#virtual-reality

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clever sky
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Maybe I don't know what the problem is, but it's a hell of a lot easier for me or anyone else to have a crack at the issue if there's more information ๐Ÿ˜ƒ

zinc violet
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heh, old news but I found it funny still

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that's SO misleading

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they said 22% improvement for forward, mention MSAA in the article but never say anything about MSAA perf cost

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if people just read the article, they'd think it's 22% faster with MSAA

full junco
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@zinc violet well don't expect journalists to cover tech stuff correctly

zinc violet
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Eye-tracking is oft called the โ€˜next generation technologyโ€™ for VR headsetsโ€”lest we forget FOVE, the creators of the worldโ€™s first commercially available eye-tracking VR headset, the aptly named FOVE 0. The company has recently announced that theyโ€™ll begin shipping FOVE 0 around the world starting January 2017. Born from a successful Kickstarter campaign back in โ€ฆ

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@full junco yeah, but it's still silly as they clearly said the 22% and -25% figures same time, it looks like the person who wrote that delibrately just decided not to mention that

full junco
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@zinc violet the more "wow factor" there is for a reader of the article, the more likely it is for that article to get shared ๐Ÿ˜›

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so more ad money

granite jacinth
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Hmm

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FOVE compatible with SteamVR

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games

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I guess they mean only the ones with controller support

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non-motion

zinc violet
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yeah

granite jacinth
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That's still kind of cool

zinc violet
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with new steamvr supported headsets around, we should expect more standalone steamvr supported motion controllers too

granite jacinth
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But, I mean...

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Rift is priced at $600

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no motcons

zinc violet
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NOLO VR is an intriguing Lighthouse-like positional tracking system designed to bring โ€˜room scaleโ€™ positional tracking and motion controls to mobile VR headsets. On top of that, the company is claiming SteamVR โ€˜compatibilityโ€™ through remote play via Riftcatโ€™s VRidge software, all with an expected launch price of $99. You can sense CES is just around the corner as โ€ฆ

granite jacinth
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Hmm, I saw that in CES

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well

zinc violet
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it can't be good though

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just one camera?

granite jacinth
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I saw it via FB live

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One camera can get it done

zinc violet
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how could it even track behind your back?

granite jacinth
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Depends on what the usecase is

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If it is only meant for front action games

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then it will work fine

zinc violet
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I guess

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or you can locale the camera really up high

granite jacinth
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Although two is the min for full 360 rotation

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And 3 has been said to be perfect

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I mean, if you can ADD this

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to existing lighthouses

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so you can have 3, that would be cool

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a bit cheaper than current LHs

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Ah

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I saw that video on NOLO

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that thing sits pretty high on the mobile hmd

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Although he didn't do a full 360

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it was pretty decent rotation

zinc violet
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you'd want to be able to do 360 with mobile hmd though

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as you are not bound by wires anymore

granite jacinth
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hmm,

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he did go 180 on the very first frame after putting it on , but it didn't show anything on screen, so I am skeptical

zinc violet
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me too

granite jacinth
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But anyway, I am pretty sure the minimum for ANY VR HMD is still 2 for true 360 support

zinc violet
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and 100 bucks for something subpar is still a lot of money which you could put into proper headset + tracker combo already

granite jacinth
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Well, see, that's the thing. This is meant for those early adopters

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Like, I already have a GearVR

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had it for ages

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barely use it

zinc violet
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technically, you could use optical tracking attached to HMD only

granite jacinth
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But, hey, this thing comes out, let me throw an extra 100 at it

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and maybe get some new use out of it

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That's their big idea anyway

zinc violet
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I'm sure that's what future headsets will do, but it'll take a while

granite jacinth
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I don't know

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I saw the new stuff from Vive

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gloves, gun attachment

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etc

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Pretty sexy stuff

zinc violet
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that thing is marketed to do tracking like that

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but we only see in the future if they can pull it off

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it would make a lot of sense though to do it like that if possible

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as it wouldn't rely on external stuff anymore

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although, no idea how they'd do motion controllers with such thing ๐Ÿ˜„

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the Vive attachment thing will be handy for sure

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did they tell if you could have multiple?

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would be nice to tag certain gameobjects with it

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like a steering wheel in a car

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you basically wouldn't need motion controllers in a VR racing game but you'd want to be able to locate the steering wheel easily

granite jacinth
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The Vive accessory market is about to get a huge boost thanks to the newly announced HTC Vive Tracker. Gaming, training, and more benefit from the enhanced immersion that comes from wielding โ€œrealโ€ tools, weapons, and instruments. Today I was a sniper, a firefighter, and a professional baseball player, all thanks to VR. Iโ€™ve actually done โ€ฆ

zinc violet
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yeah, they only demonstrate it with one tracker there

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I'm curious if you could have several on same game

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that doesn't look very safe ๐Ÿ˜„

uneven moon
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I figured out a way to copy the assets from another level into my VR template level but when I go into VR preview mode, the stereoscopic is all messed up

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Any idea why?

granite jacinth
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How did you copy the assets over @uneven moon ?

uneven moon
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I added the map I needed assets from as a sub-level, I hid the primary level and selected all the assets in the map, copied them, hid the sub-level, un-hid the primary level, selected it, pasted all the assets, deleted the sub-level

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I had the VR pawn where I originally had it but this time with all the new assets in the scene

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I had the same issue when I took the VR pawn and placed it in the other level instead, the stereo was really messed up and things were warped strangely

real needle
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@granite jacinth The image with a rifle and a gun, those are ""PPGuns" and the version I tried of them was terrible, but they were also simulating key presses for input. With the puck they can call same input event as motioncontroller trigger, which is sweet

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Using it's wireless which is much better

granite jacinth
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That's pretty cool

real needle
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@uneven moon Do you have a post process volume with screenpercentage set on it?

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Check in world outliner

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Unbound post process doesn't work very well for stereo, some settings break stuff

uneven moon
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@real needle I don't see any such setting on my postprocessvolume

real needle
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@uneven moon Just search for screenpercentage

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It's under aliasing settings I think

uneven moon
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@real needle I deleted the post process and it's still there

real needle
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Restarted computer? Steam/SteamVR? Is it a source project or bp only?

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Did you set number of players to anything else than 1?

uneven moon
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I'm using the VR template (Motion Controller map)

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That map is set as the default and I just imported the mesh from the other level

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The level I imported was a Showcase map from a pack I bought from the UE4 store

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Is it possible his settings are being carried over? All I did was copy paste the assets

real needle
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When bringing assets into your project from another project it is best practice to Right click the folder with contents that you want, and hit "Migrate". Then select to migrate to your new project. Make sure they're the same engine versions, otherwise things can break

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When bringing assets into your project from another project it is best practice to Right click the folder with contents that you want, and hit "Migrate". Then select to migrate to your new project. Make sure they're the same engine versions, otherwise things can break

wintry escarp
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rift and vive are starting to look old at an amazing speed

mighty carbon
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old, not obsolete

clever sky
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@wintry escarp why do you say that?

mighty carbon
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๐Ÿ˜›

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In the scope of our first episode of the Daydream District Interview in 2017, I had the chance to speak with Lisa Zhao, founding member of LYRobotix. The company is exhibiting their Nolo VR tracking system at this yearโ€™s CES, promising front-facing room-scale VR with 6-DOF motion tracking for mobile VR systems like Daydream, GearVR โ€ฆ

clever sky
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Might be interested in getting one of those if you could somehow make the Vive or Touch controllers simultaneously compatible with different headsets.

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Otherwise VR with just the HMD is so 2014.

mighty carbon
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hah

real needle
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I'm stuck with a silly error that I just can't get rid of. The first map that loads will not track the motioncontrollers. If I reload same map w same options, it works just fine...

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This is in standalone

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@clever sky I'm waiting for the SteamVR tracking HMDs from third parties, haven't seen any yet

leaden jackal
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Anyone know when Oculus deposits funds from store sales? Is it 30 days like Valve?

mighty carbon
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if they don't feel like giving it to you, they won't!

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/s

wintry escarp
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zaptruder: new things make them look big and clunky

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motorsep: you tried that ue4 remote addon?

mighty carbon
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no, what is it for, @wintry escarp ?

mighty carbon
wicked oak
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oh god its ugly

mighty carbon
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and heavy, and drifting badly

wicked oak
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TLDR, trash

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Oculus 6 month older version is a lot better

mighty carbon
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yeah, it seems that while there is a lot of innovative stuff coming out, Rift/Vive are the only ones that are truly consumer friendly and mass market ready desktop VR devices (and PSVR if we take consoles into account)

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and Gear VR of course

wicked oak
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well, SteamVR/Vive is the "first"

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with the backing of Valve research + HTC factories and experience

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Oculus has the best minds of ANY company (carmack, abrash, etc)

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and its a company focused on VR, with accesss to the endless facebook money

mighty carbon
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  • Samsung
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(I keep my fingers crossed for S8)

wicked oak
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for sure

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Lets hope samsung has learnt

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its already a HUGE phone, let it be a little bit fatter

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and cram a better battery on it

mighty carbon
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it actually is going to be slimmer than Note 7

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and that's a concern

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(slimmer because SoC is 10nm vs 14nm in Note 7)

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lol, unbelievable how many leaks for S8 come out every day

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well, if that's the case, I'll go with vanilla S8

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wtf?! I tweeted at VulkanAPI asking if stuff in Mobile Vulkan is ready for Gear VR. They retwitted my twit as if they have no business in working on API

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bizarre ... I thought 2017 should be a better year ๐Ÿ™„ ๐Ÿ˜’

real needle
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Phew, UI for online gameplay in VR is quite a task. I'm able to emulate tooltips though which helps a lot!

mighty carbon
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congrats @wicked oak

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DWVR is on Oculus Store !

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Comfort: Intense

wicked oak
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it is

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but its on Gallry

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wich is the least important store page

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ive sent them a message about what should i do to end up in Early Access

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its logical its on gallry, its still buggy

real needle
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@wicked oak How do you deal with checking for rift users if they're playing through steam?

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Get HMDDevice returns the platform, no device

wicked oak
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still works

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just fine

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also, in steam you have to add the launch options

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works automagically when you do that

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and i dont know, but it works for me

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its allways worked

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even when launchging through steam without that launch options

real needle
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Huh, I see

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I'm assuming GetHMDDevice returns the plugin that's (mainly?) being used

storm vortex
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Does GetHMDDevice return the type of headset being used Vive vs Rift?

wicked oak
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with vive it returns steamvr

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but at least in my case, it opens on oculus anyway, even if you launch it on steam

real needle
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For me it just returns SteamVR, even when I'm using a rift but I'll try your fix

opal bobcat
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psvr sounds like a nightmare, but people will buy that crap anyways just because its the official POS that you use w/a PS4

wicked oak
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it works

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and its better than a DK2

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in fact, it runs DWVR perfectly well

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at same settings as PC

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(to be fair, DWVR is geometry/drawcall bound, so ps4 has an advantage there)

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plus 60 fps instead of 90

opal bobcat
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so what everyone is saying about its shit tracking is exaturated?

wicked oak
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no, its true

opal bobcat
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i understand it is supposed to be comfortable

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but the rift is plenty comfortable for me

wicked oak
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psvr is super confortable

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the best headset for that

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becouse it doesnt push to your face

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you have the weight in your forehead with that circle thing

opal bobcat
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and im pleased to see htc trying to correct its ergonomics with the new audio strap

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aslong as its well reviewed i will be purchasing it

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yeah its like a welders mask

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i wonder why oculus didnt do that sometimes

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i think my dad was complaining about that too

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he would prefer the welders mask style because that's what he's used to

mighty carbon
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So, PSVR doesn't come off your head if you move erratically ?

opal bobcat
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hopefuly vr wont require me to ever move my head erratically

mighty carbon
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it sure looks like it would come up if you move all over the place and look up and down at sharp angles, suddenly

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why not?

opal bobcat
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because thats uncomfortable

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iw ould never ask a user to do something like that

mighty carbon
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not all the time, but at certain moments your game might have some stuff a way down and a way up

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I would

opal bobcat
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well that kind of movement is not what i consider erratic

mighty carbon
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While there are couch VR experiences, there should be VR experiences that replicate real-life physicality

opal bobcat
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like a swordfighting sim

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yeah, im not writing any of those

mighty carbon
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@wicked oak can you please try the following with your PSVR - look down quickly (as if you are bending over a ledge) and look up (at zenith) sharply.

opal bobcat
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i was doing some ledge work on my project last night

mighty carbon
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(probably over something soft to catch PSVR if it falls off ๐Ÿ˜ƒ )

opal bobcat
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since i can effectively create terrain at runtime i was making these big building like structures and then teleporting up to the top and looking down ata the scene from high above

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that was kinda fun

mighty carbon
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Tbh, I would never pay money for this

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:/

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I guess I don't understand current generation of gamers :/

spring pond
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It was bundled with every preorder vive, so thats a good amount of sales right there

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It's also a decent intro to VR. Not much of a game. I met some of the owlchmy staff at connect/devdays. Really rad dudes

mighty carbon
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So, I am guessing those sales numbers don't come from individual software sales

wicked oak
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ok, 20 sales on oculus store says the stats tracker

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but its a lagged stat tracker

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also, no marketing of any kind, its just "there". Wich makes it different than steam

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Steam version is getting basically no sales anymore, i wonder how this version will do

mighty carbon
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that's how it works anywhere

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Steam, GoG, Origin, etc.

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they distribute your game, like Walmart or GameStop

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they don't do any marketing / PR

wicked oak
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Oculus is more like a walmart

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they put it on the shelves

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and its easily seen

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Steam is a blackhole

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once you are out of the new releases/topseller lists, you cant be seen

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but you do get a LOT of traffic that first day

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thats why im interested on seeing the stats

mighty carbon
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Tweet @ Oculus with the link to your game and maybe a GIF video. They usually re-tweet.

wicked oak
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oh, they do?

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will try

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as tomorrow #screenshotsaturday

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with a flashy gif

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what i want to see is how the "not first day" sales go on Oculus store

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you basically cant find my game browsing through the VR lists in oculus

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but in oculus you do

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can you go and leave me a nice review?

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i think if you get it with key you can do review too

mighty carbon
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I don't have Rift o.O

wintry escarp
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try that remote addon and see if it lets you use phone straight from desktop

mighty carbon
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why?

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it's no use for Gear VR anyway

digital marlin
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Job simulator isn't a game.

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Well, to me anyway. It's a great demo and very good to introduce people to VR

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And it's tight.

feral maple
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Anyone know if there's a way I can use the Oculus avatar/hand stuff in UE4, without needing Visual Studio? I'm a blueprint person, and so far every method seems to require it, in order to compile some special version of the engine.. >_<

still marsh
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Bundles, sure... But I think it's pretty obvious Job Sim is an outlier. I imagine most VR games are struggling. Just like most games.

digital marlin
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Anyone who is making a VR game to turn a profit is probably going to be disappointed.

still marsh
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Depends how much it costs to live in your apartment or something

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lol

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(But yeah, agreed.)

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For now.

digital marlin
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Yeah for now.

full junco
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do DF shadows work well in VR?

digital marlin
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hey did the latest hotfix break UMGs?

real needle
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@full junco I haven't messed with it in a while, but during the dk2 late dk2 days it did some weird things to the right eye. That was before instanced though

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@digital marlin Not for me

digital marlin
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hrmm okay, thanks

full junco
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@real needle well I'm not using instanced stereo rendering, that just wastes performance

real needle
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@full junco I thought instanced cut down on draw time?

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Since it doesn't do it twice?

full junco
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it might improve cpu performance by 1% but increases gpu time by 10%, so absolutely not worth it

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for some people it can be worth it, if you have a lot of draw calls (more than 2000 I would guess)

real needle
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I perceived an uptick in performance, and we're certainly not as high as 2k

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But perceived... eyes fool you

full junco
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I profiled it and it made it a lot slower

real needle
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Why haven't I seen anyone mention that

full junco
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then you haven't payed attention to it, I heard many other people say the same

real needle
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For epics template they just say "turn it on"

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I guess not

full junco
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real needle
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Thanks, there was a couple good answers there

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Do you use frame smoothing? I'm unsure if it even works for stereo

full junco
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why should I use frame smoothing in vr?

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can you even enable that in vr?

real needle
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Well, Ryan mentioned "Make sure both frame smoothing and vsync are disabled and then use the stat unit console command."

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As in they usually being on

full junco
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well I always had that stuff disabled

real needle
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YEah me too

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Which is why I asked

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I had to turn off interleaved reprojection in 4.14 because it broke scene capture components

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And I see a bit of stutter now and then, which I didn't before

full junco
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interleaved reprojection?

real needle
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It's weird though because it shouldn't change individual frames

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It only kicks in when it's several frames

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But it must be doing something else as well to affect stutter and such

full junco
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well that stuff is not making it smooth anyways, 45 always stutters with that

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only atw and ASW can fix that

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or valves asynchronous reprojection

real needle
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That's what I'm saying, it's weird that turning it off gave me worse perf

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It should be the opposite

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I'm using asynchronous, so it might be an artifact of that

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Haven't actually tested without both...

full junco
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valve is slow with adding support for amd for asynchronous reprojection

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so couldn't test it yet

real needle
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Anyone in north america still online with a vive? I need to test some of my new net code and see how it holds up. In my tests I've seen a horrendous amounts of dropped packets because of VOIP

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Testing VR multiplayer on my own is a mess...

storm vortex
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Don't you guys developer without reprojection enabled so you can target stable frames and then leave it as a safety net for the end users?

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@real needle I'm on now with a Vive

real needle
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@storm vortex Reprojection is usually a good indicator that something is wrong ^^

wicked oak
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i do leave ASW on, but i capture profiling with stat startfile

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and then look at that

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i try to avoid the gpu time to be more than 9 ms

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it also gives me an fps graph, so i see when i drop from 90 locked into 45 reprojection

real needle
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my cpu bottlenecks when I'm running stat startfile, so I'm not getting very accurate results

full junco
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@real needle what cpu?

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it should only slow it down if you have put too many stat markers in your c++ code, but I think you don't have that

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but when I tried to stat functions that are called hundreds of millions of times per second I definitely saw it slowing down to something like 1 fps ๐Ÿ˜‚

full junco
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regular fire sprite particles look really weird in VR

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is there any good alternative to use?

graceful junco
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You can try the way nvidia did it the fire in their Funhouse, with nvidia flow. Other than that, not sure if you can get a nice volumetric fire in VR.

full junco
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that sounds a bit too expensive...

limber rose
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@real needle if you still need help testing, I am EST time zone, at our space 5 days a week

mighty carbon
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it's freaking cold here โ„ ๐Ÿ˜ฑ

wicked oak
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i dont get any slowdown on stat startfile

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and im heavily CPU bound (drawcalls)

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i guess its becouse it is just offloaded to one of the extra threads

safe hamlet
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While wearing and playing with a Vive headset, can you mirror a different camera to the screen (instead of the VR view)?

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I think there must be a way, but so far I haven't found it. Does anybody know how to do this?

full junco
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I dont have any reflections...

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SSR intensity is set to 0

clever sky
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Hey, are you guys doing any sort of black-out for when players decide to stick their heads into walls and other things?

full junco
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I turn it black

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I fade it into black the closer the player gets to a wall

clever sky
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What happens when they decide to continue sticking their heads past the walls?

wicked oak
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i push the player back

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ive been able to give players a charcater movement

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and its attached to their body

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so if they try to get through a wall, they get pushed back

full junco
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my walls are all very thick, so if the player actually decided to go through (which happens like never) black fades away again

wicked oak
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tlrd, they literally cant go through anything

clever sky
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Hmmm.

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I'm trying to do too much fancy shit with mine.

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I'm blacking it out. But then I'm also having visible room boundaries.

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Is there a good way of doing black out that's attached to the camera... that still allows some materials to come through?

full junco
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I think I will eventually trace from where the player was before he got into wall to where the head is now and if it hits something (the wall), it stays black

clever sky
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Because that's kinda my struggling point. I'm faking it by using a plane in front of the camera

full junco
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you could use PP to turn it black and exclude certain objects with custom depth

clever sky
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Hmmm.

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Sounds good. Any good tutorials out there providing a step by step?

full junco
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I dont think so

clever sky
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So. how do oyu exclude objects with custom depth?

full junco
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tick the checkbox somewhere to render it to custom depth

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and in a PP material use that to mask your output

clever sky
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Struggle town here. ๐Ÿ˜› So you make a post process material... in special things you need to do to it? I've just made it 0 emissive.

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Then I plug the material into blendables in the post process

full junco
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0 emissive is black, yeah

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right

clever sky
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... and it has no controllability

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it just goes from nothing to full black

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There are 2 sliders... 0 to 1 next to the material node - 1 for full effect

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and Blend Weight.

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And it's on as long as both are above 0.

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it's fully black, as long as both are above 0 I mean.

full junco
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then something with the custom depth is wrong I guess

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that can be tricky to setup correctly

clever sky
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Any guides for this out there?

full junco
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well some stuff there definitely is, have you googled for "unreal engine 4 custom depth" already?

clever sky
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Yeah, I've had a look at that briefly before. Was hoping that there might be something more specific to what I'm doing here ๐Ÿ˜›

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Ok. I'll wrap my head around that.

full junco
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just making stuff black is way easier than outlines and stuff like that

clever sky
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You'd hope so!

clever sky
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Yay. I fixed my problems! ๐Ÿ˜›

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And it had nothing to do with the post process stuff. (although that's still a minor issue).

sturdy coral
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@full junco reflection apply is I think for spherical and box reflection captures; would include skylight as well.

full junco
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@sturdy coral hm ok, I don't have any of those reflection captures in my level since I use no static lighting

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I do have a skylight though (movable)

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how is skylight related to reflections?

sturdy coral
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The skylight is blended in with the reflection captures; moveable has some caveats

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turn on the reflections view in the editor and you should be able to see what is present in the reflection environment; typically skylight will be setup with a distance threshold where it excludes nearby geometry and tries to only capture the sky and distant meshes

vague granite
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Hey folks! New here, thought I'd say hey ๐Ÿ™

clever sky
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Sup

full junco
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@sturdy coral well I hate these sky reflections...

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because those even happen when I'm not seeing the sky due to being inside something

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I think its impossible though to turn them off? or is there a way to do that?

opal bobcat
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anyone ever seen a diagram with the oculus touch axis of rotation?

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w/regaurds to yaw, pitch and roll

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kinda like this pic only for the oculus touch:

mighty carbon
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you should probably ask on Oculus Dev forums @opal bobcat

opal bobcat
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well i went with my instinct and the axis i needed was infact roll

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just funny that no idagram like that exists

mighty carbon
#

ask them and note that docs are lacking.. Just don't start with "f u Oculus" ๐Ÿ˜›

opal bobcat
#

well unless i find any new bugs i'm pretty much finished now

#

does the start content that comes with the editor, is that free to redistribute?

#

like that vr level, the one with the platonic solids in it

#

im using that one

#

or do i have to make my own level

wicked oak
#

in ue4 you just grab the motion controller component

#

its local transform is the hand transform

opal bobcat
#

nods

#

yeah i guessed it might be like that so i just used the roll from the motion controller and it was the axis i needed'

wicked oak
#

plus is 100% multiplatform

#

same thing works on everything, its great

opal bobcat
#

now the most boring part, documentation and commenting

sturdy coral
#

@full junco you need a static or stationary skylight and I think you can have the skylight have shadows; with a movable skylight like you have the only way to get skylight shadows is a distance field thing that looks awesome, but is expensive and doesn't work in VR

zenith charm
#

Is there any point I should be using reset positon and orientation node? everytime I would my z position messes up if I teleport for example (always on the floor instead of the "floor level" height wokring correctly) what might anyelse be doing? ๐Ÿ˜ƒ

wintry escarp
#

damn ue4 to hell, 6000 shaders compiling again...even though I didn't change any materials

digital marlin
#

ugh I was working with materials. On every save it's like a 30 second wait

mighty carbon
#

@wintry escarp I seriously doubt it's UE4 issue

wintry escarp
#

hmmm, gearvr app wont run

#

it keeps trying to launch cardboard

#

from ue4

#

gearvr plugin is on, osig is in place

#

cardboard uninstalled and folder deleted

#

reboot phone

mighty carbon
mighty carbon
mighty carbon
#

laggy ๐Ÿ˜ฆ

wintry escarp
#

nonlo is laggy?

#

hmmm well at least it works, now they just need to speed it up

zinc violet
#

VR input gloves are getting a big boost thanks to HTCโ€™s newly revealed Vive Tracker. The combination of Noitomโ€™s Hi5 VR glove and the Tracker forms a surprisingly compelling input experience that adds finger-level fidelity to Vive experiences. Weโ€™ve seen plenty of VR gloves and other finger-tracking input methods over the years, and while a few โ€ฆ

mighty carbon
real needle
#

@full junco It's an i7 skylake, so I really shouldnt have any issues. I should point out that this is using the realtime visualizer. I was hoping it would be this new amazing profiling tool but I just had a bunch of problems and I only want to deal with it if I really have to.

On your second question about sprites: Yes they look pretty bad, but you can mitigate it by making sure they don't move with camera etc. I use non mesh sprite emitters for stuff that's outside the players parallax range. Everything else should be meshes

#

And I'm just barely using anything on tick, never bottlenecks otherwise

#

@mighty carbon I'm still waiting to see manus version with SteamVR. I think it'll be great. The Noitom one definitely did seem to perform very well though

#

Question: Regarding the Widget Interaction Component, is the Virtual User Index only relevant for multiplayer? I'm running two clients who each has two components, and everything seems to work just fine

zinc violet
#

noitom video didn't impress me

#

guy tried to pick up things normally and it always failed

#

he had to go slo-mo mode to be able to grab things

digital marlin
#

when creating a user widget my window loses focus

#

Anyone know how to ensure it doesn't lose focus? Makes it real annoying when creating / destroying a widget.

full junco
#

@sturdy coral the only reason I have a skylight is to make darker areas less than 100% dark. I have shadows disabled on skylight

#

@real needle im not sure how I should use meshes... I'm not a particles guy, I just take what epic has in their demos or what's available on the marketplace

mighty carbon
#

just finished working on context sensitive crosshair (for Gear VR)

clever sky
#

I remember people in here saying that TPCast was full of shit when first announced.

#

2ms impossible!

#

Dammit you doubters! I could've maybe preordered one back in the first wave ๐Ÿ˜›

digital marlin
#

TPCast?

clever sky
#

Wireless converter for the Vive

digital marlin
#

oh shit yeah I want one of those

hard light
#

I still don't believe the claim of 2ms latency, I'm pretty certain that isn't motion to photon latency

clever sky
#

@hard light even with all the positive reports from people that have tested it?

#

i.e. no discernable difference other than the fact that it is indeed wireless.

hard light
#

it's not like there's been much information coming from reputable sources just yet

cobalt relic
#

Their 2ms is the "additional" latency

#

So it's on top of the regular setup

#

It's not unbelievable

mighty carbon
#

@clever sky every new outside positional tracking for mobile VR got positive reviews. Then actual dev got a hold of the system, tested it and latency turned out to be shit. Same goes for TPCast. Fanboys will always sugar coat the truth ๐Ÿ˜ƒ

clever sky
#

We'll see - I'm pretty confident that sometimes new tech comes along and breaks old paradigms. In this case, it's a direct LOS mm-wave (super high frequency) wireless system... which is different to any wireless before it. So we can't really accurately apply old expectations to this.

#

It's not without its caveats of course.

#

But, they're pretty suited to the function required here (wireless HMD - generally you will have direct LOS to the broadcast unit, because you need LOS for tracking anyway).

mighty carbon
#

how on earth did they do the warping shield effect without bringing performance down?! o.O (it's not UE4 most likely)

clever sky
#

Looks like an animated texture to me.

#

flipbook texture wrapped to sphere.

mighty carbon
#

not a post process ?

#

it looks like it's warping the image outside of cockpit

graceful junco
#

Looks like a refractive material to me.

mighty carbon
#

I see.. Isn't it "expensive' ?

clever sky
#

It really just looks like water ripples to me ๐Ÿ˜›

mighty carbon
#

aye. Oculus said that all of these full screen effects are taxing (at least in Note 4 days)

#

aye. Oculus said that all of these full screen effects are taxing (at least in Note 4 days)

#

having refractive material covering whole screen gotta be taxing, right ?

wintry escarp
#

what warping?

mighty carbon
#

the shield effect

sturdy coral
#

@full junco another approach is to use an ambient cubemap in your post processing settings instead of a skylight, and fade into a different post processing volume with a different ambient cubemap when you go indoors

wintry escarp
#

I saw a water caustic effect but I don't think it actually warped the image

sturdy coral
#

I can see it warping the image a bit. look at the straight lines on the background geometry

wintry escarp
#

when the water caused washes over the cockpit?

#

caustic

sturdy coral
#

look at 0:26 where you can see straight lines in the background

#

yeah the caustic looking thing

#

I'm not sure of all the details, but sometimes it is cheaper to sample scenecolor from distorted UVs in an unlit translucent material than it is to use refraction, and I think works around some sorting issues

#

see water in kite demo for an example

#

the river water

mighty carbon
#

well, translucency hits performance in Gear VR too

sturdy coral
#

yeah, I'd have to look, does additive blending on translucency support refraction?

#

if not you'd have to use something more expensive, and unlit, reading scenecolor, could be much cheaper

#

for refraction you have to come up with normals, etc., but you could potentially just calculate UV distortion from some sine functions or something cheaper

#

that's not necessarily what they are doing though, it does seem like any approach would be fairly expensive on mobile and you'd end up having to have overhead for that shield effect to play in all of your scenes

full junco
#

@sturdy coral interesting, that ambient cubemap would also cause shadowed areas to not be 100% dark?

#

but I like how the skylight has the option that the lower hemisphere is darker, since that makes sense

wintry escarp
#

could they just ripple the vertices of meshes in front of the player?

full junco
#

could I do the same with that ambient cubemap?

sturdy coral
#

@full junco yeah, just paint the bottom black in photoshop

full junco
#

and then I could delete the skylight?

sturdy coral
#

@wintry escarp would break with any world-space textures or world-space pixel shader effects and you'd have to work around it

#

@full junco yeah, but the cost is similar

full junco
#

well but I hopefully no longer have those stupid reflections, and that saves some performance, right?

sturdy coral
#

@full junco an ambient cubemap is similar, and may go through the same reflection environment

#

@full junco try this with your existing scene: "Toggle r.NoTiledReflections to use the non-tiled method which is usually slower unless you have very few probes"

#

if you only have a few reflection probes (in your case right now only one, the skylight), it is more efficient to have NoTiledReflections turned on

#

hmm, that option may have changed in 4.14 I don't see it in the console

full junco
#

yeah its not there

#

but I dont need the skylight, I only needed it for making stuff less than 100% dark

#

the ambient cubemap has way less features than a skylight so its surely the better way to do it

sturdy coral
#

possibly

full junco
#

I also no longer get the "reflection apply" in profilegpu

#

with the ambient cubemap

#

so I guess its exactly what I need, thanks! ๐Ÿ˜ƒ

trim python
#

Guys

#

Can I do vr without an htc vive.

#

I mean can I make it.

wintry escarp
#

for a vive, I doubt it

digital marlin
#

@trim python Technically you can, but you'd still need to test it etc.

#

I'd say you'd struggle without the proper device.

trim python
#

So could I test it

#

Without the vive

#

Like just play it with the two views

digital marlin
#

Ah you can simulate it.

#

I built a lot of stuff before I integrated VR aspects into my game.

#

But I was also tyre-kicking too.

real needle
#

TIL: Installing an AMD GPU is a complete mess. Half the day wasted and am now reverting to an old 600 series nvidia

#

Even the integrated graphics works better damnit

real needle
#

Another person saying their card magically doesnt work. I have upgraded 3 time from nvdia to amd to no issue. R9 Fury X

full junco
#

installing an amd card is same hard or easy as installing a nvidia card

#

if it doesnt work then its just DOA

#

but that can happen to all hardware

clever sky
#

Can confirm. Have had problems with both Nvidia and AMD hardware.

native cedar
#

is it possible to start a shipping build in VR mode?

#

all I have is the build

#

which has one level

#

alt+enter does not work

hard light
#

yeah, you can do shipping VR builds

#

we used blueprint on game start to enable stereo if needed

#

(we later changed that to be a UI button, so it starts full screen then gives you an option for VR based on what headset was detected as plugged in)

graceful junco
#

@native cedar There is a checkbox in the project settings to enable VR mode on launch.

native cedar
#

Allright thanks guys

wicked oak
#

-vr on the shortcut

#

thats how you do it for steam

mighty carbon
#

there are ~90M Samsung's Gear VR capable phones in the wild

wintry escarp
#

what happens if you write for an S7 and they use it on an S6 or Note4? Can it reduce the graphics or does it lag and stutter?

real needle
#

hello everybody. Does somebody use Oculus Touch with Widget Interaction Components?

#

I have an issue

full junco
#

@real needle what's the issue?

real needle
#

I have some 3D widgets and I want to access them. I previously activated them with the centered widget interaction component of my hmd, which works fine. But the widget interaction components I added to the touch controllers do not activate the buttons of the widget which confuses me. They only seem to work if am looking at the widget directly, hence using the widget interaction component of the hmd as well

full junco
#

maybe there can only be 1 widget interaction component at once

mighty carbon
#

@wintry escarp get S6 and make sure it runs on S6 well ๐Ÿ˜ƒ

#

Note 4 must die already

#

S6 + S7 = ~90M units. I didn't even bother to look how many Note 4 are out there

plain badger
#

What's the best plugin/template(hands etc) for VR now? The Blueprint template or Runebergs plugin?

#

For Vive and PC if that matters

full junco
#

I use none and that works quite well. don't really understand why some people want templates or plug-ins or whatever

#

that's a dependency on logic you don't fully know because you didn't write it yourself, and it's unnecessary to create that dependency

plain badger
#

So you made your own animations/teleportation and stuff?

wicked oak
#

i use none

#

every vr game i make (at 5 right now) i improve upon what i had last time

#

DWVR is at version 3, VRMultigames is version 2

full junco
#

I don't use any animations, and teleportation I created myself of course.

real needle
#

@full junco really only one widget interaction component at once? For every actor, level, player, project? ๐Ÿ˜ฎ

full junco
#

that's super simple

#

@real needle well just a guess, I don't know...

wicked oak
#

teleporting is so imple

#

simple

plain badger
#

Alright, C++ or blueprint?

wicked oak
#

animations i have my own

plain badger
#

Alright, C++ or blueprint?

full junco
#

ue4 offers everything related to vr

#

I do my input logic all in BP

real needle
#

@full junco I stopped the hit testing for one widget interaction and the widget interaction for my touch works... that's kinda odd xD

wicked oak
#

both

plain badger
#

Well, it may be simple but it's a lot to take in all at once. ๐Ÿ˜ƒ

real needle
#

I didn't think of that... interessting

plain badger
#

I haven't done any gamedev before VR but live and learn I guess.

full junco
#

if you haven't done any gamedev before you should first learn ue4 with some non vr project

#

vr stuff is way harder to debug and test because you have to put on that headset all the time

#

quite annoying

plain badger
#

Well, I've done similar things(simulation engine) minus the graphics

real needle
#

@full junco In a non-vr game I wouldn't have an idea for that currently. But now I'm working in a project with oculus (touch) so I have to use it ๐Ÿ˜„

#

Working with UE4 for about the last 6 months. I got used to the annoying headset ๐Ÿ˜„

full junco
#

well I'm also working on a VR project for something like 9 or 10 months now, but there are times when I don't touch the VR stuff for weeks.

#

and even when I work on stuff that the player will do in the end, so directly related to VR, I still test it with some debug logic on the regular monitor until its all perfectly working and only then test in VR

plain badger
#

Yeah, I was thinking about having a regular "WASD" pawn most of the time and then replace it with a VR Pawn only when it's really needed.

real needle
#

@full junco yeah, I also have my non-VR dummy and mouse controls for that ^^ I don't want to use the headset "all" the time, but if your problem is related to vr you have no choice i guess xD (like setting up touch controls etc)

full junco
#

yeah

#

those 100% VR related stuff is usually super easy though and quickly implemented

#

ue4 makes it super easy

real needle
#

the non-vr-dummy is way faster, would recommend that for most debugging

#

@full junco sometimes you are just on the wrong track xD I thought that the touch controls somehow fucks it up, because I expected that UE4 can handle more than one widget interaction hit-testing at a time ^^

full junco
#

it was quite clear to me that it isnt related to oculus touch. I never used a touch, I only have a vive

real needle
#

Buuuuut there is a great UE4 community who can correct your point of view ๐Ÿ˜„ so thank you very much for that bit of information

full junco
#

for ue4 its basically the same if you attach a component to one or the other

mighty carbon
#

UE4 is not even open. Epic can pull the plug at any time and it will be over (not likely to happen, but it can happen)

wintry escarp
#

does he talk about civilisation devolving into a mad max style dystopia?

mighty carbon
#

read it

full junco
#

@mighty carbon no, epic can't

#

you can always continue to use whatever ue4 version you have

mighty carbon
#

no, they can

#

it's not open source license agreement

wintry escarp
#

I don't think vr will do that much, AR will have many more useful uses

mighty carbon
#

it's governed by standard EULA

full junco
#

@mighty carbon the EULA allows you to use that version that you have forever

mighty carbon
#

@wintry escarp VR will always be a primary tech for entertainment

#

@full junco If Epic will tell you can't use it, you can't use it. If it was MIT or GPL, they wouldn't be able to tell you what to do

#

(or any of those kind of licenses)

full junco
#

@mighty carbon you can use it forever. end of discussion.

mighty carbon
#

you can't

#

read damn license

#

Epic can change the terms of their own license

#

what rock do you live under?!

full junco
#

epic can cahneg the terms, but only for new engine versions

mighty carbon
#

you are nuts

#

it's not an open source license

full junco
#

no dev would ever use an engine if the engine developer could just change terms

mighty carbon
#

they can simply change whatever they want. If they will tell you can't use it, you can't use it.

#

Well, if they do that, of course no indie dev will use it after that

#

but they have to do that, they can

#

obviously it would be a very bad business move

#

but the point here is that they have full control over the engine, yet he blames corporations (Epic is one too btw) for having control over VR platforms (basically)

full junco
#

when he talks about platforms he doesnt mean engines

mighty carbon
#

simple fact that Steam went free-for-all and became a black hole doesn't bother Tim

full junco
#

and epic isnt giant, epic is quite small

mighty carbon
#

Epic is funded by giant Tencent

frozen sapphire
#

interesting vr conversation today ๐Ÿ˜‰

full junco
#

they have less than 50%

frozen sapphire
#

just to settle it up, maybe everybody read that on a random channel?

full junco
#

yeah @mighty carbon stop this off topic discussion ๐Ÿ˜›

frozen sapphire
#
D.    Effect of Termination. Upon any termination, the Epic Licenses will automatically terminate, you may no longer exercise any of the rights granted to you by the Epic Licenses, and you must destroy all copies of the Licensed Technology in your possession and cease distributing any Products developed under this Agreement. Within 30 days of termination, unless otherwise agreed by Epic, you must destroy all Products in your inventory. 
real needle
#

"giant" or not. they seem to have about 250 employees and are part of the khronos group. "big enough" for me xD

frozen sapphire
#

TL;DR don't violate the terms, and don't try and sue them claiming a patent infringement

full junco
#

yeah the eula is clear that it can only be terminated if you break stuff of the eula

wicked oak
#

turns out unity has the same thing

#

and cryengine

#

gotta go use Godot or Blender guys

mighty carbon
#

the point being that leaving VR platform "open" (as it would evolve itself and anyone can do whatever they want there) is absurd - it needs a ton of money to evolve into something ubiquitous.

full junco
#

you can be open and still make a ton of money, thats what steam does I would say

mighty carbon
#

@full junco sorry to break you illusion, but "termination" can mean anything

frozen sapphire
#

and Tim's openess comment I understood to only mean, "Let vive users into the Oculus store too"

#

which sounds nice to me ๐Ÿ˜ƒ There is some neat content that I can't play yet

full junco
#

@frozen sapphire theres that software that lets you play the stuff from the oculus store

mighty carbon
#

@wicked oak all I am saying is a guy with the same power as any other corporation complains about it. In every damn interview.

full junco
#

he has by far not the same power as a mark zuckerberg

#

why is so much of what you say not making any sense? ๐Ÿ˜›

mighty carbon
#

eeh, you are smoking same pipe as Tim @full junco

cobalt relic
#

Epic can definitely suddenly stop allowing people to ship UE4 games, or change the terms

full junco
#

@mighty carbon and I dont know what you're smoking but it definitely isnt good for you

mighty carbon
#

when you release on Steam, and see how it goes, you will most likely say that openness of Steam sucks

frozen sapphire
#

is a huge fan of big open terrible store fronts

#

because normally the good stuff gets reviewed and marketed

mighty carbon
#

good for you. most indies don't make any money on Steam any longer.

frozen sapphire
#

however, every store doesn't have to be that!

#

I mean, there is Itch right?

mighty carbon
#

who makes money via Itch?!>?@>@

frozen sapphire
#

who said anything about making money?

mighty carbon
#

and I don't mean pocket change. I mean income for living.

full junco
#

couldnt you have posted that thing in #lounge?

#

couldnt you have posted that thing in #lounge?

#

I like how on topic #vr usually is

cobalt relic
#

As an indie I would really appreciate Steam to filter out games, even if it meant my own game wouldn't have a 100% chance of being accepted there. The AppStore model hurts developers a lot, and it doesn't really benefit consumers either

full junco
#

I like how on topic #vr usually is

cobalt relic
#

As an indie I would really appreciate Steam to filter out games, even if it meant my own game wouldn't have a 100% chance of being accepted there. The AppStore model hurts developers a lot, and it doesn't really benefit consumers either

full junco
#

couldnt you have posted that thing in #lounge?

mighty carbon
#

well, I am in it for money, besides fun (those times when I made mods for games for fun are long gone)

full junco
#

@cobalt relic the problem is there are so many games that it would be really expensive for steam to manually filter bad ones out

mighty carbon
#

well, the article was for VR

#

and this channel is dead anyway, so... doesn't hurt to talk about related stuff

cobalt relic
#

@full junco They already do filter manually.

full junco
#

@mighty carbon it isn't dead... theres usually always on topic dicsussion here

#

@cobalt relic they do? how?

cobalt relic
#

Some games go through Greenlight through fraud

#

Then they mysteriously don't

#

Some games disparage Gabe and get to the first place

#

Only never to ship

full junco
#

well vr doesnt go through greenlight anyways, right? or did they change that now?

cobalt relic
#

If they can filter for all games, they can probably filter VR games too

#

It's not like the volume is nonsensical

#

Greenlight could pre-select 30 games a week like they do now

#

You only need one person to filter that volume manually

#

I wish they did that instead of allowing anyone onto the store

full junco
#

I dont really think much about it, I know I can't change it

#

I just have to use whatever system there is

cobalt relic
#

Sure

full junco
#

and the fact that steam exists is awesome

cobalt relic
#

But it's the top reason I have for also going to GOG with my game

#

I want to support the other approach

full junco
#

are there really people using gog? I mean, apart from those that just dont like DRM.

cobalt relic
#

Probably 5% of Steam users, or less

#

But you'd get much more visibility on that store than on Steam

#

And on the long term, I think all devs benefit from an editorialized approach to game publishing. I'd rather have 10 small stores that accept 10% of games, than one big monopolistic store that ships everything.

mighty carbon
#

in the next few years solo indies will most likely extinct on Steam.

#

market already seeing consolidation of indies and indies going back to publishers.

cobalt relic
#

I don't think indies will go extinct, I think they will just be 5000 "indies" to ship every month, like on the AppStore.

mighty carbon
#

game dev industry has been going in cycles. This is one of those cycles when solo indies don't fly anymore. 2008 or so was a peak of solo indie careers.

frozen sapphire
#

I think markets have to expand and contract as well

full junco
#

and when was it before 2008? was there ever a time before where indies could ship games?

mighty carbon
#

I mean, there is always a chance to become next minecraft, so let's face the facts - the times when solo indie could release a small game on steam and make a living out of it are gone

frozen sapphire
#

there have always been indie studios of some size or another

cobalt relic
#

Solo indies are not going to stop doing games just because they can't sell copies. I know I'm not in this for money

frozen sapphire
#

the big publishers congealed out of the "pc revolution"

full junco
#

yeah there will always be indie games because most indies dont need to live from what they do

cobalt relic
#

Exactly

mighty carbon
#

Steam is a shithole now because of indies who don't care for market well-being and for Valve who is desperate for cash (1M indies release $3 games is a lot of money for Valve, while pennies for devs)

frozen sapphire
#

meh, steam is great still

full junco
#

@mighty carbon with "indies who don't care for market well-being" you mean people who dont care about making money? thats not something bad

cobalt relic
#

Steam is great for users, it's shit for developers.

frozen sapphire
#

I mean, it's not like I have to sit and stare at shitty games all the time there

#

it's not youtube

#

where I have to watch a commercial before starting my games

mighty carbon
#

I truly wish they would go back to old school model - review a handful of games manually and let them to the storefront, while indies who don't care for money could release on Itch ๐Ÿ˜›

cobalt relic
#

^ this

#

That's what GOG does

frozen sapphire
#

yeah, that'd work fine too but ideally there'd be an itch hook into steam then

#

heheh

mighty carbon
#

Getting on GoG is tough :/

cobalt relic
#

I'm trying to be on GOG, first build wasn't good enough, we'll resubmit in a month or so

#

That's good

#

imho

full junco
#

if you want selection you can always try to ship on consoles

mighty carbon
#

That's why I am pro-Oculus and not pro-Vive - there is still a good change to make it big with Oculus where with Vive - not so much.

cobalt relic
#

I definitely want to do that, @full junco ๐Ÿ˜ƒ Maybe the next game

mighty carbon
#

consoles are a way too expensive

full junco
#

expensive?

mighty carbon
#

PS4 at least

#

dev kits aren't free

frozen sapphire
#

that's part of the arrangement though

#

it's not open

#

it's not free as in beer

#

and it's very selective

mighty carbon
#

ESRB (and PEGI and whatever else depending on region) certification costs an arm and a leg

#

true

frozen sapphire
#

on the other end you have itch

#

it's a spectrum

full junco
#

well spending some money is fine if you later get more back ๐Ÿ˜„

mighty carbon
#

so, if Steam was what it used to be, it would go like this - release on Steam (if you can), make a ton of cash, invest into consoles, make more cash, rinse-repeat (assuming games are still being good)

full junco
#

don't care so much about cash, just make a great game

mighty carbon
#

there is no spectrum on PC - it's all shit now

full junco
#

a really great game will be found and played

mighty carbon
#

great game in your mind might not be a great game commercially

#

people vote with dollars. If you want to play in a sandbox, go play on Itch and don't trash commercial store fronts

full junco
#

@mighty carbon do you know that everything you say is negative stuff? dont know when you actually talked about something good the last time... you only complain about how stupid everything is, how buggy ue4 is and whatever else stuff

#

try to be a bit more positive, thats good for your health too I think ๐Ÿ˜„

mighty carbon
#

cuz I don't wear pink shades like you do ๐Ÿ˜ƒ

frozen sapphire
#

I mean, if voting with dollars was the end all then we'd only have f2p casinos like on mobile

mighty carbon
#

and I am not going to just sit there and pretend UE4 has no bugs. I report them.

#

@frozen sapphire if you don't have bills to pay, maybe it's not the end of it all ๐Ÿ˜ƒ

frozen sapphire
#

if you're trying to get rich in games then that's pretty bleak at any time in gaming history honestly

#

compared to investment banking

#

etc

mighty carbon
#

I am not trying to get rich with games per se, but I am trying to get back in the game and do it for living (I did it once and it was awesome).

frozen sapphire
#

lighting will strike for some folks, but I don't think it matters that there are a flood of content in stores

cobalt relic
#

Great indies games do succeed commercially. See Factorio, or Darkest Dungeon if you want a recent example

full junco
#

yeah

mighty carbon
#

lol, might as well bring up MineCraft ๐Ÿ˜ƒ

frozen sapphire
#

might as well bring up that he did that while working at a day job for fun

cobalt relic
#

I did not bring up Minecraft

full junco
#

and that did succeed even without steam

frozen sapphire
#

never tried to make a billion dollars off of it

cobalt relic
#

Nor will I

mighty carbon
#

I do wish you well folks, but it sounds like someone didn't do whole a lot of reseach about why some succeed with ease and vast majority doesn't

frozen sapphire
#

lol ok

full junco
#

those that succeed just have great games

cobalt relic
#

Because great game + luck

frozen sapphire
#

or large marketing budgets

#

as is eveidenced by mobile games

#

evidenced*

full junco
#

I dont know about mobile

wintry escarp
#

anyone good on tech knowledge? is 5ghz wifi as fast as usb2 or 3?

frozen sapphire
#

smilertoo, I don't think so?

mighty carbon
#

there are sooo many factors for success. Just having a great game isn't enough. Luck, right timing, right genre, connections in the industry, etc. etc.

cobalt relic
#

Obviously not everyone succeeds, and it's unfair. That's because there is way more offer than there is demand. I like space games, there are maybe 200 space games on Steam right now. I could never play all of those.

mighty carbon
#

I don't care about fair. Life isn't fair.

full junco
#

@wintry escarp 5ghz WiFi should at least do something like 500 MBits, which is USB 2 speed roughly

wintry escarp
#

ok, ill stick with usb...I got that ue4 remote plugin

mighty carbon
#

just saying that Oculus bets Steam for indie VR devs now and having another open VR storefront would be a bad bad idea

cobalt relic
#

Basically, if you want to get well paid for your development endeavour, gaming is not the right field, no one is denying that

#

Or any artistic field, really

mighty carbon
#

but you could get paid well

#

in 2008-2011 it was a great market

#

not too many games, sort of right of passage process on Steam, no greenlight shit

cobalt relic
#

You could get paid for singing, if you happen to be that one in 2500000 that stumbles on a producer at a restaurant in Hollywood

#

2008-2011 was an accident, it's not coming back

#

People need to make their peace with that

#

It's not even about Steam

mighty carbon
#

I guess I am not the only one "negative" person here ๐Ÿ˜‰

full junco
#

@motorsep there were no good engines people could use. no ue4 I mean. now there are way more games because the engines became way more accessible

#

so you can blame Tim Sweeney again, that's surely something you like

cobalt relic
#

I'm not being negative, really. There has never been so many games, so many tools for games, so many creative people

#

It's great

frozen sapphire
#

yeah, I'm pretty happy about the whole situation

cobalt relic
#

I'm just saying commercially, it's a blood bath, just like film, or painting, or music

frozen sapphire
#

but I have a day job ๐Ÿ˜› so I'm not desparate to make it work

cobalt relic
#

People can choose to be in the blood bath, consider alternatives, or forget about money

frozen sapphire
#

after years of film work, I had enough of the blood and tears watching anonymous producer types make all the money

cobalt relic
#

Alternatives today would be consoles imho

mighty carbon
#

@full junco where did I blame Tim and what for? All I said it was hypocritical of him to bash walled garden markets from his position. I expect that from Stallman, but not from a guy who made fortune through walled garden, who still gets money from walled garden and yet he complains about it, when clearly walled garden brings health to the market.

frozen sapphire
#

people choose to do that (like me) for passion, but it's hard as hell and none of the money will ever come back to you

#

at least with VR or games you have an option for the distribution (film now too I guess)

#

music as well

mighty carbon
#

and btw, I find UE4 to be a great engine, considering the alternatives.

cobalt relic
#

I do agree that Tim is full of shit

#

Especially when Epic is doing their own closed market

frozen sapphire
#

I agree with Tims sentiments, however it is odd that he personally is saying those things

#

mental disconnect all over my brain

full junco
#

Tim is awesome

frozen sapphire
#

so cool that he rallies forth the cause of freedom and love because those are cool things

#

hopefully one day also commercially viable things

#

lol

cobalt relic
#

When you have the Epic launcher, one that only ships on Windows, as the exclusive frontend to download Marketplace assets, you can't really talk about walled gardens

frozen sapphire
#

speaking a baseball fan, I'd be able to get behind a league system of publishing at least as metaphor

#

hobby/community baseball, A, AA, A short season, AAA, and the majors

#

๐Ÿ˜‰

full junco
#

@cobalt relic that's just because epics resources are limited

#

haven't yet read any complaints about that too

cobalt relic
#

Uh, see the Linux threads

full junco
#

I don't read those

cobalt relic
#

You can't download assets without Windows

#

As in "can't possibly do it"

mighty carbon
#

@frozen sapphire that's good that you do it for fun. I am saying that too many games for fun create a lot of problems for games that were made for fun with profiting in mind. That's why it's critical to make sure games that are made as business don't get trumped by games that aren't. Thus Steam needs a section for games that get manually approved and promoted, and a black hole section where everyone else, including back catalog games, is.

cobalt relic
#

You'd think a download link on the marketplace website could happen

frozen sapphire
#

that's when I'd approach the seller directly and offer cash directly

full junco
#

@cobalt relic is it different for unity?

cobalt relic
#

@full junco I believe it is ? Unity provides a binary package, UE4 doesn't.

storm vortex
#

I don't understand why you cannot just DL from marketplace directly. If they are trying to prevent piracy, it's not like someone couldn't just buy the asset and zip the results and share the data the same way... Not to mention selling a game with pirated assets seems like a really bad idea..

full junco
#

for unity you even have to install unity to access store stuff

#

that's even more annoying

cobalt relic
#

And Unity isn't the company trumpeting against Windows Store, UWP, Oculus Store, and so on. Epic is that company.

wintry escarp
#

gearvr support vulkan?

cobalt relic
#

Same as UE4 then

mighty carbon
#

@full junco Epic resources are only "limited" because Epic works on supporting AAA devs and has bunch of projects internally. So yeah, resources to be dedicated to something that doesn't bring a lot of cash are limited indeed. I bet if you pay for support (they do offer that option), suddenly you will have a lot of resources opened to you.

full junco
#

@cobalt relic it's not epic as a company, it's Tim Sweeney as a person

mighty carbon
#

@wintry escarp no, not yet

full junco
#

epic as a company needs to be profitable of course

#

so Tim can't just do whatever his dream would be

frozen sapphire
#

@mighty carbon for fun or not, you either want a free market or you don't. If you didn't have one, you'd probably complain about the gatekeepers only allowing a homogenous kind of game into the market. Or the gatekeepers allowing bias for some kinds of cultural experience vs any other.

cobalt relic
#

Epic as a company has a long history of being hostile to indies, small developers, etc. Colleagues have horror stories about them. Today, they are still not supporting Linux users, they have their own closed shop. That's okay... But they can't be saying, via the CEO / founder, that Oculus Store is bad

frozen sapphire
#

I think for me, Steam is great as a consumer and so on. Oculus not so much. But oculus is making their store exclusive and unique and that's a good business decision since it's trying to drum the platform up.

full junco
#

I hope oculus store will disappear again

frozen sapphire
#

I just don't like Facebook perrsonally. I backed Oculus during the kickstarter, but wow that was a bombshell for me

#

but who are the alternatives?

full junco
#

yeah, Facebook is just evil

storm vortex
#

I think the Oculus store is good competition for Steam, but I wish they wouldn't do exclusives or at least open their store to other HMDs

frozen sapphire
#

I mean that honestly

full junco
#

gabe Newell is way better than Mark Zuckerberg

frozen sapphire
#

Google? Microsoft? ...

cobalt relic
#

Gabe is also acting out of pure self-interest, to be real here.

frozen sapphire
#

I have no idea who would have the billions to bootstrap consumer VR just for the hell of it

mighty carbon
#

@frozen sapphire I started out with Steam when I had to go through a process. It took forever, but my game passed. So, I understand how it works, and if my games don't pass, then I am a shit game developer and I would just have to think of something else. I am willing to accept that.

full junco
#

@cobalt relic but gabes interests somehow aligned with those of basically all gamers usually

frozen sapphire
#

@mighty carbon my point was that now your ability to market games is what matters O.o

mighty carbon
#

do you know how much it cost to market your product ?

frozen sapphire
#

yes I do

#

I work for a company that relies heavily on this

mighty carbon
#

I don't have that kind of money just laying around

full junco
#

it also costs much to make the product itself

frozen sapphire
#

it's astronomical compared to the cost of development

#

and that's the real problem

mighty carbon
#

and the times when onlines reviews made different are gone now

cobalt relic
#

@full junco Interests align, but Valve is definitely getting the lion's share, and they have been sitting on their success for a few years.

frozen sapphire
#

not indies flooding markets

mighty carbon
#

when I released my game I could already feel that just online review alone is not enough.

frozen sapphire
#

it's the whales who spend 9 mil on a 1 mil game just to own all ad spaces

cobalt relic
#

@frozen sapphire Marketing cost is proportional to the competition

frozen sapphire
#

@cobalt relic excellent point

mighty carbon
#

market is Steam

#

PC market

#

and what floods it is indies

#

not AAA companies

frozen sapphire
#

not if you can afford to advertise !

#

all the time

#

constnatly

#

constantly*

mighty carbon
#

AAA has been there and they are in the same privileged position. They release only a handful of games per year, like they always did, and those don't flood Steam

frozen sapphire
#

and they advertise constantly, preview, court the press to get eyeballs years out of a release

full junco
#

@frozen sapphire I don't understand why ads work to be honest. I would never buy something just because I saw an ad.

cobalt relic
#

AAA are not the issue, they're in a different category. I think the issue is commercial indies vs amateurs, and where should Steam draw the line

mighty carbon
#

AA and AAA can afford to advertise constantly. Plus they can see outside of Steam anyway. Indies can't and they rely on Steam creating a disaster.

cobalt relic
#

I think Steam should have a quality threshold, and obviously I think that threshold should be "my game's quality"

full junco
#

haha

cobalt relic
#

Being real here

frozen sapphire
#

I'd be very happy to find an audience that was financially supportive at all. Get a few good years in there

#

then find a mothership to work at

#

๐Ÿ˜‰

cobalt relic
#

But anyway, games are like movies now

#

Anyone can do one

#

Everyone wants to do one

#

It just so happens that your wedding movie won't be played in cinemas

#

(I'm sure that can be arranged for a price, but you get the idea)

full junco
#

can we get back to vr now?

frozen sapphire
#

yes! so today I realized that if I'm not careful I'm going to just have these like, default white-guy hands for this thing I'm working on

#

but not everybody looks like me of course

#

so I started wondering how to have a static mesh selector or something

#

or whether it's best to just only make things that are "tools" etc

#

to avoid that collision and possibly ruin the immersion

#

secondly, I'm pretty new to ue4... is UMG the right approach for little HUDs on the motion controllers in your app?

storm vortex
#

@frozen sapphire my eventual plan is to have human hands, but optionally display an outline of the controller for people that want to make sure they don't collide them. I don't collide them myself cause I'm used to the game, but people I have test collide quite often cause they aren't used to it.

full junco
#

there's not really an alternative to umg

clever sky
#

Make quality porno games catering to furries if you want a financially supportive customer base.

frozen sapphire
#

so furry hands

#

got it

mighty carbon
#

lol, but it's true

#

I wish Oculus would have AO section in their store ๐Ÿ˜›

storm vortex
#

That's the real untapped storefront for VR ^

frozen sapphire
#

@storm vortex the collision in mind there was just that "these are not my hands!!" and no the physical collision

#

however, now I'm thinking about that!

mighty carbon
#

although pr0n game would require mocap :/

clever sky
#

Side note... Has anyone experienced bugs with custom channel?

frozen sapphire
#

because it's also hella weird when that happens

clever sky
#

Been trying to add a custom blocking object channel tonight

#

and it works once I've made it... then stops working once I quit and reload the editor.

storm vortex
#

Hands are neat but if they aren't done well I rather just have them disappear when holding an object. That's what I'm currently doing since I don't think I'll get hands to the point where I'm happy with them. That's a low priority for me though.

clever sky
#

Building it out also causes it to fail.

frozen sapphire
#

something else I'd like, is a chaperone bound for my ceiling

#

is that information I can recieve from the api in engine?

clever sky
#

You people and your low ceilings. /3.3m ceiling master race

frozen sapphire
#

some of us work in basements lest our children wreck the studio

clever sky
#

๐Ÿ˜›

frozen sapphire
#

and holy christ 3.3m

clever sky
#

๐Ÿ˜„ it's an old house.

frozen sapphire
#

must be fun hanging lights lol

clever sky
#

They're all on pendants.

#

๐Ÿ˜› I guess that's why the people that originally built the house must've gone for pendant fittings.

wintry escarp
#

what do you think is more important? the better tracking or vr touch controls?

frozen sapphire
#

@full junco an alternative to UMG would to be something where I just create a gnarly contraption with static meshes and whatnot I guess

#

just saying that makes me dread debugging any performance problems I'd cause myself

mighty carbon
#

@wintry escarp Well, people don't like to buy accessories. Getting a basic bluetooth gamepad seems to be a big deal for Gear VR users. So, if Samsung releases next Gear VR with positional tracking, it would be great. If they release it with motions controls, it would be great. XImmerse and Nolo VR come with both. I'd get them for non-gaming applications. I wouldn't make a game requiring those.

#

@frozen sapphire since it's VR, you are gonna have to go with 3D widgets

#

or render UMG into stereo layers

frozen sapphire
#

@mighty carbon when you say 3D widgets your talking about the UMG Widget right?

#

because that's what I was referring to vs making some snowflake of a custom arrangment of actors representing HUD functions

full junco
#

umg performance is very good

#

I mean, its just confusing ๐Ÿ˜„

#

I always think the numbers are the face buttons...

#

so I wondered why face button 1 isnt responding to me hitting the menu button ๐Ÿ˜›

opal bobcat
#

uses umg in his vr project

full junco
#

umg is great for VR

frozen sapphire
#

ok, I'll spend more time with it then of course

opal bobcat
#

i use it in c++ and construct dialogs at runtime

frozen sapphire
#

I'm trying to use mostly C++ (for personal development reasons and not because I dislike blueprints)

opal bobcat
#

same

frozen sapphire
#

and that was my next question @opal bobcat

full junco
#

dont do umg with c++

opal bobcat
#

im like 99% c++

full junco
#

umg is visual stuff so BPs fits best there

frozen sapphire
#

because most docs are focused on blueprints to some degree

opal bobcat
#

well i make the basic dialog using the editor visual tools

#

then i fill in parts of it with various elements from c++

#

so its kind of a blend

#

but theres no logic in bp

#

its basicaly just templating im doing w/the editor

#

photex: yes, i've gotten to the point where i can convert bps wholesale to c++ manually

#

thats how ive adapted some bp tutorials for various things into c++

#

reverse engineering all the api calls

#

which you can do because of the option in bp

frozen sapphire
#

awesome

opal bobcat
#

i'd say the coolest part about bp is it enables java style interfaces in c++

#

i dunno if thats just part of the engine or specific to bp

frozen sapphire
#

hard to tell with all that code generation going on

#

๐Ÿ˜ƒ

#

unreal is like it's own flavor of C++

opal bobcat
#

basically

#

they dont use STDlib at all

#

so they've basically had to replicate most of it with the kismet libraries

#

which i must admit they've done an admirable job of

#

i dont really have any complaints about kismet

frozen sapphire
#

I thought Kismet was the UDK version of Blueprints

#

is it still around in ue4?

opal bobcat
#

i dunno i just notice like half of the api calls im making go to various kismet headers

#

kismetsystem

#

kismetmath

frozen sapphire
#

"legacy" hah

opal bobcat
#

well its not legacy for 4.14

frozen sapphire
#

the only reason I don't miss stdlib is because their offerings seem complete enough

opal bobcat
#

and lots of those calls seem to use slate

frozen sapphire
#

the only reason I don't miss stdlib is because their offerings seem complete enough

opal bobcat
#

and lots of those calls seem to use slate

#

when i drill down to their implementations

#

yeah they even have map replacements

#

they have a whole string library in fstring

#

i can even do pairing witih tpair

frozen sapphire
#

before the Spine guys started their official importer, I started adding a plugin to import spine animations

#

was pretty happy with the json support and all the standard containers

opal bobcat
#

yeah

frozen sapphire
#

really didn't feel the need to reach out but I'm sure at some point you hit that wall

#

really didn't feel the need to reach out but I'm sure at some point you hit that wall

#

really didn't feel the need to reach out but I'm sure at some point you hit that wall

opal bobcat
#

well ive used winapi calls

#

to get filesystem stuff

#

but besides that nothign else so far

#

i might want to try and image library

#

so i could open more types of image files

#

i was also considering making some sort of procedurally generated texture tiling system that could enable me to open image files that excede the maximum texture resolution

full junco
#

not sure if I'm stupid, but only stuff that has physics collision enabled can affect meshes that are simulating physics, right? so a mesh that only has query collision enabled doesnt affect such a physics simulating mesh, it would just overlap

#

for some reason when I teleport all physics simulating meshes on the ground where I teleported to are flying away