#virtual-reality
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ok I was just stupid
forgot to check one child actor component...
actually stupid how ue4 enables collision including physics by default for every static mesh component
anyone have any tricks for lining up your motion controller meshes?
or am I doing the thing everyone else does by tweaking it's setup, grabbing the headset, rinse, repeat?
I'm using the VR Extensions Plugin now, but before when I manually did the controllers I don't recall having to put in any effort to lining it up, it just matched perfectly. I was actually kinda surprised
I think all I did was attach the origin of the mesh to the controller
Vive meshes can be attached duirectly
since I'm using a custom model the origin of the mesh was slightly off the mark for me
oculus touch the same
so if you want to align hands
you do it by adding the "perfect" meshes (oculus and vive wands) and then you add your hand mesh
@wicked oak that's awesome
and align it to the 3d mesh of the controller
where do I find that?
source: its how ive done it
they are in the engine
make sure you check the "search engine content" and search for the static meshes of the vive and oculus controllers
they are the ones used for the VR editor
lol, VivePreControllerMesh is the final model from the looks of it
meanwhile the non 'Pre' is the wacky thing you used to see
๐ thanks for the tip @wicked oak
@frozen sapphire isn't the Vive pre controller the same as the consumer one?
oh, is that just how they call it?
idk what it's called. I just remember the pre looking the same apart from some decals on it or something. I do remember that older one though.
super niche question. Frame warping/reprojection doesn't in any way effect UWorld time dilation right?
no
haha, i get the hat name now
Pre's controllers are the same as consumer, just different decals
Well
Consumer ones are better quality
But they're the same shape
Our triggers all started acting different early on
Havent seen any consumer ones say that so assuming it's better
And the feedback varies as much as 50% between the controllers
I came here to ask, I'm not the only one who's seeing a square space for a texture in steamvr when loading levels am I?
My main complaint about my consumer controllers is the buttons squeak but if that's the worst that happens to mine im okay with that
I am not using splash texture
I see that too, I think it was in recent update. I saw something in the notes or on reddit about it.
Hm, I wonder if that's a border for the splash texture we can add?
@wicked oak should prob know, I think he's using it
Not sure, I think it is something we can override or saw some chatter about that.
Yeye I think it's splash texture, it's even a bp node
Wooot, I rhought you and john did
Yeah Ive noticed a good inprovement in loading times recently. Even without event driven loader
Which doesnt work in launcher builds. Im too lazy to always convert a copy of project to source before Ibpackage
Good to hear I'm not the only one who thinks loading times are super fast. I actually set my loading screen to appear for at least 1 second, lol. It feels kind of disorienting when the loading screen blinks too quickly. You don't even realize what happened.
@graceful junco I used to work on an iOS app where the loading was too fast, so we added a fake loading screen after the main one so we could show ads ๐ฉ at the clients request
@graceful junco How are you doing your loading screen? Transition level?
Streaming levels
Teleporting the player to a "loading area", unloading the level, loading the next one, teleporting the player back to the actual play area.
i was thinking about using streaming levels for a consistant vritual reality spaces...
like, lets say that im in my vr room, and i want to travel to my friends vr room, create a Gateway between the rooms whcih would consist of some sort of hallway or something that id have to teleport through to get tot the entrance of the friends vr room
originally i was thinking make the hallway long enough so that by the time yhou got to the other end you would have thte level streamed... but that doesnt work so hot with teleportation movement
so maybe an elevator system would actualy be better
Hrmm
I reckon this gateway should be unlocked via a code
But not with like.. words. You'd have to use symbols.
And I think James Spader should be involved.
Its what they intended from the moment they entered this star system
.>
<.<
i was actualy thinking about some interserver communications paging system, so literaly the owner of one domain would invite the owner of another domain and then the gateway would appear as a result of that handshake
then the software would start to stream the level when you entered and initiated the gate
damn
do I need to smoke something or eat some shrooms or is it actually that intense in VR ?
She's apparently playing space pirate trainer. I've played it before, but never bothered dodging the shots from the drones. :). I think very few people have the space and setup to move around like that in VR. Also, I guess most people are too lazy to move like that. I know I am most of the time.
VR boxing really worked me out
It's really just shadow boxing but somewhat more engaging.
Audioshield also gets you sweating.
Sword Master VR is great for a sweat too.
Love that Sweeney took time to bat at known Oculus fanboy Heaney ๐
Best workout in VR I got was from Art of Fight, Hover Junkers and Audioshield
My arms and legs were sore for days after playing those for a few hours
Anyone else using the forward rendering? I'm not sure if this is specific to this render mode or if its just related to the errror "Landscape Instanced meshes don't yet support unique static lighting for each LOD, lighting on LOD 1+ may be incorrect" When I view the trees in the editor you can see the ones in the background are still lit up properly even though they are not LOD0 but then when I'm in the anything that is not LOD0 is black.
Is there some way to make the in game one just not use shadows?
I was thinking of just placing all the trees by hand but not sure if that would be worse performance than using the painting tool
@graceful junco i've got 4m wide. Spt is a crazy game. I've been to 120k without shields.
@storm vortex It would be worse, unless you populate them during construction as instanced meshes
But foliage tool really is the most efficient way to do it
@real needle I like the foilage tool but it seems like no matter what lighting I use the trees are black at a distance. Seems like its a limitation of the game engine based on the console error. I'll have to try with some other trees.
yeah ill give that a try. Edit: tried with deferred and had the same issue.
When I interact with something that's animating with my controller it wigs out
anyone know I fix?
@odd garnet What do you mean "animating with my controller"?
@storm vortex I think i've seen the issue discussed before... Are you baking lighting?
I am I think
If I move a tree or light afterwards all the shadows go away and the lighting issue goes away
And you have lightmass volumes set out?
but it comes back when i build again, maybe I shouldn't bake. I was doing taht for performance
I'll have to check not sure on that
You need lightmass volumes to have GI
And without them your light build will take forever, and throw you errors
ah, I don't think I have that. Watching a video on that now
If you're baking, and don't use dynamic shadows, then set all your lights to static
๐
That's the cheapest lighting you can use
yeah i have switched them all to static
I'm just using a single directional light source that is static
i tried adding smaller lighting to make the meshes not black but that didn't seem to make a difference
The reason why they don't go black if you place a new tree is because the engine is faking dynamic lighting on that tree to give you an idea of what'll look like
The smaller the volumes, the less memory intensive your game will be
Afaik
Performance Warning No importance volume found and the scene is so large that the automatically synthesized volume will not yield good results. Please add a tightly bounding lightmass importance volume to optimize your scene's quality and lighting build times. Ah that must be my issue thanks for the tip
Yeah ๐
I think it wasn't an issue before and then I made the landscape much larger by adding a back drop
I'm really surprised it isn't lagging with how big my scene is. I doubt it is going to be running well on a lower end card though
Is it possible to have multiple light mass volumes if you don't want to make one large one?
@real needle awesome that light mass fixed my issue with models being black. I used the visualize shown in this video and it only showed samples in the areas it was working correctly.
@storm vortex Yes multiple is good so that you don't need one giant one if you have height differences in your level
yeah like right now i have a massive navigation mesh
They build a vector array of light data
i think i tried splitting it up but it didn't work with the teleportation. I need to revisit that
You can dynamically build navigation data at runtime around the player, max distance set to max teleport distance
Same for groups of mobs if you have a large level
ah cool, yeah i enabled some checkbox to do dynamic navigation for the AI. I haven't actually tested teleporting since I clicked that box
There's a special component for that...
I can't remember what it's called
Navigation Invoker!
Check that out
I fixed it a little bit.
Basically when i hit the skeleton with my sword it makes the sword go all jittery
I saw something a while back about a mechanic like Climbey?
was it add relative offset based on the controller lerp?
I am not expecting anything here, but gotta ask this... anything like multires for mobile?
Yes. It should be on by default.
I hope they will make that "deluxe audio strap" available without the integrated headphones. a more comfortable strap is great but I don't want cheap headphones that are probably way less comfortable and worse sounding than the good ones I already have and wear all the time.
@full junco They probably won't sell it without them, but I hope they can be removed
@native cedar yes and no
It's called multiview, it's off by default and it doesn't work well on Gear VR
(Performance is horrible)
Experimental feature after all and Oculus confirmed it's not production ready
@mighty carbon multiview is something different than multires, its actually not related at all
multiview is instanced stereo rendering for the GPU
and yes, nvidia seems to call it "single pass stereo" while qualcomm and AMD call it "multiview"
Aye, got it
thats great ๐
multiview in ps4 is literally multires
Trying to package for Google VR / Daydream in 4.14, and getting stuck at 'updating build configuration files' - left it for an hour and it's barely made progress?
multires is scaling pixel density based on the distance from the center of the frame
saves a lot in performance for what I have noticed
single pass is meh
I don't believe multires is available for this gen on mobile, @native cedar
2BAD
well, mobile isn't desktop and isn't Nvidia either, so...
Nervous as hell. Finally showing off my locomotion solution... or at least the trailer for it.
https://www.reddit.com/r/Vive/comments/5n5e1k/i_think_ive_solved_the_vr_locomotion_problem/
Help a fellow discorder out and upvote please? ^^;
Looks awesome! But I can't tell for sure until I try some of them
Really nice materials on the robot, was there even a lens flare there?
I am not sure if I understand it correctly, but I don't see anything radically different from standard linear locomotion :/ And with camera shaking like that when you move it makes me uncomfortable watching the video outside of VR :/
What's the trick?
Yeah the camera shaking did look a little odd, or maybe you just like to shake your head when you "run"?
climbing locomotion looks good
I should probably post my locomotion method as well... it's not something that solves it for everyone, but it can be used without controllers which is pretty neat
that's the thing with VR - it might work really well in VR, but on the video it just doesn't look right :/
I'd certainly offer some kind of tech demo download instead of video
upvoted anyway ๐
@real needle @mighty carbon the head shaking is part of the locomotion method.
It's an in-place solution. Well it's more than an in-place solution.
But the in-place part is a primary component.
I'm not sure what you mean with in place
Most locomotion is done "in place" since it's very weird to move around physicaly and artificially
Yeah, I know. I've looked at a lot of them.
Are you planning to release it as a game or just as a tech demo?
and... I'm not going to say that my solution is 100% perfect. But I will say that people have been dismissing in-place solutions based on poorly implemented versions of it.
Kinda like people dismissing smooth motion prior to Onward.
Yeah, it's a tech demo
gonna get it up on steam
and have everyone try it out.
Hopefully in a few days. Spent a lot of time polishing it up and getting content in there.
Actually!
I'm a complete novice to it, so I probably will need a bit of help!
But I found some handy tutorial videos... so I'll peruse those before I hassle you ๐
Feel fre to ask me, it took me a while before it went on autopilot
Mainly navigating the webpage lol
Yeah ๐ well, I've figured out everything else up to this point... so hopefully that's a tractable challenge for me too!
I'm not sure if we're allowed to openly discuss specific things, so don't post any screens or such
Thanks for the headsup
I don't think you'd get in trouble for it, but pretty sure I read a couple of lines about it
@clever sky for free?
Yeah
i didnt try it becouse i despise NDAs, so i havent seen it
good, then
@clever sky I remember you asking this here, how did you get the climbing to work?
i do many prototypes, any NDA could get me in trouble real fast
wich is why i wont sign any nda that doesnt have good money backing it
Ummm. It was a long and complicated process. But the short of it is that I teleport the actor with the grabbing hand.
Fair call. Yeah, I get that people don't want to be inadvertantly locked out of ideas that they'd independently discover.
looks like what im doing for my classic locomotion system, that works with head motion too
@clever sky that's not how NDA works
You teleport the actor with the grabbing hand?! Whoa. Okay maybe, I can see that.
I was thinking about doing a relative offset
@wicked oak Yeah. Hoping to legitimize walking-in-place solutions for VR.
The Oculus Touch update for Dreadhalls is finally out! You can download it directly from the Oculus Store.
No need to configure anything to use the...
if you watch the video, you'll see geometry casts dynamic shadows from the lantern
that's Unity, and apparently there is no issues with performance
becouse its 1 light in the whole game?
nobody has said that 1 light will murder performance
they also have 1 dynamic light for Gear VR and it runs at max fps all the time
can't say that about UE4 ๐ฆ
(don't remember now if it also casts shadows or not on Gear VR)
I added stationary light and performance dropped down badly.
ok, I don't think they have shadow casting light in Dreadhalls for Gear VR
(watched one of the yt vids right now)
can I use stationary light for lantern ?
If anyone is interested, I've got my presentation vid up... but need some feedback before publically showing.
PM me with email and I'll send you link.
@clever sky Have you played Art of Fight or Climby? It's hard to tell from that video but it looks very similiar.
VR videos are never good at really translating the experience though so maybe it is very different. Hard to tell.
@storm vortex Yeah, have got both of those. And, I'm not a fan of arm swinging locomotion.
Even if it looks similar in the vid. PM me your email, I'll send you a link to the presentation if you're interested.
@clever sky Does it require NDA?
Nah.
The presentation video is much better than the teaser on Reddit for anyone who hasn't watched it. Seems like some existing systems that have been refined to work much better and some newer stuff.
This trend report provides a comprehensive overview of the state of the Virtual Reality Industry in Q4 of 2016, based on data from the Sketchfab community.
Cheers @storm vortex Yeah... maybe I should've just shown off the presentation vid initially. But hopefully I can rectify it when I actually post it up tomorrow! ๐
This has probably been asked a million times before but there's no search function in discord yet...I'm trying to get a reticle to follow the player's head tracking and change when a line trace detects they are looking at something they can interact with. So far the best I've come up with is adding a mesh to the camera which is fine but I assume I need to change it's position to the end of the line trace. Before I go through all that I thought I'd see if there was an easier way I'm overlooking
Or put more simply: "Is there an easy easy way to add a cross hair in VR that follows the player's gaze?" I tried the default HUD and a billboard component already with bad results
@vale matrix there should be a hmd orientation , then line trace from the forward vector
Should be what you're lookin for
hmd orientation is camera orientation btw
Ok cool, that's what I thought. I'm using the 1st person template and line tracing is in place, I just wasn't sure I was implementing a cursor in the best way. I sort of came up blank doing a google search. Thanks for the help!
anyone developing for both vive and oculus on the same computer?
I'm wondering if you might have tips for swapping back and forth. Like can you use the same USB/HDMI/Power box for both?
cool b/c I'm running really low on USB ports
yeah
cool thanks, yeah trying to support them both means more swapping
Hey I would appreciate if as many as possible could vote on this issue: https://issues.unrealengine.com/issue/UE-30406
It's keeping me from releasing a patch to my game, since the "fix" is to disable interleaved reprojection, which I can't tell everyone who plays the game
anyone be able to tell me the diff between a medium and production build for Vive? Would you even be able to tell a difference?
@lilac moon i am, but not simultaneously
like i dont have 2 cards good enough for that
when i get a 1080 ill move my 980ti to my dev box and ill have both connected
Anyone have experience on Maya LT vs Blender?
I've got about a month of Maya LT under my belt. Enough to know where the buttons are. But a small enough amount that I wouldn't feel too bad about switching over to Blender.
Is Blender that bad? Because Maya LT doesn't seem like the bees knees that the games industry's use of it would make it seem like it is.
thought i would share a quick vid of my new game i am working on - https://youtu.be/wI0pauZw2wE
if anyone has any good info on physics/thruster blueprints i would appreciate the links
Feels very christmasy for some reason.
@grim condor For a rocket you can just add a physics thruster and put some force on x ๐
yep, have that working, but having some issues around creating a smooth launch, building the force gently over a few seconds then apply more force.....i am having trouble
Got a vid of what happens?
i see 4.14.3 is out
Anything useful?
no idea
I'm about to go nuts here. It doesn't matter which map I set as the default map when playing the game packaged (or right click launch/standalone). The motioncontrollers doesn't track. If swap to the same level, they instantly work
I've had this issue before, and a rebuild fixed it
I've tried disabling the oculus plugin, because that has caused some issues before
Work around it for now. Make a dummy level that displays your credits or something and get it to load the actual default level.
@clever sky That's what I've been doing but I have to put a 3 sec delay for it to work. It seems like it's not loading a portion of the engine the first time it loads. I don't see anything unusual in the logs.
@opal bobcat Hmmm I'm wondering if that'll fix the issue I had with the VRExpansionPlugin
Have to test now
So much testing
Gotta love testing as a game dev
or even as a vr dev
Hmmm. I just work around most back end problems ๐
Copresence is the shit
Yeah. I'd like to do multiplayer stuff too eventually. But, australia, bad internet... no one to test with.
I think I'll just do other stuff for now!
@clever sky When were you planning to release the detailed explanation vid?
When this hits 100%
Will probably take...
5-7 hours at the current rate.
It's only a 1 gig file! Come on!
did you compile the video?
@clever sky is it the same length as the one you shared with me this morning? (well maybe not morning for you, but about 12 hours ago..) Seems like you can compress that down to make it smaller
is there a luke seawalker too? ๐
the ultimate would be a luke starwalker
well i have my frined named Anakin Sandwalker
my cousin is Luke Skywalker
Seawalker is my adopted brother
if 2 by sea
what?
@storm vortex It's longer by a few seconds. changed a section and added a graphic that should help comprehension. But yeah, I'm sure there is - I just don't know which buttons to press/pros and cons of each encoding option.
I basically used the default youtube 1080 option.
If you compress with H264 I think that would make the file much smaller
Well yeah. It was 6 gigs with the standard mpeg encode ๐
but yeah I hear you all those sliders can be a pain to set right
Youtube is very limited in bitrate
welcome to planet earth
so you shouldn't upload more than YouTube can actually use
something like 20 or 12 MBits it's for 1080p30
and yeah, h264
VR gameplay?
a bit low bitrate for 60 fps
Yeah it is. Looks grainy.
actually, YouTube 1080p60 can only use 12 MBits
so your setting isn't too far off
that's why it's usually nice to upscale a video to 4k and then upload that, so people can watch the 4k version and get a nice bitrate without any artifacts
2160p60 can use 68 MBits on YouTube
Dayum.
Well, that's not a setting I'll be using while stuck on this internet connection.
And it doesn't get much better than what I have where I live. ๐ข
what do you have?
m8 compile the video
1gb for 1080p 60fps is not right
unless if its like 1 hour long footage
omg im so sorry for your crap internet lol
compile it, idk use movie maker, just make the file smaller
btw i have 150 down 50 up
its amazing
yah?
So I assume it's done something.
what the hell did you record thats 6gb
how long?
15 mins.
Is it because I've got like... 3 different sub frames in most of the shots?
Gameplay footage, camera footage and a little timeline thing.
Hmmm. Well, I'm basically using the presets.
https://youtu.be/puLctn0uDjU this was uncompiled 1080p 60fps footage and that alone is 300mb
And yeah, 1 gig seems big to me too.
Anyway. Rupert Murdoch is to blame for the state of australian internet.
Face sucking vampire monster from hell owns the biggest cable company here.
sounds about right
and used his media empire to shit all over the party that was trying to update the internet infrastructure here.
Like... the guy owns half of the country's commercial news outlets.
On top of whatever else he owns globally.
hes a scummy douche like most internet cable company owners
internet, TV, newspaper, etc.
The scummiest. Really the worst australian of all time.
And yeah, he's australian.
A lot of that is on murdoch.
We used to be a reasonable progressive country! A bit like Canada!
โค my canadian people
It wasn't always so red neck!
But yeah. Murdoch fully exploited the red neck tendency in Australia. Reason we lost our decent internet upgrade is because they were drumming up the boat people problem.
ah ok
Illegal Immigrants. Like there's maybe... 3000 boat people per annum?
damb
But it basically turned into the political cyclone that consumed most of the election cycle.
It got so bad that both parties ended up saying - fuck it, we're both banning boat people!
Relative to the other political issues we were distracted from, the costs were very low.
A relative non-factor. Moreover, policing the borders of a country like Australia isn't cheap either.
Nor running detention centers to wreck their shit ๐
I'm from Germany and quite happy with most stuff here. people always say germany has bad internet, and it might be the worst of whole europe, but in almost every city here you can get either 200 mbits or 400 mbits so it isn't too bad.
200mbits? Yeah, that's way above the developed country average.
Internet in the us is dog shit
Omg ive been sitting down for so long i just layed down and all the blood rushed to my legs omg
Yeah. It's pretty bad all things considered. Not as bad as aussie internet.
But pretty fuckin terrible given that you guys invented it!
Maybe I should move to singapore.
I'm asian ๐
Not that would stop me from moving to Sweden.
I just have a better cultural match to singapore. It's closer too!
and now back to #vr ๐
ok
Hey guys, How do we develop for playstation VR in ue4 is there any documentation ??
Go to Sony, sign NDA, get devkit & doc
Anything console-related won't be available in retail UE4
@cobalt relic is there any idea when it will be availble in retail UE4. I have seen a game which is developed in UE4 and has playstation VR support http://vrgamesfor.com/platform/ps4/#1211
It will never be in retail UE4
It can't
Everything console-related is only available from the vendor after you sign a NDA
I'm sure there is UE4 support for PSVR, but documentation will only be available from Sony, just like UE4 itself
Thanks alot ๐
ue4 supports PSVR
and quite well
source: DWVR works on Oculus, Vive, and PSVR with the exact same codebase
only changes im doing for psvr is the input mapping and a few other minor stuff
you basically just use the generic HMD and Motion controller interface
and it all works as expected
hey guys !
Has anyone done some basic doors opening in VR with physics constraints or any other method ?
There is a door in one of the 4-5 free VR templates out there. I can't remember which one though.
mordental's example project yeah, although apparently I can't understand where does he call all those on child grip events
His grip logic is in c++
yeah that's what I'm investigating now
@shell karma Could you share the link?
VR (OpenVR) Expansion Plugin
Updated: 01/10/2017
11/13/2016 - Added template project.
10/10/2016 - No longer OpenVR specific, if platform does not support OpenVR the plugin no longer compiles out the OpenVR specific code.
you don't need some plugin just to open doors
Ok. Got my locomotion presentation vid up finally. Here's the link if you guys are interested.
https://www.reddit.com/r/Vive/comments/5nc3by/freedom_locomotion_system_presentation_video_what/
Pretty cool. Upvoted!
@clever sky ok, watched it
Cool ๐
you should put a download link in there and not wait for steam. watching a video where someone explains why its cool is one thing, but I'm not really conviced that it really works, so without a download the video isnt worth much
Yeah, I get that. But I'm literally still fixing stuff in it ๐
Also, hopefully I can ride a couple waves of buz
buzz*
you should have waited with releasing the video until that demo is ready
Oh well. It's done. I'll update my release/announce strategies based off reception from this time.
@mighty carbon Cheers ๐
its a very nice video, you explained eveything very well, good video and audio quality too, so thats all great
but I just don't believe that theres no motion sickness with that without trying it
Cheers!
Nicely done Zaptruder. I like it. There are some really nice concepts in there. Falling off edges, blacking the screen when walking in walls while showing the colored room bounds, and running in place.
So, to be sure, I'm not making the claim that CAOTS doesn't cause motion sickness at all.
Rather that it substantially reduces it for most VR users.
But I know from testing that really sensitive people still get sick with it.
The alternatives dash and blink are there for them.
Blink especially.
As that's just teleportation repurposes with a different input scheme.
especially the fact that you make the character actually fall when walking over ledges is very strange. theres basically nothing that gives me motion sickness quicker than free fall in VR. its like the easiest thing for the brain to notice if you are experiencing 0g or 9.81g acceleration
Oh yeah. Free fall definetly causes some vection.
I left that in by design. It's not desirable to fall.
But.
A trick for you: jump up before you hit the floor in VR.
The head jostle will substantially reduce vection on falling.
That's fair enough! You should be!
i have free falling too
my system gives you character movement
i basically "lock" the character capsule to the head
it also disallows you from clipping
And I don't have anything fancy, but I managed to get basic inventory system working last night ๐
@full junco have you by any chance got any kinds of tips for the setup ? I just mentioned about the plugin since I'm using it for the grip mechanics
setup for what?
opening doors
you just set the door rotation based on where your hand is I would say
should be super easy
havent implemented that yet, but I will probably do soon, games without doors are boring ๐
if the door should have collision you can just use a physics handle I think
physics handle + constraint for rotation
physics handle has more lag than doing it manually though
I got it, when I put my fridge in the level and rotate it facind down the handle kicks in and the doors open
however my issue is to actually gram that child static mesh actor with motion controller
grab*
yeah, but physics handle is smoooth
wich is pretty alright
you can still math it up to do it instant, i would prefer a physics handle for it
is there a cheat sheet like the vive controller for the touch controller?
no need for one. Its the exact same as vive control
the face buttons are Facebutton1 and 2
and the menu button is Gamepad Special Right
I'm trying to find the "start" button but it doesn't react to shoulder like the vive does
source: had to find it on the engine source code
ah
thanks!
see there is a need for one!
๐
if you make it they will come
gamepad special right, the right side is the "resurved" button
gamepadSpecialLeft doesn't work for the menu
gamepad special right or left doesn't seem to work for that button
tested the functionality with facebutton 1 and 2 which both work
Fuck. Running that mountain trail is a true work out.
@wicked oak you believe the Left controller button with the oculus logo, also called the menu, also called the start button on the touch controller =Gamepad Special right? (or even left) both don't seem to be working for me
the same button on the right controller is resurved and pressing it bring up oculus home
You could map all available buttons to the same input action, then on button pressed, print the name of the button. That's one way to find out which one is which.
in a new project that could work. but double referencing somethings breaks it all together
but I'll try it
the right one is reserved
the second one should be Gamepad Special Right
btw, on retail Touch, the left menu button is not oculus logo
it has other icon
yeah gamepad special right doesn't work, at least not on 4.13. Thanks tho
any thoughts ?
That doesn't link out to any article
google it
ah, seems like they would just replace the leader with someone else
added a few links to my post
I hope so, but a new leader can have a different vision about VR :/
samsumg is so huge, I don't see any individuals having any real impact there
its not like an elon musk company ๐
speaking of which, Apple's director of product design left Apple for Tesla ๐
yeah, read about that, but that's not related to #vr ๐
in a way - no VR for Apple with them bleeding top tier staff ๐
actually, have not read about that, only read about the guy that first did LLVM and then at Apple Swift (Chris Lattner), he just left for Tesla. Who are you talking about?
oh, nice
have apple thought of anything new since jobs died? even the watch was being done while he was alive
They figured out a way to get rid of that pesky escape key (I'm not bitter)
Jobs didn't invent anything
even "iPhone" comes from some ancient bulky phone prior to Internet era.
(the name that is)
how dare you?! Jobs was an innovative genius! in tricking people into buying his crap, that is.
sad part is since his death, the stock has done nothing but go up
when i talked to my 12 year old niece i finally found out why. "well if you don't have an iPhone and a Macbook you're not considered cool"
Jobs had a lot to say what projects went ahead and which ones were killed, and who was in charge, He had a fair amount of say how much focus was on good design, however he was an extremely flawed man and had a lot of really talented people around him, that kept working for apple in many ways because of those people and in spite of jobs, saying either that he was a creative genious or did nothing but hype up apple are both gross oversimplifications.
Hey guys that have put stuff up on Steam... question about getting Steampipe access...
Is that something you do before all the SDK stuff? Or during/after?
There's a tutorial series, but it kinda skips this stuff.
what do you mean before or after SDK ?
I mean, I've got access to Steamworks documentation right now.
But none of the toolbars that they're showing in the tutorial vids.
The steamworks documentation doesn't make it particularly clear.
did you already sign SDA with Valve and got officially set up with publishing account ?
I don't think so. How do you sign that?
Like where do you go to get it and sign it.
This is my steamworks screen:
I don't know - I did that in 2010 ๐ vblanco would have up to date info
Ok. I'll keep poking around!
Gonna crash back into bed. Couldn't sleep well last night.
See how it says "unaffiliated" on top ?
Yeah
that means you aren't setup with anything
I assume that means I haven't done what's required
I have my company name there
yeah, you need to contact Valve and they'll let you know what you need to submit to them
once they set you up, you will get SDK downloaded and Steampipe app will be there. It's all cmd line process (plus some done via your admin dashboard)
Which is like... don't contact us, we'll contact you kinda thing ๐
Yeah. I think as long as I can get past the not so well documented steps into the video documented steps, I should be ok.
I see there is "contact us" link
it's pretty well documented
you probably just have no access to those pages
The options provided don't seem to list - start a new steam partner account with them.
Great system you are working on, Zuptruder! Looking forward to checking it out.
Cheers! Trying to get past the Steam upload hurdle right now.
Zap*
First you need to set up business entity, business website and get business e-mail. Not gmail.
Done that.
Then you'd need to use your real name and that business e-mail to contact Valve
also make sure your bank does ACH in and out of the country
Done that too. Emailed steamvrbiz@valvesoftware.com
well, then just wait and see ๐
I would need to do all that for the future myself, I mean is that needed to get a product on steam period? LLC, website, the whole nine yards?
admittedly only 15 minutes ago, so I guess I'll be waiting on that!
@zenith charm yeah
Dang. ok
Automated Clearing House (ACH) is an electronic network for financial transactions in the United States. ACH processes large volumes of credit and debit transactions in batches. ACH credit transfers include direct deposit, payroll and vendor payments. ACH direct debit transfers include consumer payments on insurance premiums, mortgage loans, and other kinds of bills. Debit transfers also include new applications such as the point-of-purchase (POP) check conversion pilot program sponsored by NACHA. Both the ...
@zenith charm where are you from ?
@mighty carbon Las Vegas, NV
Cheers.
get sole proprietorship
@zenith charm ^^
the cheapest form of business entity in US
(that's what I did)
Wait... do I need a ACH if I'm not charging anyone for my stuff? ๐
I assume the ACH is for collecting money from Steam proceeds.
Perfect, I'll do that then. thanks for that!
you do - you'll fill out a form with Valve called something-something-ACH ๐
actually, you bank just need to be able to get incoming transaction from Valve
that's all
np
@zenith charm well, do your research.. If you have cash, get LLC. If you don't, then I don't see any other option but get sole proprietorship
@mighty carbon Yeah, I've done just a little on it. Project is coming along but I'm a ways away from thinking of that stuff so I figured I'd do it a little more down the line. as little as possible would be best.
LLC is more strict when it comes all the business stuff. It's more "serious" and this requires all that bs that comes with business
sole proprietor is super easy, but if shit goes south, you don't really have much of legal protection. I say don't make pr0n games or some crazy VR stuff where someone learns awful acts of terror ๐
Crap... >.> haha Nothing too crazy here, should be safe.
@zenith charm I'm in the process of setting up a LLC to cover myself before I put anything on Steam. According to an attorney I've been working with that is what protects you from being sued and having your home taken away among other stuff.
LLC is expensive in California though ๐ฆ $1200 the first year and then $800 after. I was speaking with someone in NV earlier today and he said he thinks it's about $600 there.
@clever sky p.s. Australia too - have Vive here. Happy to do multi testing with you.
Dang, good to be safe about it though. I can't imagine my "little" game I'm trying to create would have bring upon anything like that but really never know
I don't think mine would be either, but it can be free or paid but if someone trips and breaks their neck in VR they can sue for anything. So I didn't want to risk my house on it.
I feel like with VR there is greater risk of that kinda thing
Very true
I think any case like that will be thrown out but the courts have done stupid things
In America you can rob someone get shot by them in their home, sue and win
@mighty carbon I havent setup ACH yet. Is that something you just do with a bank?
hahah man true. it's pretty nuts.
@storm vortex if they want to take your home away - they will. No LLC will automatically prevent that from happening.
The LLC separates you from your assets based on what my attorney told me
it does, on paper
So most that could happen is they take your game IP
so, instead of going after LLC, they can go after president of LLC
hmm I'll have to ask him about that
(if they smart enough)
That seems like it defeats the purpose of having the LLC
not really
Is a sole proprietorship any better though?
look into all these CEOs who gotten time for doing wrong.. Companies are still running, CEO is in prison
Yeah but my company is a person of one
SO, this should be a #career-chat or #lounge not vr, but anyway
so, your company will be closed and you will be f#cked
in most cases
Also gives you passthrough tax
Sorry for going off topic but since it was already the topic in here I just had questions about it. Seems like most the time when I post in other rooms they are not responded to.
really depends on where you live, but personally in manitoba, they cannot come after my assets/bank, at all
SPs are easy to form, you retain control, obviously you are your own boss, all profits go to you. But you have unlimited liability
So that means any debt your SP incurs, is your private debt as well
LLC has the benefit of your taxes being separate also, so if you're already making a decent buck you don't pay crap loads in taxes
Partnerships are a bit better than SPs
let's put it this way - I played your game, I fell and broke my back. I can sue company of course, but I can also go right after the CEO / founder / owner, as company has no mind of its own and a person behind it is liable. It's not black and white in law.
that's not how it works ๐
and finally Incorporations
Please, if you haven't at least taken one business class, or have your own company, stop spewing false information.
^
Most, if not all of this can be obtained online anyway.
But I just so happen to be taking business classes in prep for my own studio.
So I know a thing or two
I use SP because I can't afford LLC (especially annual payment of $800 or whatever it is) and I don't have time for whatever procedures are associated with LLC. Also, tax situation is really cool for SP.
the last method of business is Franchises
i'm making a game that's a clone of an old one, so I covered my ass by registering a LLC. they can go after my company, they cannot go after me. i'm merely someone who helped develop the game for my company
Sole-owner LLCs can have the "corporate veil" pierced much more easily than multi-owner LLCs in lots of cases.
business class doesn't teach you law, @granite jacinth
Those have been super rare cases
@sturdy coral
But yes, it's always better to LLC with at least one other person
To prevent such actions
The courts will think twice
@mighty carbon I didn't know you were a lawyer?
I am not ๐
k...
yeah I've heard they are great protection as long as there are multiple real owners, and for stuff like defaulting on loans they are fine sole owners, but I've heard for liability a sole owner LLC gets passed through a lot of times
@mighty carbon i'm curious where do you live? it was $350 here for sign up and $50/year for filing your taxes. definitely worth the money to cover my bank / house / car
I'm not sure about suits due to IP law
but I did study law (criminal and civil)
He said it was $800 so I would guess California maybe?
Well, the problem with LLCs also
It's ran state by state
So, you have to check with your state's LLC regulations for maximum effect
And obviously, other countries, have their own shit to worry about
@vivid cargo I payed $400+ filing itemized deduction with H&R a few years back o.O
ahh you mean paying an accountant! that's a little different
sheesh, I'd rather pay once than f@ck up and pay twice
sure, but a buddy of mine had issues few times.. And he's been doing filings himself for years.
especially one that develops games, as a one director LLC
also, no time for that crap when I have day job, game dev part time, etc.
guess it's different in canada, you do have to pay again to file, but there's no extra fee's. i think they understand people are human and make errors
LLC just pain in the ass I'd deal with if I did game dev full time and had enough profit where maintaining LLC isn't an issue
Yeah I suspect the overall costs of the LLC to me will eat up any profit my game makes if it makes any.
A very expensive side / hobby project
again, really depends where you live. $350 to save me from losing my house, car and bank account, well worth it
I don't have a house ๐
Then you have much less to loose in that case (good thing i'm not an english teacher)
plus it separates your taxes, so if you do work a day job, and are smart with your taxes, you'll make money
LLCs are done on a provincial basis, but no, you don't. you pay $50/yr to file your taxes and that's it
man that is nice
well, US isn't Canada, so it's definitely a way more pricey here
they've been pushing the initiative to file LLCs more and more here recently because people running SPs get screwed so often
like i said, depends where you live. and what game your making, etc
with SP you can buy hardware, sofware and write it all off by the end of the year
and use it for business and for personal use
right because you're filing it under your name
but when you make money, you also pay income tax, against your name
so if you're already at a 40% tax bracket, say buh bye to 40% of your profits
that's not how it works
well, socialism vs capitalism ๐
From what I understand talking with an accountant they said I would be better off doing LLC because otherwise my personal taxes would go up quite a bit.
@storm vortex yup of course, any money you make is considered income
Hell, I even get tax return if I don't make too much with my game dev
Gentlemen, stop talking about this please. There is a lot of misinformation going around. Look into your own state's LLC regulations. A simple Google will do. And you'll get what you need to know.
^ that also if you don't make money you can write off the expenses but you can only do that for so long
if you're working a day job, like you say, you will pay taxes based on your total income
personally for me, it would push me up to the next bracket which, well, i paid close to $13,000 last year in taxes. nooo thank you
well, that's cuz you are banking ๐
the largest tax amount I ever paid was like $3k
and that's in my best game dev year
ugh i wish
but then you wouldn't get free healthcare ๐
hehe, from what i understand insurance evens that out more or less
someone has to pay insurance too :/
if you are self-employed, it's like $2k a month for a family of 3
and it's not the best insurance
ugh
Fortunately it costs nothing to really setup a business in oz. Not unless you're really making a profit.
Anyone get this error when opening Unreal Engine Editor? I started getting it about a week or two ago randomly. I suspect after a SteamVR update.
vrdashboard.exe - System Error
The program can't start because SDL2.dll is missing frmo your computer. Try reinstalling the program to fix this problem.
It pops up twice and then everything continues to work. So since it all works I haven't tried reinstalling, its more annoying if anything else.
@storm vortex nope, sorry.
@storm vortex no idea if that is a system dll or in the steamvr directory; try steam's verify cache function
that will pull up some instructions
ah yeah that's a good idea i didn't think about verifying the cache
im almost wondering if its because i deleted the build folder for my project the other day and if maybe that dll was in there or something. Edit: Just tried another older project and it gives same issue so I think it is related to steamvr
@storm vortex I did a find and I see it as part of SteamVR
/mnt/c/Program Files (x86)/Steam/SteamApps/common/SteamVR/bin/linux32/libSDL2-2.0.so.0
/mnt/c/Program Files (x86)/Steam/SteamApps/common/SteamVR/bin/win32/SDL2.dll
/mnt/c/Program Files (x86)/Steam/SteamApps/common/SteamVR/bin/win64/SDL2.dll
/mnt/c/Program Files (x86)/Steam/SteamApps/common/SteamVR/demo/bin/win32/SDL2.dll
/mnt/c/Program Files (x86)/Steam/SteamApps/common/SteamVR/drivers/oculus/bin/win32/SDL2.dll
/mnt/c/Program Files (x86)/Steam/SteamApps/common/SteamVR/drivers/oculus/bin/win64/SDL2.dll
/mnt/c/Program Files (x86)/Steam/SteamApps/common/SteamVR/drivers/oculus_legacy/bin/win32/SDL2.dll
/mnt/c/Program Files (x86)/Steam/SteamApps/common/SteamVR/drivers/oculus_legacy/bin/win64/SDL2.dll
/mnt/c/Program Files (x86)/Steam/SteamApps/common/SteamVR/tools/bin/win32/SDL2.dll
check all those locations and see if you are missing one
all the ones with SDL2.dll
but the verify cache should do it too hopefully
@sturdy coral thanks for sharing those locations. I do seem to have the files in all those spots. i did a verify on integrity on SteamVR[beta] and it passed. Are you using the beta branch by any chance?
yeah pretty sure I'm beta
vrdashboard.exe is in ./tools/bin/win32/vrdashboard.exe so I would think it would be complaining about ./tools/bin/win32/SDL2.dll
wonder what's up with this
I hope that's not a fake
Sounds like they might be expanding into mobile VR
or atleast customize able phones
well, all I hope is that they actually make proper connectors for mobile phones so that they could be used as desktop VR too
Yep same
people will not pay 600-1000 for standalone VR headset but they could pay that for a phone that can be used as one
of course it'll have it's limitations but still
USB-C seems like it could do it well
I don't know how long it's cables can get though
I really hope that thing is fake @zinc violet
if people would associate "htc vive" with some crappy mobile VR then that would hurt the "real" vive a lot
Damn.. Just when you are happy that everything is going so smoothly, you get one Class that will crash the engine when compiling
Hey guys, I tried to build an apk for the daydream with the all the daydream settings enable in ue4 but when i open the apk in the phone it says the cardboard application is not compatible with daydream headsets. I tried changing GoogleVR Deployment Mode from cardboard and daydream to only daydream. But it doesn't solved the issue
I am using Google Pixel phone and the daydream headset for the testing
@karmic kelp I'm just guessing here but perhaps you should disable the cardboard plugin?
@real needle i tried that but it doesn't worked. I disabled SimpleHMD in the Plugins but found no luck
I haven't messed with DayDream yet so that's all I have
Thanks mate. Now i am trying to upate the android API to 24 earlier it was 21 hope it may work
Guys anyone know if leap motion have a good integration?
The integration is good - it just doesn't work very well
In my experience, anyway.
@tough jungle UE4 has support for Leapmotion i tried it few months back. But didn't find any latest documentation. Better to go through the videos availbale in youtube
okay, so how should I determine if a level is loaded so I can feed BP info back to the spawn?
Ok, thanks
Should I just have a bool on begin play on the actors I wanna send the info back?
I will take a look
@digital marlin plug the return value of getstreaminglevel to islevelloaded node in Blueprints
If I'm not using streaming levels?
HTC VR phone? Could be good if done correctly like Gear VR (Including proper software) and with curated storefront
Also depends on the price
Lots of companies have made this claim actually, but Eonite specifically says they have the โworldโs most accurate, lowest latency, lowest power consuming software to democratize inside-out positional tracking for VR and AR.โ Inside-out positional trackingโthe ability to precisely determine where an object is in space using only sensors mounted on the device itselfโhas been โฆ
note that no one ever works on UE4 SDK for these "peripherals" ๐ฆ
Hi all! Anyone here done any recent work with VR loading screens? I implemented them way in the past for Valkyrie, but looking at what's now built into UE4 and having some issues with them.
i havent been able to get a thing going
at least my game loads super fast
im also using the "seamless" travel with a allways loaded map, and it does nothing
it still freezes the game for a couple seconds
and thats in VR
yeah the seamless travel is not great for VR ๐ we stopped using that in Valkyrie
yep
the stereo layer component works really well though, as do the layers themselves ๐ I was just hoping for a quick win with the built-in VR splash screen
but my stereo layer is on the Character
that Character gets destroyed then created again on level change
do they work for a "loading screen"?
becouse if they do, i can fade to black, do the load, and then remove that fade
not if you use that component afaik ๐ there is no world when you are loading between
Im going to take a guess that the layer gets destroyed when component is destroyed?
btw, if its not asking too much. How did you organize your Tick in Valkyrie for PSVR?
with threads and a singleton object that hooked up to the map load events
im finding that Tick being singlethreaded is problematic on the trash CPU ps4 has
organize? more like minimize ๐ even made a lot of things not run on every tick
often every other or every third
makes sense. Right now im getting 4-5 miliseconds just from the character movement components
of around 10-15 NPCs
running around
this same thing doesnt go past 2 miliseconds on PC
so i guess ill have to recode the movement component to be simpler
Well, tick being singlethreaded if offensive on PC too, tbh
thx for the info
then i spawn a enemy
and it takes 5 ms
and it makes me miss a frame
5 ms for spawning an enemy, kind of insane
yeah we frame span all spawning
how do you do that?
so if you need to spawn 10 actors, spread it out
oh, i mean 1 actor
a single enemy
they are slightly complicated with a bunch of components and their own weapons
we didnt have problems like that, perhaps there is something on your actor?
but yeah spawning is expensive ๐
ill have to dig, becouse its insane
yeah, already moved my guns to be pooled projectiles
maybe that actor is loading resources? texture loading especially is bad and slow
im ALSO going to remove that projectile component, and do my own with simple sweeps
we preload quite a lot
yep we did the same ๐ had a light weight (non actor) projectile, then bunched all the visual into a single instanced mesh component
oh, very interesting
many ways, I cant remember what method we ended up with
right now each bullet has its own particle system
but actually doing a "global" bullet manager with instanced mesh component is very interesting
do the "FX" with fancy materials
yep it works wonders ๐
gona try that
also, obligatory: "plz epic giv multithread spawn/tick"
on PC is fine, we have 4 cores after all
4 STRONG cores
but ps4 has 8 shitty cores
Thanks for the info @heady parrot
np ๐ I lurk here every now and then
What i found interesting is that in my game, PS4Pro and my GTX 970 run around the same
i have too many drawcalls, materials are very simple
and no lighting
just a shitton of static meshes
so ps4 runs that quite well
but then im bottlenecked on Tick stuff
wich it was something i didnt expect at all
yeah we managed to get Valkyrie on PS4 on visual parity with PC ๐
oh, impressive
do you do something with Ps4Pro?
the easy way is to just up the resolution a bit
just for the hell of it, i put 200% screenpercentage on the PSVR and it looks quite good
we got the pro devkit just before I was leaving that studio
ah, ok
it basically just has 2 times the GPU power
2.something
they literally mirrored the GPU XD
on the chip
we implemented adaptive quality/resolution on the PS4 version..did wonders for perf
very interesting
how did you do it?
manual testing of the FPS and if you lag it lowers rez by 10%?
used the method Alex Vlachos outlined in his VR GDC talk
ah, that one
but yeah look at the frame times and feed into a simple algorithm that bumps quality up and down. Then use that quality rating to drive the render target resolution
doesnt it lag when you are switching the rendering size?
it has to reallocate the GBuffer, no?
It only sizes upwards
AFAIK
So once you've done 1080p once, going back to 720p keeps the larger buffer
we dont reallocate it, keep the same size just crop parts of it
we had to implement that code ourselves though, otherwise it was reallocating
so you can start at 150% then scale back?
uhm, cropping is a good idea
but its outside my budget to implement that XD
there was quite a bit of fallout though ๐ post etc tried to always render on top of the bigger buffer
yeah not an easy thing to tackle in a small team ๐ we had a good rendering engineer
better get the game shipped XD
i know rendering, but im no engineer
just enough to have programmed my own deferred engine
simple one
I think this works "out of the box" for Oculus now though, might need to turn it on though
it does
for Oculus
but in my game didnt work well
im CPU bound after all
on Drawcalls
yeah good point
meanwhile the PS4 cruises to that no issue
the more optimal drawcall rendering in ps4 shows
I wasnt that involved in all the PS4 optimizations, so dont have much to give you ๐
general optimizations are also good
yeah ofc ๐ I just left the rendering stuff to our rendering guy
close to 40 people when it was the largest
more than i expected
was expecting 20 or so
i was part of the early betatests
i remember on those first betatests i was on the top of the scoreboard constnatly XD
when Time to kill was kind of huge
๐
hard to kill me if i can do mad dodges around the debris (skills learnt from elite dangerous pvp)
Hey guys... what's the best way to do a muzzle flash? Is there some way of rewinding a particle animation?
nope
via BP
you can reset it
Ok.
just make it loop ๐
that too
What's the BP node for that?
on your particle
in Cascade
Mmm
instead of having a particle that just fires, have a particle that keeps firing
I wanted it to be used for semi-auto fire.
then enable/disable the emitter as needed
Ok. Sounds easy enough. I'll see how it goes
im doing optimization on PS4 becouse if it actaully goes smooth on ps4 it will probably improve PC performance too XD
ill probably have to remove my 4.5 ghz overclock. There are some people that complain about performance
half of my refunds are due to that
and im on Gallery on oculus store ๐ฆ
what game is that again?
i did it in 3 months after the remains of "Deathwave" http://store.steampowered.com/app/463870
basically reused the old assets
gameplay is different
oh yeah ๐ I remember now, helped you sort out the logo a few weeks ago ๐
yeah
The increase on quality is clear beetween the 2
hmm, whats the difference between impact normal and normal when breaking hit results?
vblanco do you bother with bp or use c++?
i do bother with bp
quite a lot
i tend to go
prototype: bp
serious code: c++
mostly becouse bp is hard to mantain
C++ code can be copypasted, changed, very quickly
bp cant
and its buggyer
Doing something in BP is million times faster, but it is much nicer to organize code in C++ and give the relevant info in BP:s to use. And i think using BP:s is dangerously easy. You can mess up all the references or make a huge amount of "garbage" references that you would never, ever do in C++. That said, Blueprint-only code has a nasty habbit of corrupting in some point of development and you will never know what is causing it.. Maybe some refence that you cannot never access to because its buried behind BP-screen
a good example is arrays
quite limited in BP and can be really complex/messy to work with
has anyone here compared
- forward+TAA with the extra performance put into more screen percentage
and - forward+MSAA ?
since TAA is a lot cheaper than MSAA, does MSAA really look a lot better than the ~20% more screen percentage you can get with forward+TAA for the same cost?
msaa looks awesome
but depends on the game
TAA is a "constant" cost
it will allways be the same given certain resolution
MSAA, on the other hand, changes depending on how many polygons you have, and how much "polygon borders" there are
basically polygon density
in a low poly game, you are probably going to be faster with MSAA, with the bonus of gorgeous edges
but msaa sparkles
it doesnt do antialiasing on the shader, so sparcles wont be removed
meanwhile, TAA blurs everything
constant cost, has the downside of looking blurrier than it should
good thing is that on many games, it will be faster than MSAA
like in mine
in mine, MSAA looks incredible
but is slow
yeah I know, but how much is the difference in bluriness between the 2 options I mentioned? @wicked oak
so if you just compare MSAA with SP 100 to TAA with SP 120, is MSAA still much clearer?
I think in my game MSAA just doesn't work, way too much texture aliasing
Any news on SteamVR_ExternalCamera support? Anybody working on a plugin for that? ๐ธ
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
Is there a way to use both MSAA and FXAA at the same time?
@graceful junco nope, you'll need to pick one I believe :), I think that usually the decision will be clear on which one you'll prefer for the project
i havent been able to attach it properly to the editor, but on a packaged game it works
im just experimenting
cool, I definitely need to invest some time there
this was deferred/instanced
im going to do the same on forward/noninstanced to see the difference
wow
deferred instanced does ~7-8k DX calls
forward noninstanced does 20k dx calls
why isn't batching catching those?