#virtual-reality
1 messages ยท Page 70 of 1
heh, old news but I found it funny still
that's SO misleading
they said 22% improvement for forward, mention MSAA in the article but never say anything about MSAA perf cost
if people just read the article, they'd think it's 22% faster with MSAA
@zinc violet well don't expect journalists to cover tech stuff correctly
Eye-tracking is oft called the โnext generation technologyโ for VR headsetsโlest we forget FOVE, the creators of the worldโs first commercially available eye-tracking VR headset, the aptly named FOVE 0. The company has recently announced that theyโll begin shipping FOVE 0 around the world starting January 2017. Born from a successful Kickstarter campaign back in โฆ
@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
@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 ๐
so more ad money
Hmm
FOVE compatible with SteamVR
games
I guess they mean only the ones with controller support
non-motion
yeah
That's still kind of cool
with new steamvr supported headsets around, we should expect more standalone steamvr supported motion controllers too
NOLO VR is an intriguing Lighthouse-like positional tracking system designed to bring โroom scaleโ positional tracking and motion controls to mobile VR headsets. On top of that, the company is claiming SteamVR โcompatibilityโ through remote play via Riftcatโs VRidge software, all with an expected launch price of $99. You can sense CES is just around the corner as โฆ
how could it even track behind your back?
Depends on what the usecase is
If it is only meant for front action games
then it will work fine
Although two is the min for full 360 rotation
And 3 has been said to be perfect
I mean, if you can ADD this
to existing lighthouses
so you can have 3, that would be cool
a bit cheaper than current LHs
Ah
I saw that video on NOLO
that thing sits pretty high on the mobile hmd
Although he didn't do a full 360
it was pretty decent rotation
you'd want to be able to do 360 with mobile hmd though
as you are not bound by wires anymore
hmm,
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
me too
But anyway, I am pretty sure the minimum for ANY VR HMD is still 2 for true 360 support
and 100 bucks for something subpar is still a lot of money which you could put into proper headset + tracker combo already
Well, see, that's the thing. This is meant for those early adopters
Like, I already have a GearVR
had it for ages
barely use it
technically, you could use optical tracking attached to HMD only
But, hey, this thing comes out, let me throw an extra 100 at it
and maybe get some new use out of it
That's their big idea anyway
I'm sure that's what future headsets will do, but it'll take a while
I don't know
I saw the new stuff from Vive
gloves, gun attachment
etc
Pretty sexy stuff
that thing is marketed to do tracking like that
but we only see in the future if they can pull it off
it would make a lot of sense though to do it like that if possible
as it wouldn't rely on external stuff anymore
although, no idea how they'd do motion controllers with such thing ๐
the Vive attachment thing will be handy for sure
did they tell if you could have multiple?
would be nice to tag certain gameobjects with it
like a steering wheel in a car
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
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 โrealโ tools, weapons, and instruments. Today I was a sniper, a firefighter, and a professional baseball player, all thanks to VR. Iโve actually done โฆ
yeah, they only demonstrate it with one tracker there
I'm curious if you could have several on same game
that doesn't look very safe ๐
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
Any idea why?
How did you copy the assets over @uneven moon ?
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
I had the VR pawn where I originally had it but this time with all the new assets in the scene
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
@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
Using it's wireless which is much better
That's pretty cool
@uneven moon Do you have a post process volume with screenpercentage set on it?
Check in world outliner
Unbound post process doesn't work very well for stereo, some settings break stuff
@real needle I don't see any such setting on my postprocessvolume
@real needle I deleted the post process and it's still there
Restarted computer? Steam/SteamVR? Is it a source project or bp only?
Did you set number of players to anything else than 1?
I'm using the VR template (Motion Controller map)
That map is set as the default and I just imported the mesh from the other level
The level I imported was a Showcase map from a pack I bought from the UE4 store
Is it possible his settings are being carried over? All I did was copy paste the assets
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
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
rift and vive are starting to look old at an amazing speed
old, not obsolete
@wintry escarp why do you say that?
๐
https://issues.unrealengine.com/issue/UE-40287 << please upvote ?
http://www.daydreamdistrict.com/nolo-vr-brings-room-scale-steamvr-games-daydream-vr-gearvr-cardboard/ << too bad it's front facing only for now
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 yearโs CES, promising front-facing room-scale VR with 6-DOF motion tracking for mobile VR systems like Daydream, GearVR โฆ
Might be interested in getting one of those if you could somehow make the Vive or Touch controllers simultaneously compatible with different headsets.
Otherwise VR with just the HMD is so 2014.
hah
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...
This is in standalone
@clever sky I'm waiting for the SteamVR tracking HMDs from third parties, haven't seen any yet
Anyone know when Oculus deposits funds from store sales? Is it 30 days like Valve?
zaptruder: new things make them look big and clunky
motorsep: you tried that ue4 remote addon?
no, what is it for, @wintry escarp ?
oh god its ugly
and heavy, and drifting badly
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)
and Gear VR of course
well, SteamVR/Vive is the "first"
with the backing of Valve research + HTC factories and experience
Oculus has the best minds of ANY company (carmack, abrash, etc)
and its a company focused on VR, with accesss to the endless facebook money
for sure
Lets hope samsung has learnt
its already a HUGE phone, let it be a little bit fatter
and cram a better battery on it
it actually is going to be slimmer than Note 7
and that's a concern
(slimmer because SoC is 10nm vs 14nm in Note 7)
lol, unbelievable how many leaks for S8 come out every day
well, if that's the case, I'll go with vanilla S8
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
bizarre ... I thought 2017 should be a better year ๐ ๐
Phew, UI for online gameplay in VR is quite a task. I'm able to emulate tooltips though which helps a lot!
it is
but its on Gallry
wich is the least important store page
ive sent them a message about what should i do to end up in Early Access
its logical its on gallry, its still buggy
@wicked oak How do you deal with checking for rift users if they're playing through steam?
Get HMDDevice returns the platform, no device
still works
just fine
also, in steam you have to add the launch options
works automagically when you do that
and i dont know, but it works for me
its allways worked
even when launchging through steam without that launch options
Does GetHMDDevice return the type of headset being used Vive vs Rift?
with vive it returns steamvr
but at least in my case, it opens on oculus anyway, even if you launch it on steam
For me it just returns SteamVR, even when I'm using a rift but I'll try your fix
psvr sounds like a nightmare, but people will buy that crap anyways just because its the official POS that you use w/a PS4
it works
and its better than a DK2
in fact, it runs DWVR perfectly well
at same settings as PC
(to be fair, DWVR is geometry/drawcall bound, so ps4 has an advantage there)
plus 60 fps instead of 90
so what everyone is saying about its shit tracking is exaturated?
no, its true
i understand it is supposed to be comfortable
but the rift is plenty comfortable for me
psvr is super confortable
the best headset for that
becouse it doesnt push to your face
you have the weight in your forehead with that circle thing
and im pleased to see htc trying to correct its ergonomics with the new audio strap
aslong as its well reviewed i will be purchasing it
yeah its like a welders mask
i wonder why oculus didnt do that sometimes
i think my dad was complaining about that too
he would prefer the welders mask style because that's what he's used to
So, PSVR doesn't come off your head if you move erratically ?
hopefuly vr wont require me to ever move my head erratically
it sure looks like it would come up if you move all over the place and look up and down at sharp angles, suddenly
why not?
not all the time, but at certain moments your game might have some stuff a way down and a way up
I would
well that kind of movement is not what i consider erratic
While there are couch VR experiences, there should be VR experiences that replicate real-life physicality
@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.
i was doing some ledge work on my project last night
(probably over something soft to catch PSVR if it falls off ๐ )
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
that was kinda fun
Tbh, I would never pay money for this
:/
I guess I don't understand current generation of gamers :/
It was bundled with every preorder vive, so thats a good amount of sales right there
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
So, I am guessing those sales numbers don't come from individual software sales
ok, 20 sales on oculus store says the stats tracker
but its a lagged stat tracker
also, no marketing of any kind, its just "there". Wich makes it different than steam
Steam version is getting basically no sales anymore, i wonder how this version will do
that's how it works anywhere
Steam, GoG, Origin, etc.
they distribute your game, like Walmart or GameStop
they don't do any marketing / PR
Oculus is more like a walmart
they put it on the shelves
and its easily seen
Steam is a blackhole
once you are out of the new releases/topseller lists, you cant be seen
but you do get a LOT of traffic that first day
thats why im interested on seeing the stats
Tweet @ Oculus with the link to your game and maybe a GIF video. They usually re-tweet.
oh, they do?
will try
as tomorrow #screenshotsaturday
with a flashy gif
what i want to see is how the "not first day" sales go on Oculus store
you basically cant find my game browsing through the VR lists in oculus
but in oculus you do
can you go and leave me a nice review?
i think if you get it with key you can do review too
I don't have Rift o.O
try that remote addon and see if it lets you use phone straight from desktop
Job simulator isn't a game.
Well, to me anyway. It's a great demo and very good to introduce people to VR
And it's tight.
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.. >_<
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.
Anyone who is making a VR game to turn a profit is probably going to be disappointed.
Depends how much it costs to live in your apartment or something
lol
(But yeah, agreed.)
For now.
Yeah for now.
hey did the latest hotfix break UMGs?
@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
@digital marlin Not for me
hrmm okay, thanks
@real needle well I'm not using instanced stereo rendering, that just wastes performance
@full junco I thought instanced cut down on draw time?
Since it doesn't do it twice?
it might improve cpu performance by 1% but increases gpu time by 10%, so absolutely not worth it
for some people it can be worth it, if you have a lot of draw calls (more than 2000 I would guess)
I perceived an uptick in performance, and we're certainly not as high as 2k
But perceived... eyes fool you
I profiled it and it made it a lot slower
Why haven't I seen anyone mention that
then you haven't payed attention to it, I heard many other people say the same
When Epic announced Instanced Stereo Rendering I was quite impressed since it sounds awesome and I can need every bit of performance in my VR project, but now I actually profiled to see the difference, and now I'm not so impressed any more.
I see absolutely not benefit with using Instanced Stereo Rendering, actually, I see a decrease in performance.
So, what I have tested: Run the game in standalone (right click .uproject file and select launch), switch to VR with alt+enter. Then do
Thanks, there was a couple good answers there
Do you use frame smoothing? I'm unsure if it even works for stereo
Well, Ryan mentioned "Make sure both frame smoothing and vsync are disabled and then use the stat unit console command."
As in they usually being on
well I always had that stuff disabled
YEah me too
Which is why I asked
I had to turn off interleaved reprojection in 4.14 because it broke scene capture components
And I see a bit of stutter now and then, which I didn't before
interleaved reprojection?
It's weird though because it shouldn't change individual frames
It only kicks in when it's several frames
But it must be doing something else as well to affect stutter and such
well that stuff is not making it smooth anyways, 45 always stutters with that
only atw and ASW can fix that
or valves asynchronous reprojection
That's what I'm saying, it's weird that turning it off gave me worse perf
It should be the opposite
I'm using asynchronous, so it might be an artifact of that
Haven't actually tested without both...
valve is slow with adding support for amd for asynchronous reprojection
so couldn't test it yet
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
Testing VR multiplayer on my own is a mess...
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?
@real needle I'm on now with a Vive
@storm vortex Reprojection is usually a good indicator that something is wrong ^^
i do leave ASW on, but i capture profiling with stat startfile
and then look at that
i try to avoid the gpu time to be more than 9 ms
it also gives me an fps graph, so i see when i drop from 90 locked into 45 reprojection
my cpu bottlenecks when I'm running stat startfile, so I'm not getting very accurate results
@real needle what cpu?
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
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 ๐
regular fire sprite particles look really weird in VR
is there any good alternative to use?
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.
that sounds a bit too expensive...
@real needle if you still need help testing, I am EST time zone, at our space 5 days a week
it's freaking cold here โ ๐ฑ
i dont get any slowdown on stat startfile
and im heavily CPU bound (drawcalls)
i guess its becouse it is just offloaded to one of the extra threads
While wearing and playing with a Vive headset, can you mirror a different camera to the screen (instead of the VR view)?
I think there must be a way, but so far I haven't found it. Does anybody know how to do this?
whow can I disable reflections? http://puu.sh/tehsb/f4e1c7a439.png
I dont have any reflections...
SSR intensity is set to 0
Hey, are you guys doing any sort of black-out for when players decide to stick their heads into walls and other things?
What happens when they decide to continue sticking their heads past the walls?
i push the player back
ive been able to give players a charcater movement
and its attached to their body
so if they try to get through a wall, they get pushed back
my walls are all very thick, so if the player actually decided to go through (which happens like never) black fades away again
tlrd, they literally cant go through anything
Hmmm.
I'm trying to do too much fancy shit with mine.
I'm blacking it out. But then I'm also having visible room boundaries.
Is there a good way of doing black out that's attached to the camera... that still allows some materials to come through?
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
Because that's kinda my struggling point. I'm faking it by using a plane in front of the camera
you could use PP to turn it black and exclude certain objects with custom depth
I dont think so
So. how do oyu exclude objects with custom depth?
tick the checkbox somewhere to render it to custom depth
and in a PP material use that to mask your output
Struggle town here. ๐ So you make a post process material... in special things you need to do to it? I've just made it 0 emissive.
Then I plug the material into blendables in the post process
... and it has no controllability
it just goes from nothing to full black
There are 2 sliders... 0 to 1 next to the material node - 1 for full effect
and Blend Weight.
And it's on as long as both are above 0.
it's fully black, as long as both are above 0 I mean.
then something with the custom depth is wrong I guess
that can be tricky to setup correctly
Any guides for this out there?
well some stuff there definitely is, have you googled for "unreal engine 4 custom depth" already?
then you find something like this: http://www.tomlooman.com/the-many-uses-of-custom-depth-in-unreal-4/
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 ๐
Ok. I'll wrap my head around that.
just making stuff black is way easier than outlines and stuff like that
You'd hope so!
Yay. I fixed my problems! ๐
And it had nothing to do with the post process stuff. (although that's still a minor issue).
@full junco reflection apply is I think for spherical and box reflection captures; would include skylight as well.
@sturdy coral hm ok, I don't have any of those reflection captures in my level since I use no static lighting
I do have a skylight though (movable)
how is skylight related to reflections?
The skylight is blended in with the reflection captures; moveable has some caveats
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
Hey folks! New here, thought I'd say hey ๐
Sup
@sturdy coral well I hate these sky reflections...
because those even happen when I'm not seeing the sky due to being inside something
I think its impossible though to turn them off? or is there a way to do that?
anyone ever seen a diagram with the oculus touch axis of rotation?
w/regaurds to yaw, pitch and roll
kinda like this pic only for the oculus touch:
you should probably ask on Oculus Dev forums @opal bobcat
well i went with my instinct and the axis i needed was infact roll
just funny that no idagram like that exists
ask them and note that docs are lacking.. Just don't start with "f u Oculus" ๐
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
in ue4 you just grab the motion controller component
its local transform is the hand transform
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'
now the most boring part, documentation and commenting
@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
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? ๐
damn ue4 to hell, 6000 shaders compiling again...even though I didn't change any materials
ugh I was working with materials. On every save it's like a 30 second wait
@wintry escarp I seriously doubt it's UE4 issue
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
laggy ๐ฆ
VR input gloves are getting a big boost thanks to HTCโs newly revealed Vive Tracker. The combination of Noitomโs Hi5 VR glove and the Tracker forms a surprisingly compelling input experience that adds finger-level fidelity to Vive experiences. Weโve seen plenty of VR gloves and other finger-tracking input methods over the years, and while a few โฆ
@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
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
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.
@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
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 ๐
TPCast?
Wireless converter for the Vive
oh shit yeah I want one of those
I still don't believe the claim of 2ms latency, I'm pretty certain that isn't motion to photon latency
@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.
it's not like there's been much information coming from reputable sources just yet
Their 2ms is the "additional" latency
So it's on top of the regular setup
It's not unbelievable
@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 ๐
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).
how on earth did they do the warping shield effect without bringing performance down?! o.O (it's not UE4 most likely)
Looks like a refractive material to me.
I see.. Isn't it "expensive' ?
It really just looks like water ripples to me ๐
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 ?
what warping?
the shield effect
@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
I saw a water caustic effect but I don't think it actually warped the image
I can see it warping the image a bit. look at the straight lines on the background geometry
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
well, translucency hits performance in Gear VR too
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
@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
could they just ripple the vertices of meshes in front of the player?
could I do the same with that ambient cubemap?
@full junco yeah, just paint the bottom black in photoshop
and then I could delete the skylight?
@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
well but I hopefully no longer have those stupid reflections, and that saves some performance, right?
@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"
How to optimize the GPU demands of your game.
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
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
possibly
I also no longer get the "reflection apply" in profilegpu
with the ambient cubemap
so I guess its exactly what I need, thanks! ๐
for a vive, I doubt it
@trim python Technically you can, but you'd still need to test it etc.
I'd say you'd struggle without the proper device.
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.
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
Another person saying their card magically doesnt work. I have upgraded 3 time from nvdia to amd to no issue. R9 Fury X
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
Can confirm. Have had problems with both Nvidia and AMD hardware.
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
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)
@native cedar There is a checkbox in the project settings to enable VR mode on launch.
Allright thanks guys
there are ~90M Samsung's Gear VR capable phones in the wild
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?
hello everybody. Does somebody use Oculus Touch with Widget Interaction Components?
I have an issue
@real needle what's the issue?
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
maybe there can only be 1 widget interaction component at once
@wintry escarp get S6 and make sure it runs on S6 well ๐
Note 4 must die already
S6 + S7 = ~90M units. I didn't even bother to look how many Note 4 are out there
What's the best plugin/template(hands etc) for VR now? The Blueprint template or Runebergs plugin?
For Vive and PC if that matters
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
So you made your own animations/teleportation and stuff?
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
I don't use any animations, and teleportation I created myself of course.
@full junco really only one widget interaction component at once? For every actor, level, player, project? ๐ฎ
Alright, C++ or blueprint?
animations i have my own
Alright, C++ or blueprint?
@full junco I stopped the hit testing for one widget interaction and the widget interaction for my touch works... that's kinda odd xD
both
Well, it may be simple but it's a lot to take in all at once. ๐
I didn't think of that... interessting
I haven't done any gamedev before VR but live and learn I guess.
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
Well, I've done similar things(simulation engine) minus the graphics
@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 ๐
Working with UE4 for about the last 6 months. I got used to the annoying headset ๐
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
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.
@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)
yeah
those 100% VR related stuff is usually super easy though and quickly implemented
ue4 makes it super easy
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 ^^
it was quite clear to me that it isnt related to oculus touch. I never used a touch, I only have a vive
Buuuuut there is a great UE4 community who can correct your point of view ๐ so thank you very much for that bit of information
for ue4 its basically the same if you attach a component to one or the other
http://www.glixel.com/interviews/epics-tim-sweeney-on-vr-and-the-future-of-civilization-w459561 what has Tim been smoking for the past several years ?! Robo Recall wouldn't happen (and VR advancements in UE4) is one giant corporation wouldn't fund all that
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)
does he talk about civilisation devolving into a mad max style dystopia?
read it
@mighty carbon no, epic can't
you can always continue to use whatever ue4 version you have
I don't think vr will do that much, AR will have many more useful uses
it's governed by standard EULA
@mighty carbon the EULA allows you to use that version that you have forever
@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)
@mighty carbon you can use it forever. end of discussion.
you can't
read damn license
Epic can change the terms of their own license
what rock do you live under?!
epic can cahneg the terms, but only for new engine versions
no dev would ever use an engine if the engine developer could just change terms
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)
when he talks about platforms he doesnt mean engines
simple fact that Steam went free-for-all and became a black hole doesn't bother Tim
and epic isnt giant, epic is quite small
Epic is funded by giant Tencent
interesting vr conversation today ๐
they have less than 50%
yeah @mighty carbon stop this off topic discussion ๐
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.
"giant" or not. they seem to have about 250 employees and are part of the khronos group. "big enough" for me xD
TL;DR don't violate the terms, and don't try and sue them claiming a patent infringement
yeah the eula is clear that it can only be terminated if you break stuff of the eula
turns out unity has the same thing
and cryengine
gotta go use Godot or Blender guys
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.
you can be open and still make a ton of money, thats what steam does I would say
@full junco sorry to break you illusion, but "termination" can mean anything
and Tim's openess comment I understood to only mean, "Let vive users into the Oculus store too"
which sounds nice to me ๐ There is some neat content that I can't play yet
@frozen sapphire theres that software that lets you play the stuff from the oculus store
@wicked oak all I am saying is a guy with the same power as any other corporation complains about it. In every damn interview.
he has by far not the same power as a mark zuckerberg
why is so much of what you say not making any sense? ๐
eeh, you are smoking same pipe as Tim @full junco
Epic can definitely suddenly stop allowing people to ship UE4 games, or change the terms
@mighty carbon and I dont know what you're smoking but it definitely isnt good for you
when you release on Steam, and see how it goes, you will most likely say that openness of Steam sucks
is a huge fan of big open terrible store fronts
because normally the good stuff gets reviewed and marketed
good for you. most indies don't make any money on Steam any longer.
who makes money via Itch?!>?@>@
who said anything about making money?
and I don't mean pocket change. I mean income for living.
couldnt you have posted that thing in #lounge?
couldnt you have posted that thing in #lounge?
I like how on topic #vr usually is
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
I like how on topic #vr usually is
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
well, I am in it for money, besides fun (those times when I made mods for games for fun are long gone)
@cobalt relic the problem is there are so many games that it would be really expensive for steam to manually filter bad ones out
well, the article was for VR
and this channel is dead anyway, so... doesn't hurt to talk about related stuff
@full junco They already do filter manually.
@mighty carbon it isn't dead... theres usually always on topic dicsussion here
@cobalt relic they do? how?
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
well vr doesnt go through greenlight anyways, right? or did they change that now?
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
I dont really think much about it, I know I can't change it
I just have to use whatever system there is
Sure
and the fact that steam exists is awesome
But it's the top reason I have for also going to GOG with my game
I want to support the other approach
are there really people using gog? I mean, apart from those that just dont like DRM.
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.
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.
I don't think indies will go extinct, I think they will just be 5000 "indies" to ship every month, like on the AppStore.
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.
I think markets have to expand and contract as well
and when was it before 2008? was there ever a time before where indies could ship games?
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
there have always been indie studios of some size or another
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
the big publishers congealed out of the "pc revolution"
yeah there will always be indie games because most indies dont need to live from what they do
Exactly
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)
meh, steam is great still
@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
Steam is great for users, it's shit for developers.
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
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 ๐
yeah, that'd work fine too but ideally there'd be an itch hook into steam then
heheh
Getting on GoG is tough :/
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
if you want selection you can always try to ship on consoles
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.
I definitely want to do that, @full junco ๐ Maybe the next game
consoles are a way too expensive
expensive?
that's part of the arrangement though
it's not open
it's not free as in beer
and it's very selective
ESRB (and PEGI and whatever else depending on region) certification costs an arm and a leg
true
well spending some money is fine if you later get more back ๐
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)
don't care so much about cash, just make a great game
there is no spectrum on PC - it's all shit now
a really great game will be found and played
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
@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 ๐
cuz I don't wear pink shades like you do ๐
I mean, if voting with dollars was the end all then we'd only have f2p casinos like on mobile
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 ๐
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
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).
lighting will strike for some folks, but I don't think it matters that there are a flood of content in stores
Great indies games do succeed commercially. See Factorio, or Darkest Dungeon if you want a recent example
yeah
lol, might as well bring up MineCraft ๐
might as well bring up that he did that while working at a day job for fun
I did not bring up Minecraft
and that did succeed even without steam
never tried to make a billion dollars off of it
Nor will I
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
lol ok
those that succeed just have great games
Because great game + luck
I dont know about mobile
anyone good on tech knowledge? is 5ghz wifi as fast as usb2 or 3?
smilertoo, I don't think so?
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.
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.
I don't care about fair. Life isn't fair.
@wintry escarp 5ghz WiFi should at least do something like 500 MBits, which is USB 2 speed roughly
ok, ill stick with usb...I got that ue4 remote plugin
just saying that Oculus bets Steam for indie VR devs now and having another open VR storefront would be a bad bad idea
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
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
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
I guess I am not the only one "negative" person here ๐
@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
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
yeah, I'm pretty happy about the whole situation
I'm just saying commercially, it's a blood bath, just like film, or painting, or music
but I have a day job ๐ so I'm not desparate to make it work
People can choose to be in the blood bath, consider alternatives, or forget about money
after years of film work, I had enough of the blood and tears watching anonymous producer types make all the money
Alternatives today would be consoles imho
@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.
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
and btw, I find UE4 to be a great engine, considering the alternatives.
I do agree that Tim is full of shit
Especially when Epic is doing their own closed market
I agree with Tims sentiments, however it is odd that he personally is saying those things
mental disconnect all over my brain
Tim is awesome
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
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
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
๐
@cobalt relic that's just because epics resources are limited
haven't yet read any complaints about that too
Uh, see the Linux threads
I don't read those
@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.
You'd think a download link on the marketplace website could happen
that's when I'd approach the seller directly and offer cash directly
@cobalt relic is it different for unity?
@full junco I believe it is ? Unity provides a binary package, UE4 doesn't.
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..
for unity you even have to install unity to access store stuff
that's even more annoying
And Unity isn't the company trumpeting against Windows Store, UWP, Oculus Store, and so on. Epic is that company.
gearvr support vulkan?
Same as UE4 then
@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.
@cobalt relic it's not epic as a company, it's Tim Sweeney as a person
@wintry escarp no, not yet
epic as a company needs to be profitable of course
so Tim can't just do whatever his dream would be
@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.
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
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.
I hope oculus store will disappear again
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?
yeah, Facebook is just evil
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
I mean that honestly
gabe Newell is way better than Mark Zuckerberg
Google? Microsoft? ...
Gabe is also acting out of pure self-interest, to be real here.
I have no idea who would have the billions to bootstrap consumer VR just for the hell of it
@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.
@cobalt relic but gabes interests somehow aligned with those of basically all gamers usually
@mighty carbon my point was that now your ability to market games is what matters O.o
do you know how much it cost to market your product ?
I don't have that kind of money just laying around
it also costs much to make the product itself
it's astronomical compared to the cost of development
and that's the real problem
and the times when onlines reviews made different are gone now
@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.
not indies flooding markets
when I released my game I could already feel that just online review alone is not enough.
it's the whales who spend 9 mil on a 1 mil game just to own all ad spaces
@frozen sapphire Marketing cost is proportional to the competition
@cobalt relic excellent point
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
and they advertise constantly, preview, court the press to get eyeballs years out of a release
@frozen sapphire I don't understand why ads work to be honest. I would never buy something just because I saw an ad.
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
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.
I think Steam should have a quality threshold, and obviously I think that threshold should be "my game's quality"
haha
Being real here
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
๐
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)
can we get back to vr now?
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?
@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.
there's not really an alternative to umg
Make quality porno games catering to furries if you want a financially supportive customer base.
That's the real untapped storefront for VR ^
@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!
although pr0n game would require mocap :/
Side note... Has anyone experienced bugs with custom channel?
because it's also hella weird when that happens
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.
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.
Building it out also causes it to fail.
something else I'd like, is a chaperone bound for my ceiling
is that information I can recieve from the api in engine?
You people and your low ceilings. /3.3m ceiling master race
some of us work in basements lest our children wreck the studio
๐
and holy christ 3.3m
๐ it's an old house.
must be fun hanging lights lol
They're all on pendants.
๐ I guess that's why the people that originally built the house must've gone for pendant fittings.
After CES last year I wrote a lengthy post...
what do you think is more important? the better tracking or vr touch controls?
@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
@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
@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
umg performance is very good
btw, is this still accurate? https://forums.unrealengine.com/attachment.php?attachmentid=87367&d=1460020388
I mean, its just confusing ๐
I always think the numbers are the face buttons...
so I wondered why face button 1 isnt responding to me hitting the menu button ๐
uses umg in his vr project
umg is great for VR
ok, I'll spend more time with it then of course
i use it in c++ and construct dialogs at runtime
I'm trying to use mostly C++ (for personal development reasons and not because I dislike blueprints)
same
and that was my next question @opal bobcat
dont do umg with c++
im like 99% c++
umg is visual stuff so BPs fits best there
because most docs are focused on blueprints to some degree
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
awesome
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
hard to tell with all that code generation going on
๐
unreal is like it's own flavor of C++
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
i dunno i just notice like half of the api calls im making go to various kismet headers
kismetsystem
kismetmath
"legacy" hah
well its not legacy for 4.14
the only reason I don't miss stdlib is because their offerings seem complete enough
and lots of those calls seem to use slate
the only reason I don't miss stdlib is because their offerings seem complete enough
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
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
yeah
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
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
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