decent character models on there so everyone uses those same 3 dudes

clever sky
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Haha... Just gotta do the mechanics and design better than everyone else πŸ˜›

storm vortex
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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.

clever sky
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True.

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Speaking of...

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Should I make an open world zombie apocalypse...

storm vortex
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only if it has crafting

clever sky
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or an open world fantasy medieval

storm vortex
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I like Zombie Apocalypse, but something like Oblivion or Skyrim would be sweet

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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?

clever sky
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Nah. I'm doing a video for my locomotion system.

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Which will be released shortly.

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What's a good site to upload to?

storm vortex
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I've used youtube to host private videos

clever sky
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Not the video.

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The actual demo with executable

storm vortex
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oh someone mentioned itch.io but I haven't used it yet

clever sky
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Ah yeah.

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But yeah, gonna use Synty studio assets.

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Which I know everyone else and their mother and chickens are doing.

full junco
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you can upload anywhere. like Google Drive or Amazon cloud

clever sky
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But, there's no much choice out there if you want nearly a full games worth of assets for cheap πŸ˜›

storm vortex
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If reddit hits your google drive will it max out?

clever sky
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Probably.

storm vortex
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I think it comes down to gameplay as you said

full junco
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I uploaded that BP voxel game demo I did like 9 months ago on Google Drive.

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it got over 100K downloads

clever sky
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Exactly. Most people understand that marketplace assets are a reality of VR dev right now.

full junco
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so Google Drive works

clever sky
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Nice. How big was it?

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I'm putting up a 1.5gb file

full junco
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I dunno

storm vortex
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ahhhh my cook failed after an hour

clever sky
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That sucks.

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Time to migrate

full junco
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you never need to migrate anything lol

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that would be stupid

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I never had to migrate anything. that's not how you fix stuff

storm vortex
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my project folder is 19GB so probably time to reduce it down to what I'm actually using

clever sky
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Or paste the errors into chat so John can help you troubleshoot πŸ˜ƒ

full junco
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if there's an error then it deserves to get fixed

storm vortex
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UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Cook Failure
full junco
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migrate won't fix it

storm vortex
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I'm still looking for the actual errors

full junco
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the error is listed in the cooking log

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it always says something like unknown error in the log at the end, ignore that

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just open it with notepads ++ and search all "error"

storm vortex
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`

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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)
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idk mobile provision profile stuff is showing up. I thought I got away from iOS Code signing

full junco
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I never got that

storm vortex
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Warnings you can ignore right?

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It says I have 12 errors total

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I mean warnings should generally be fixed but that shouldn't prevent a build right?

full junco
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yeah warnings you can ignore

storm vortex
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I think those are my actual errors

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Seems like they are all coming out of that extensions library

full junco
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yeah, don't use any external libraries πŸ˜€

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that's why I try to dont use such stuff

storm vortex
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Yeah, that was my biggest fear of using that library

full junco
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it's enough if someone stops updating it to the new engine version and everything breaks

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not good

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so don't use libraries

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at least none that are related to ue4

storm vortex
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In hindsight I should have tried to package before adding that lib and then again right after adding it.

full junco
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general c++ stuff is fine

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@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

storm vortex
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Yeah, that's another good reason too. Since it's open source I don't mind using it as much.

full junco
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making a game depending on any external stuff is bad

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sometimes it's needed though

storm vortex
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You always have to balance the trade offs

full junco
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but only do it if it's really needed

storm vortex
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time saved vs risk

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well I think this error just became a tomorrow problem. Thanks for your help / tips @full junco

native cedar
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is there a way to stat scenerendering properly in VR?

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I need to do some realtime profiling and the graphs are all messed up, I can't see them!

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their position is kinda off screen

wicked oak
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stat gpu

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also do proper profiling

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stat startfile

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do stuff

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stat stopfile

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open the file created with the big profiler

dusk vigil
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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 πŸ’–
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

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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

fresh laurel
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@dusk vigil - Awesome - How did you like Shiva?

dusk vigil
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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

fresh laurel
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oh nice

dusk vigil
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If I was not doing VR I would have stuck with it

fresh laurel
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@dusk vigil - Going to give it a look at. I love engines

dusk vigil
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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

fresh laurel
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Yeah it is

native cedar
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thing is, stat scenerendering is almost entirely off screen

dusk vigil
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@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?

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Hmm scandinavia's first VR arcade opening in Helsinki next month... Interesting

dusk vigil
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Also, wouldn't the normal stat data be relevant even if running without VR mode?

clever sky
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D9YIP-A82P4-56TMK claimed

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Cheers @dusk vigil

native cedar
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@dusk vigil thanks for the suggestion, I will look into that

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for the next game jam I want to make a Vive game that runs on a 1050 with good sp

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forward rendering, instanced stereo (if it helps), multires, lens matched rendering, single pass stereo, baked lights only (or no lights at all)

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gimme those 90fps

wicked oak
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dat Nvidia VRWorks fancyness

native cedar
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well it's what we have

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what scared me of Vr performance was the number of pixels, but there you go, lens matched rendering, multires

wicked oak
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they are 2 implementations of a similar concept,you cant do both at once

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lens matched rendering renders 4 views, in a way that it minimizes the lost pixels and gives more res to the center

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multires is less optimal, but simpler

native cedar
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whaaaaat

wicked oak
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if only the VRWorks branch had SOME documentation explaining what it does...

native cedar
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you can't use both?

wicked oak
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nope

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The graphics pipeline in NVIDIA’s new β€˜Pascal’ 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, β€˜Simultaneous Multi-projection’ (hereafter β€˜SMP’) allows Pascal-based GPUs to render multiple views from the same …

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the idea is that it renders the world distorted to begin with

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for that reason, the image is more pixel perfect after you put it through the lens shader

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multires is more about varying resolutions

native cedar
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just checked in my funhouse branch and it shows that they are both active

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wait I'll do some test

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yuck, can't disable it without restarting the engine and recompiling all shaders

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thing is, I have it enabled in my project settings and the console confirms I am using it

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BUT if I also enable multires via console command, the performance DOES increase

wicked oak
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Solfar’s 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.

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they are saying that LMS is more like Multires 2.0

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btw, are you on a 1000something gpu?

native cedar
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which means either that all this lens matched is extremely subpar to multires or that it does work with it

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I'm on a 1080

wicked oak
native cedar
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Does everest use multires?

full junco
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don't forget this thread 😊

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spring pond
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sportsbarvr has multires

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i can run it at 200 super sampling and ultra πŸ˜„

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still doesn't look as good as the fwd renderer tho 😦

full junco
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@spring pond well but can't you use both?

spring pond
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eventually, i don't know if the nvidia branch has been updated

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not sure how MSAA + multires work.

full junco
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why should it affect that

spring pond
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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 ^_^

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β˜•

wicked oak
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been fiddling for a while, but finally managed to get traditional locomotion with a character movement component

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in VR

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and aware of head movement

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and that doesnt let you go through walls

spring pond
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nice, all from scratch?

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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

wicked oak
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not that from scratch, im using ACharacter as bas

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plus normal plan character movemnt component

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nice, you can fall off ledges

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if you lean on them

full junco
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so the capsule tracks the camera?

wicked oak
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more or less

full junco
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what if you lean into a wall?

wicked oak
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you cant

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if you lean into a wall, you get pushed back

full junco
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surely feels bad

wicked oak
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you dont normally go to lean against a wall

full junco
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but walking through them is something I do all the time in the real world!

wicked oak
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i should make this work on a more normal "neck" calculation

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right now the capsule is straight down

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so leaning offsets it

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ill change it if it feels odd

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this is for my next game, im doing a prototype

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a multiplayer dungueon crawler, cooperative

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ive given myself 10 days to build a playable prototype. Nothing more for now. I cant keep making a prototype for 3 months XD

full junco
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lol

wicked oak
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yeah, my idea is to do like what i did with DWVR, Shootout, VRMultigames

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build a prototype, see if this can be followed

full junco
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just create a twitter account for it, then you see if it can be followed

wicked oak
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twitter accounts get ignored 100% of the time

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and you needd some concept art

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i dont have that

full junco
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@wicked oak it was a joke. "can be followed"

wicked oak
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ah

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ive heard one thing

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making an advert of the game

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and advertise it on facebook/googleads

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do it with 3-4 different versions of name/artstyle. Target it to your target demographic

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you spend a bit of money, but you get invaluable stats

full junco
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eh I dont wanna make a game because people like it, I wanna make a game because I like it

wicked oak
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this was told to me by a mobile developer

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they used it to sell their F2P stuff

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you know how ruthless mobile dev is this days. Its why i dont want to touch it at all

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its all marketing and trying to trick the whales

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see Mario Run. Great game, polished to a perfect shine, by Nintendo

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"wtf this is not free, wtf 10 dollars too expensive"

wintry escarp
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$10 was ok, always on data requirement was not

wicked oak
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quite a lot of the complains were against the price

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i tried to play it, i cant

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it crashes on launch

wintry escarp
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its worthless on my ipod, I mainly play on the bus and it wont run without a data connection

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same for ipad

full junco
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well $10 is too much for a mobile game

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I wouldnt pay anything for mobile games

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but I don't like mobile games in general πŸ˜„

mighty carbon
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Epic is just unf#cking believable when it comes to some Gear VR related bug reports.

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(and that wasn't a compliment)

wintry escarp
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heh, I don't think peic are interested in mobile vr

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epic

mighty carbon
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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

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I am afk and obviously this is holiday week, so I wouldn't expect too many people to be working

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also heard a rumor that Paragon tanked badly

wintry escarp
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i don't remember seeing any advertising for it

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outside epic sites

mighty carbon
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on Twitter and on YouTube

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not sure where else you expect to see ads nowadays

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I think i saw it on Facebook too, but haven't really used Facebook lately

wintry escarp
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i don't use twitter and only listen to music on youtube

mighty carbon
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my guess is that Paragon was showing no promise already back in the days and that forced Epic to take on Oculus exclusive

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just to think that another MOBA can top DOTA2 or LoL is ridiculous

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I don't even know why they dove into that project

wintry escarp
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they do better with a story driven unreal tournament

mighty carbon
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It's like CliffyB going against Overwatch

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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

wintry escarp
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prob see gearvr support wane as daydream starts to work on more phones

mighty carbon
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Daydream sucks

wintry escarp
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numbers rule, by end of 2017 it will be on a lot more than gearvr

mighty carbon
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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

wicked oak
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@mighty carbon Paragon is on consoles

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In consoles, it has no competition as a moba

mighty carbon
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it's a free game, isn't it? So they need whales to make money, and all whales are on LoL / DOTA 2

wicked oak
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Epic took the oculus exclusive money becouse its easy money

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i mean, if they pay the whole development upfront....

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its free, you get skins

mighty carbon
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so, f2p monetization relies on IAP, which is only like 1% of the audience who pour money into fp2

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f2p

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smaller total player numbers, less chance to have whales spending money in f2p game

wintry escarp
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iap has to fuck off and die

storm vortex
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@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.

dusk vigil
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Welcome

storm vortex
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@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
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not if you package as Release

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if you package as Development you get your console

storm vortex
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@wicked oak thanks for tbe tip on that

clever sky
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@storm vortex good to know

storm vortex
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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.

odd garnet
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Got something awesome for you guys tomorrow!

clever sky
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Sounds exciting!

opal bobcat
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anyone know if oculus rift chaperone system is supported in ue4 yet?

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or is it mainly steam based at the moment?

silk lodge
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@storm vortex there's fancy stuff you gotta do, there are a few writeups about it, search steamvr unreal widescreen

storm vortex
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@silk lodge I tried changing a bunch of source code in the SteamVRHMD.cpp but none of the changes seemed to make a difference.

silk lodge
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did you build?

storm vortex
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I did make a package since I read it won't work in the editor

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I built the VS Solution as well

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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)

silk lodge
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I haven't done it yet

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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

storm vortex
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I'd like full screen for recording demo footage

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and cause I'm having a new years party at my house tomorrow and am going to have some people try it out

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this looks promising

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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

wicked oak
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ill have a look to get that working in my game

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Oculus uses HMD mirror 4 wich is fulscreen

dusky moon
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I'm surprised if it fixes the issue by just commenting those lines , why didn't epic do that yet ?!

mighty carbon
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I hope Epic doesn't meet fate of CryTek

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(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.)

hard light
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"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

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you'd have to be an idiot to buy into yet another Microsoft digital ecosystem at this point

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it's not like any of their other digital storefronts have exactly stood the test of time now

wintry escarp
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looks like winphone is officially dead as of yesterday

mighty carbon
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Windows Store is a good place to be right now

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and with Windows 10 on ARM, it will be a good place anyway

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with Steam being a swamp, Windows Store provides that opportunity

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(to be in a place without saturation)

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@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

wintry escarp
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would be cool but I don't see that happening

mighty carbon
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I actually see it happening

wintry escarp
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MS would have to give win10 away for it to have any chnace

mighty carbon
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that's was the whole idea behind Qualcomm+MS making it happen

wintry escarp
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Samsung top end don't use QUALCOMM here

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looks like only usa does

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S7 beta program is finished

mighty carbon
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USA and China do

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and S8 hasn't been announced yet, so there is a good chance all S8 will be Qualcomm

wintry escarp
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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

mighty carbon
#

FM Radio?! When are you now?

#

I haven't listened to FM for ages. Listen to Pandora most of the times nowadays.

wintry escarp
#

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

mighty carbon
#

not where I live

#

also, get a better data plan πŸ˜‰

hard light
#

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.

wintry escarp
#

zune was killed by only being released in n.america

odd garnet
#

Guys go check out #work-in-progress on my VR game!

real needle
#

@odd garnet How did packaging break the project?

odd garnet
#

Looked like something in the engine got corrupted?

#

tons of errors and then I was unable to open anything

real needle
#

What engine version are you in? Rocket or source?

#

I have never heard of anything like it

odd garnet
#

4.14.1, when I opened it in source the Engine had a ton of errors

real needle
#

Ah so yeah. A project that gets migrated to a source build can definitely cause issues

odd garnet
#

No it had already been open in source and everything.

real needle
#

Did you package in the source version?

odd garnet
#

No I packaged in the Engine

real needle
#

You mean launcher build?

odd garnet
#

Editor i think is the right word?

real needle
#

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)

odd garnet
#

Oh okay, then Rocket/Launcher.

real needle
#

When people refer to the engine as "source" they usually mean a version that you compiled

odd garnet
#

I'll remember that

real needle
#

So, you packaged, and then when you opened the project it had a ton of errors?

odd garnet
#

It failed the packaging due to unknown cook error

#

and force quit the editor

#

(why is it called rocket?)

real needle
#

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?

odd garnet
#

Well It only took a day sigh

real needle
#

And it then packaged just fine?

odd garnet
#

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?

real needle
#

There doesnt seem to be much of a game? Mostly just exploring?

odd garnet
#

Oh well PvP works for now

real needle
#

I didn't see that part

odd garnet
#

We didnt exactly show case it xD

#

I died at the end so we decided to end it like that

real needle
#

I would suggest you work on a couple of nausea reducing options if you're sticking with the trackpad locomotion

odd garnet
#

The next room we we're gonna have a duel

#

Oh yeah the speed is default right now

real needle
#

Oh and get some audio in, it's terribly boring watching gameplay without audio :b

odd garnet
#

Same lol

#

I told my partner to put some audio in and he was like "eh"

#

SFX are needed too

real needle
#

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

odd garnet
#

yeah replication could be easier

#

Spatialized audio is just attenuation settings and spatialize selected yeah?

#

plus making sure sound is mono

real needle
#

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

odd garnet
#

When we get a grant, production quality will go up 100%

#

It's just me and another working on it right now

real needle
#

Where are you looking to search for one?

odd garnet
#

Austin Texas native, so there's a lot of tech / software grants here

#

Also Epic's Dev grants

real needle
#

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

odd garnet
#

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

real needle
#

Happy New Years to all the VR devs that can't let go of their projects!

digital marlin
#

lol

#

Specific and accurate.

scenic slate
#

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?

odd garnet
#

You probably should have it go through a timeline. Then based on the controllers relative rotation it plays a specific part of that timeline

zinc violet
#

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

opal bobcat
#

@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

zinc violet
#

or in blueprints...

opal bobcat
#

yeah, if you're into blueprints

silk lodge
#

@odd garnet How's the VR scene in Austin?

odd garnet
#

What do you mean?

#

Like do a lot of people have headsets?

silk lodge
#

are there places to hang and meet vr folks and vr party?

odd garnet
#

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

silk lodge
#

cool

odd garnet
#

yeah its pretty tech heavy

#

like Silicon Valley V2

silk lodge
#

seems like the place to be

#

what do you do with vr?

odd garnet
#

I build games mostly

#

and I play SPT and Raw Data

#

Virtual Desktop a lot

silk lodge
#

what's your spt score @odd garnet

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

silk lodge
#

i got to 120k

#

i was doing 30m of active vr games daily

#

and that was one of 'em

odd garnet
#

jeeeez

scenic slate
#

@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.

waxen solstice
#

I'm having a problem selecting destructible actors while doing VR editing. Anyone else see this?

real needle
waxen solstice
#

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?

real needle
#

@waxen solstice Is it bigger than 2gb?

#

Unreal only supports 2gb files to be imported

waxen solstice
#

31.5 MB

real needle
#

Hm

#

Dunno then

waxen solstice
#

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

fresh laurel
#
VRScout

It may look like China’s VR industry is imploding, but that’s 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 …

scenic slate
#

aah, just bought Vanishing Realms! Time to test it πŸ˜ƒ

#

its in a winter sale now

mighty carbon
#

The less Chinese plastic Cardboards on the market, the better

opal bobcat
#

vanishing realms is lots of fun

#

i'd put it second to i expect you to die for pure fun in a vr title

odd garnet
#

@scenic slate @opal bobcat How long is the gameplay?

scenic slate
#

Player one and a half hour.. So far good.

#

It's entertaining to look the hidden treasures

wicked oak
#

first prototype video of the dungueon crawler im making

#

dev days, 2

#

yesterday and today

#

sorry, 3

odd garnet
#

Looks cool!

#

Kinda like our game

wicked oak
#

what are you working on?

odd garnet
#

Why are you always looking so far down when you're shooting your arrow

#

Dungeon Crawler as well

wicked oak
#

just the capture stuff

odd garnet
#

using the same assests

wicked oak
#

lol

odd garnet
#

Hey I mean theyre good assets

wicked oak
#

they lightmap horribly

#

im using them for now

#

prototype and stuff

odd garnet
#

Oculus or Vive?

wicked oak
#

too blocky too

#

both

odd garnet
#

Ahh we're going for the low poly look

wicked oak
#

and i see if i can get something like it working on PSVR

#

literally everyone making a dungueon crawler thiss days or what

odd garnet
#

Maybe make it so you can't spam arrows that hard

wicked oak
#

ill leave it like that but make them much less strong

odd garnet
#

lol

wicked oak
#

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

odd garnet
#

Same...

#

GET OUT OF MY GAME

#

WRRYYYYYY

#

Lol no

#

best of luck to you

wicked oak
#

this is one of my 3 possible projects

#

this is other of them

odd garnet
#

Holy shit you have the force!

#

Also I love the particle effects on the guns

wicked oak
#

this one is "on hold" due to not having a team to design the levels

odd garnet
#

I love that you have the force tho

wicked oak
#

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

odd garnet
#

You should be able to ragdoll the bodies with the force

#

and be able to force anything

#

It's just super cool

noble crater
#

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

wicked oak
#

@odd garnet you can

#

i think

#

disabled becouse if you force the bodies you cant force the weapons into your hand

odd garnet
#

Or you have to force the bodies away WITH your hands

#

to grab the weapons

wicked oak
#

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"

digital marlin
#

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.

real needle
#

@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

clever sky
#

@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.

limber rose
#

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

digital marlin
#

@clever sky @real needle Cool. I'll try that out and see how it goes.

limber rose
#

/** Temporarily suspends rendering (useful for finer control over scene transitions). */
virtual void SuspendRendering( bool bSuspend ) = 0; from openvr.h

clever sky
#

Expose it to BP in C++ and call it on level load? πŸ˜›

#

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 πŸ˜›

#

but finally coming to a close.

mighty carbon
digital marlin
#

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

#
#

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?

midnight tree
#

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

real needle
#

@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

midnight tree
#

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

real needle
#

@midnight tree It's what the documentation says πŸ˜ƒ Yes, and then memory but you would need a very large nav mesh for it to impact heavily afaik

midnight tree
#

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

zinc violet
#

they've been busy, now their android <-> pc app simulates SteamVR too

#

and that PSVR (separate app though)

real needle
#

Alternatives are good

zinc violet
#

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 πŸ˜„

#

but we are talking now 15€ 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

fresh laurel
hard light
#

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?

cobalt relic
#

Everyone is going to try existing in VR

wicked oak
#

its lenovo

#

thats all i see

cobalt relic
#

It's good that companies are trying different approaches

wicked oak
#

ive had a lenovo laptop, and knew people that did

#

they are trash

#

and they installed virus on them by default

cobalt relic
#

Yeah

wicked oak
#

on the goddamn BIOS

cobalt relic
#

Then again, the competition is HTC

#

I had a HTC phone once

wicked oak
#

but HTC is a mass market phone company, they are closer to the tech needed by headsets

cobalt relic
#

I had to wipe texts regularly, because opening a conversation took 10minutes if I didn't

wicked oak
#

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

cobalt relic
#

VR is going to be like smartphone,s with plenty of different ideas thrown around until people standardize

wicked oak
#

and asus

cobalt relic
#

VR/AR

#

In 5 years you will probably have two or three big brands with 90% of the market and a similar setup

wicked oak
#

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

next pebble
#

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

wicked oak
#

who knows

#

it does sound really cool

next pebble
#

Yeah, but i`m highly skepital

hard light
#

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

mighty carbon
#

Why do you need inside-out tracking with tether to PC?

hard light
#

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

mighty carbon
#

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?

wicked oak
#

link again?

mighty carbon
#

You could have also just scrolled up a bit ;)

mighty carbon
wintry escarp
#

we don't get snapdragon samsunh phones, any news about new exynos?

mighty carbon
#

you will get one

#

S8 might be Snapdragon all the way, no Exynos

#

worldwide

umbral imp
#

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?

mighty carbon
#

I wonder if UE4 would benefit from this kind of renderer

wicked oak
#

its pretty much what the forward renderer is

#

just not with vulkan

mighty carbon
#

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)

storm vortex
#

@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

real needle
#

Someone here with Oculus Touch and 3D Widget Experience? I have an issue

wicked oak
#

Second video of the DGN prototype

#

the player is a client on a server

#

more players can join

native cedar
#

Wait ue4 is on forward plus?

wicked oak
#

yup

#

thats what the 4.14 forward is

native cedar
#

Cooooool

odd garnet
#

Can you make it so you're looking a bit more up @wicked oak

wicked oak
#

its the camera 😦

#

i can make a vertical video

odd garnet
#

It's just hard to see anything

wicked oak
#

on some parts i look up, so it lookss better on vide

#

i think next one will be done as monoscopic stretched and fuckit

opal bobcat
#

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...

storm vortex
#

@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.

opal bobcat
#

i'll look around for it, thanks

#

yeah that did the trick its starting beautifully

#

only 768mb small!

digital marlin
#

tiny

opal bobcat
#

it could almost fit on a cd

digital marlin
#

haha CD Rom

opal bobcat
#

gets down to about 415mb fully compressed, not horrible

storm vortex
#

How long does it take to build?

opal bobcat
#

to do a c++ build is just a minute

#

to do a full packaging is closer to 5

storm vortex
#

wow thats fast, mine is an hour the first time and then about 25 minutes each time afterwards

opal bobcat
#

i have 99% c++ code and 1% bp

storm vortex
#

mines very unoptimized though

opal bobcat
#

you have a bunch of content im asuming?

#

shaders and all that

storm vortex
#

yeah a ton of marketcontent im not even using yet just to play with

opal bobcat
#

my content is minimal, im basicaly creating content on the fly at runtime

mighty carbon
#

is anyone here with Gear VR (besides smilertoo) ?

urban shell
#

has anyone successfully implemented entitlement checks on the rift and passed submission with 4.14?

real needle
#

@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?

opal bobcat
clever sky
#

That song reminds me of flying on a plane as a kid.

#

Which you could indirectly associate with laser pointers.

real needle
#

@opal bobcat I prefer "physically" interacting with the menus, pointers can a little wobbly and inaccurate when there are many buttons

clever sky
#

Funnily enough, I'm the opposite. I prefer pointers over 'physically' reaching out to grab things.

real needle
#

Zaptruder mode!

clever sky
#

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.

real needle
#

Yes that size of menu wouldn't really work within 1m :b

clever sky
#

My own menus are set around... 1-1.2m away from the user. They're also about 1-1.2m wide.

mighty carbon
#

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

wintry escarp
#

so you think Samsung might drop exynos on the S8 and do snapdragon only?

mighty carbon
#

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

tribal citrus
#

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!

wicked oak
#

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

mighty carbon
#

stylized would work really well

#

think of Deus Ex or Dishonored art style

#

(or something even more simple that those)

#

or anime art style

wicked oak
#

or furry

#

and you get mad cash

tribal citrus
#

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?

wicked oak
#

we are far from there now

#

not sure if Gen2 will have that stuff

tribal citrus
#

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

wintry escarp
#

motorsep did you solve your gearvr issue?

mighty carbon
#

@wintry escarp which one ?

wintry escarp
#

you were looking for gearvr owners last night

mighty carbon
#

oh, I wanted to see of anyone wants to work on a project with me πŸ˜ƒ

mighty carbon
#

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

graceful junco
#

Is it a bad idea to disable the late update of the motion controllers? Will people notice?

#

I mean using the DisableLowLatencyUpdate flag.

wicked oak
#

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

graceful junco
#

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.

wintry escarp
#

did you finish your desert wandering game?

graceful junco
#

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.

mighty carbon
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@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 πŸ˜ƒ

opal bobcat
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@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.

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@real needle also my menus are very close to the user, infact they're attatched to one of the controllers

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kinda like how tiltbrush does it

mighty carbon
urban shell
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@real needle i haven't built any code that checks for rift use on a steam platform...hm...i guess this causes complications.

rare violet
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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?

mighty carbon
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Vive was not meant to last /me hides

rare violet
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lol

opal bobcat
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nice, now i have laser pointer resize at a distance working

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so i can manipulate vr objects both up close and at a distance

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my force powers are growing!

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now for teleportation

rare violet
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πŸ˜ƒ

south summit
#

is there a good solution for a drawing board in vr?

mighty carbon
#

NOLO VR is an intriguing Lighthouse-like positional tracking system designed to bring β€˜room scale’ positional tracking and motion controls to mobile VR headsets. On top of that, the company is claiming SteamVR β€˜compatibility’ through remote play via Riftcat’s VRidge software, all with an expected launch price of $99. You can sense CES is just around the corner as …

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@wintry escarp ^^

normal thorn
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what do you guys think, should I post my steam store as coming soon? or just wait until its approved?

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app is "Your app build is in the review queue"

mighty carbon
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is 1/2 mm good enough positional tracking accuracy ?

wintry escarp
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riftcat would be good if it made gearvr appear as a desktop hmd to ue4

uneven moon
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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?

normal thorn
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did you set your pawn in the game mode?

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set your game mode in the project settings>maps & modes>default game mode

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in your game mode default pawn class = your pawn

uneven moon
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Ah okay, will try now

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Hmm

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@normal thorn I don't see a 'Maps & Modes' option under project settings

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Nvm, found it

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I set it to 'GameMode' but all the options under that are greyed out and I can't change the default pawn class

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'DefaultPawn' is selected

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If I set the default gamemode to 'RenderToTexture_Game' it lets me adjust the rest, not sure what this one is for though

mighty carbon
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5 Million units, Carl !!!

vocal maple
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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?

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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?

storm vortex
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@vocal maple In my limited experience with the Vive and Unreal I have found that transparent materials like glass totally kill performance.

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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

vocal maple
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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?

real needle
zinc violet
storm vortex
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@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.

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So far glass was the only big one for me. I had a feeling it was the transparency so I just got lucky.

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Are you using the forward renderer?

vocal maple
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I am on 4.14.1, is it enabled by default?

storm vortex
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I don't think it is. You can check in the project settings just search "forward"

real needle
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no not by default

vocal maple
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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?

storm vortex
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I think that was the only one I have checked, I would love to know if there are others though πŸ˜ƒ

clever sky
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Battery life reports of TPCast is a bit inconsistent.

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I've seen 1.5 hours, 2 hours, 5 hours. Which is it?!

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Also hot swappable battery packs.

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Can I assume it's 5 hours with both battery packs?

storm vortex
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I was wondering if they would be swappable

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I don't mind the cord myself, but I'd love to have wireless for when I demo to people

clever sky
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Or maybe I (or other people reporting it) are getting wires crossed with other wireless devices.

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Yeah, I'm gonna get the wireless and the headstrap

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Will be a nice combo for demoing.

storm vortex
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That headstrap alone looks really comfortable

clever sky
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Also, build a new mini PC

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The headphones are a big win for me.

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That's the thing I like about the Rift most... don't have to futz around with headphones.

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Even though I've got a great pair

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it's still an extra 10-15 seconds of futzing around.

storm vortex
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I hope they don't charge over $100 for it but I'm not holding my breath. I'm going to bet around $150

clever sky
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Yeah, I don't expect it to be cheap either.

storm vortex
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+$40 in shipping 😩

clever sky
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Anyone going for the puck?

storm vortex
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I saw a picture of some VR rifle. I'd like to get one of those.

full junco
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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

storm vortex
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That puck looks way bulkier than what I was expecting something like that

full junco
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so I don't really see why someone should use inbuilt headphones

clever sky
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The puck is... a pretty good solution for VR accessories TBH.

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@full junco Too many 'audiophiles' hating on the Rift headphones.

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But there's a nice upside to using Rift headphones.

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And that's - audio engineers can design audio around the presence of the headphones.

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It's a known quantity!

full junco
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Also, if you're not in a quiet environment you need closed headphones for a great experience

clever sky
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True. But most people would use VR in a relatively quiet environment.

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And for use cases like trade shows and public demos

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You really want headphones like the Rifts... so that it makes less contact with people's ears.

full junco
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well I don't really care about public demos

clever sky
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But I know what you mean. I have creaky floodboards

full junco
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if someone can pay $1000 for a good vr headset he can probably also pay $500 for good headphones, and thats worth it

clever sky
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I have $400 IEMs.

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They're great. Strong passive noise isolation.
I just appreciate convenience more I guess.

full junco
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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

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and I'm a bit disappointed that htc didn't show a new vive at CES... I mean, not even a prototype

hard light
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@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

clever sky
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@hard light thanks for the info. Makes sense now.

real needle
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@storm vortex I helped develop the UE4 plugin for that rifle and we're also the first game to release on their arcades πŸ˜ƒ

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I guess it's safe to say now that I've also tried the puck

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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

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By default*

storm vortex
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@real needle That's pretty cool. I saw your game and maybe you in some promo video for that game the other day.

real needle
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@storm vortex There are two rifles we're supporting

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We were in a video for the IliumVR aka "Athena"

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The puck is implemented on the VR-15

storm vortex
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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?

zinc violet
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I'd love to have more universal replacement headphones that would allow the same ease of use

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oops, this wasn't scrolled down again

real needle
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@storm vortex On the Ilium or VR-15?

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@zinc violet I've seen some awesome mods for the vive, doing a similar design as the rift

zinc violet
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well, they just announced there will be "deluxe audio straps" for vive

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which is kinda same deal

real needle
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oh I missed that

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neat

real needle
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That looks like more than headphones!

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This is what I love about the vive, it was engineered to be modified

zinc violet
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isn't rifts headphones detachable too?

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although since they have amps built in, you are kinda missing one part already if you have like a proper DAC

real needle
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I think they are, but I haven't tried

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I really like them

zinc violet
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I like closed headphones myself

real needle
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Comfortable to not have to do the second step of finding/putting on headphoens

zinc violet
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they "immerse" me more even at regular monitor

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and I don't know much about VR, just following the news around it

dusky moon
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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 πŸ˜„

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that's why I had less problems with the Rift compared to Vive in the festivals that I had exhibitions

real needle
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@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

dusky moon
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@real needle lol , I won't complain anymore!

hard light
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I have a pair of wireless 7.1 headphones that fit under the normal Vive strap

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Β―_(ツ)_/Β―

fresh laurel
real needle
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@hard light Oooh under the strap, that's nice

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I didn't take that into consideration when I got the Steelseries 800

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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

hard light
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headphones are a nuisance in general when demoing VR it seems

real needle
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@fresh laurel What is "Loom(VR)"?

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Not necessarily asking you as you know, but I saw it under Workstation software

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I'm not sure if this is the same thing, but it's a great idea: http://www.loomvr.com/

fresh laurel
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@real needle I do not know

mighty carbon
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Oculus came up with VR scripting for Web based on Javascript

wicked oak
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Vega having scalable floating point operations is HUGE

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only Tesla cards have that

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where they have good performance on half precision and 8bit precision

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it also seems to scale directly, at least for what those slides say

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so half precision is x2 speed

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and those Primitive shaders look interesting

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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

mighty carbon
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mighty carbon
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@wicked oak is 1/2 mm positional tracking accuracy good enough ?

wicked oak
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barely

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should be alright tho

mighty carbon
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that's what VRTracker provides with 4 cameras

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for Gear VR

wintry escarp
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motorsep you've used ue4 and unity, are ue4s physics more accurate?

hard light
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it's identical

mighty carbon
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I have no idea @wintry escarp

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what do you even mean by "accurate" ?

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(also I haven't really used physics aside from cube falling on top of another cube)

wintry escarp
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unity cant seem to even do breakout properly, ball keeps going into a flat bounce which should be impossible

zinc violet
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sure it can

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unity runs almost same version of physx as UE4 but that doesn't mean they act the same

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unity just upgraded their physx into 3.3.3

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ue4 has been running 3.3.4 for a year already and on 4.14 they upgraded into physx 3.4

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so unitys physx version is now 2 years behind

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but that's not the biggest difference

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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

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and that's really bad for the physics sim accuracy

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you can't make physics sim that would work just the same on two different computers when you do things like that

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ue4 has substepping option but it's still synced to tick, it only allows you to add additional physics steps on lower framerates

mighty carbon
zinc violet
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that sounds pretty trivial thing to avoid though

mighty carbon
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that's shouldn't be worked around

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setting variable to itself is a common practice

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hell, Doom 3 engine code has that stuff all over the place

hard light
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why would you do that on construction?

zinc violet
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I don't get that either

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you could do it on begin play

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or if you just want to set var yourself, do it in the editor

mighty carbon
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because it's needed to build stuff in the Editor ?

zinc violet
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there are lots of things that don't work on packaged builds when you do them on construction script

mighty carbon
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that's not for runtime

wintry escarp
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no way to set a bp to be conditionally compiled based on platform is there?

hard light
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sadly not

full junco
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vega looks very nice

wintry escarp
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is there a stream?

mighty carbon
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as always, no specs for hardware (CPU, GPU, OS, RAM, VRAM, storage, etc.)

full junco
#
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"The request is being evaluated still." @clever sky

mighty carbon
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no love

inland acorn
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Argh... Behavior Trees and AI drive me nuts sometimes...

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this is so terrible to debug in VR.

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Debugging anyway is terrible in VR.

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This is realy the worst

mighty carbon
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why not to test it and debug in PIE ?

wicked oak
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at least its not multiplayer in VR

inland acorn
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does PIE any differnt than breakpoints?`I work with breakpoints and print strings all the time...

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my forehead does physicaly ache from all the HMD up, HMD down all the time...

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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

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is there a setting I am missing?

mighty carbon
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well, for once you don't need to put HMD on when working in PIE πŸ˜ƒ

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playing rather

inland acorn
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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

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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

mighty carbon
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πŸ˜ƒ

opal bobcat
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lars: i just cover the little sensor by the light with my finger

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if i dont want to put on my rift

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for the vive i never noticed anything like that, i could just hold it in my hand

inland acorn
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do you start the debugger in the VR Preview mode? and do you get an extra window for the VR presentation as I do?

odd garnet
#

Any updates on Vive Mixed reality in Ue4?

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Im reading a lot of stuff about it being in 4.13

ebon scaffold
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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.

wintry escarp
#

anyone here tried the ue4 remote plugin?

graceful junco
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@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

ebon scaffold
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Thank you @graceful junco !

opal bobcat
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i havent animated my controllers yet

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but i just got my teleportation system working

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thats all the features i had for milestone1 huzzah

silk lodge
#

there some sort of network capable vive pawn online somewhere, anybody know where it's located?

storm vortex
opal bobcat
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@inland acorn i start in vr preview mode for quick testing, i get an extra window for vr presentation also

real needle
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@wintry escarp No but I want it!

wintry escarp
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I might use my Β£25 refund on it

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I'm guessing that's why its priced just under the refund amount

midnight tree
#

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

clever sky
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@full junco Fair enough. But that's like only one better than - no πŸ˜›

uneven moon
#

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!

wintry escarp
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no idea, I only have gearvr and that's basically on or off

clever sky
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@uneven moon Can you provide more information? What map? Standard pawn? Can you take a headset mirrored screenshot or video of the problem?