#virtual-reality

1 messages ยท Page 71 of 1

full junco
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so something is colliding, I dont have anything with physics collision enabled in my character though

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ok I was just stupid

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forgot to check one child actor component...

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actually stupid how ue4 enables collision including physics by default for every static mesh component

frozen sapphire
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anyone have any tricks for lining up your motion controller meshes?

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or am I doing the thing everyone else does by tweaking it's setup, grabbing the headset, rinse, repeat?

storm vortex
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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

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I think all I did was attach the origin of the mesh to the controller

wicked oak
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Vive meshes can be attached duirectly

frozen sapphire
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since I'm using a custom model the origin of the mesh was slightly off the mark for me

wicked oak
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oculus touch the same

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so if you want to align hands

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you do it by adding the "perfect" meshes (oculus and vive wands) and then you add your hand mesh

frozen sapphire
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@wicked oak that's awesome

wicked oak
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and align it to the 3d mesh of the controller

frozen sapphire
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where do I find that?

wicked oak
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source: its how ive done it

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they are in the engine

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make sure you check the "search engine content" and search for the static meshes of the vive and oculus controllers

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they are the ones used for the VR editor

frozen sapphire
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lol, VivePreControllerMesh is the final model from the looks of it

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meanwhile the non 'Pre' is the wacky thing you used to see

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๐Ÿ˜ƒ thanks for the tip @wicked oak

storm vortex
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@frozen sapphire isn't the Vive pre controller the same as the consumer one?

frozen sapphire
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oh, is that just how they call it?

storm vortex
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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.

spring pond
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super niche question. Frame warping/reprojection doesn't in any way effect UWorld time dilation right?

wicked oak
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no

real needle
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@storm vortex Mr. Hat ;)

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The controller, not you

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Or maybe you like hats, I dunno

storm vortex
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haha, i get the hat name now

real needle
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Pre's controllers are the same as consumer, just different decals

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Well

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Consumer ones are better quality

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But they're the same shape

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Our triggers all started acting different early on

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Havent seen any consumer ones say that so assuming it's better

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And the feedback varies as much as 50% between the controllers

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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?

storm vortex
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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

real needle
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I am not using splash texture

storm vortex
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I see that too, I think it was in recent update. I saw something in the notes or on reddit about it.

real needle
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Hm, I wonder if that's a border for the splash texture we can add?

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@wicked oak should prob know, I think he's using it

storm vortex
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Not sure, I think it is something we can override or saw some chatter about that.

real needle
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Yeye I think it's splash texture, it's even a bp node

wicked oak
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couldnt get it to work

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and my game loads super fast

real needle
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Wooot, I rhought you and john did

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Yeah Ive noticed a good inprovement in loading times recently. Even without event driven loader

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Which doesnt work in launcher builds. Im too lazy to always convert a copy of project to source before Ibpackage

graceful junco
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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.

storm vortex
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@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 ๐Ÿ˜ฉ at the clients request

real needle
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@graceful junco How are you doing your loading screen? Transition level?

graceful junco
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Streaming levels

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Teleporting the player to a "loading area", unloading the level, loading the next one, teleporting the player back to the actual play area.

opal bobcat
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i was thinking about using streaming levels for a consistant vritual reality spaces...

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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

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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

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so maybe an elevator system would actualy be better

digital marlin
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Hrmm

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I reckon this gateway should be unlocked via a code

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But not with like.. words. You'd have to use symbols.

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And I think James Spader should be involved.

opal bobcat
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Its what they intended from the moment they entered this star system

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.>

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<.<

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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

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then the software would start to stream the level when you entered and initiated the gate

mighty carbon
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damn

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do I need to smoke something or eat some shrooms or is it actually that intense in VR ?

graceful junco
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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.

digital marlin
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VR boxing really worked me out

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It's really just shadow boxing but somewhat more engaging.

graceful junco
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Audioshield also gets you sweating.

clever sky
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Sword Master VR is great for a sweat too.

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Love that Sweeney took time to bat at known Oculus fanboy Heaney ๐Ÿ˜›

storm vortex
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Best workout in VR I got was from Art of Fight, Hover Junkers and Audioshield

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My arms and legs were sore for days after playing those for a few hours

storm vortex
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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.

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Is there some way to make the in game one just not use shadows?

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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

silk lodge
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@graceful junco i've got 4m wide. Spt is a crazy game. I've been to 120k without shields.

real needle
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@storm vortex It would be worse, unless you populate them during construction as instanced meshes

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But foliage tool really is the most efficient way to do it

storm vortex
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@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.

real needle
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@storm vortex Do a test with the deferred

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I don't think you'll see the issue t here

storm vortex
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yeah ill give that a try. Edit: tried with deferred and had the same issue.

odd garnet
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When I interact with something that's animating with my controller it wigs out

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anyone know I fix?

real needle
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@odd garnet What do you mean "animating with my controller"?

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@storm vortex I think i've seen the issue discussed before... Are you baking lighting?

storm vortex
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I am I think

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If I move a tree or light afterwards all the shadows go away and the lighting issue goes away

real needle
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And you have lightmass volumes set out?

storm vortex
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but it comes back when i build again, maybe I shouldn't bake. I was doing taht for performance

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I'll have to check not sure on that

real needle
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You need lightmass volumes to have GI

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And without them your light build will take forever, and throw you errors

storm vortex
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ah, I don't think I have that. Watching a video on that now

real needle
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If you're baking, and don't use dynamic shadows, then set all your lights to static

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๐Ÿ˜‰

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That's the cheapest lighting you can use

storm vortex
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yeah i have switched them all to static

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I'm just using a single directional light source that is static

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i tried adding smaller lighting to make the meshes not black but that didn't seem to make a difference

real needle
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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

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The smaller the volumes, the less memory intensive your game will be

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Afaik

storm vortex
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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

real needle
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Yeah ๐Ÿ˜„

storm vortex
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I think it wasn't an issue before and then I made the landscape much larger by adding a back drop

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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

real needle
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Landscape has auto LOD

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It tesselates based on distance

storm vortex
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Is it possible to have multiple light mass volumes if you don't want to make one large one?

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@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.

real needle
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@storm vortex Yes multiple is good so that you don't need one giant one if you have height differences in your level

storm vortex
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yeah like right now i have a massive navigation mesh

real needle
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They build a vector array of light data

storm vortex
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i think i tried splitting it up but it didn't work with the teleportation. I need to revisit that

real needle
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You can dynamically build navigation data at runtime around the player, max distance set to max teleport distance

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Same for groups of mobs if you have a large level

storm vortex
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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

real needle
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There's a special component for that...

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I can't remember what it's called

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Navigation Invoker!

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Check that out

odd garnet
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I fixed it a little bit.

Basically when i hit the skeleton with my sword it makes the sword go all jittery

odd garnet
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I saw something a while back about a mechanic like Climbey?
was it add relative offset based on the controller lerp?

clever sky
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Norm from Tested reporting that TPCast is solid:

native cedar
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I am not expecting anything here, but gotta ask this... anything like multires for mobile?

clever sky
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Yes. It should be on by default.

full junco
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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.

real needle
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@full junco They probably won't sell it without them, but I hope they can be removed

mighty carbon
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@native cedar yes and no

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It's called multiview, it's off by default and it doesn't work well on Gear VR

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(Performance is horrible)

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Experimental feature after all and Oculus confirmed it's not production ready

full junco
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@mighty carbon multiview is something different than multires, its actually not related at all

mighty carbon
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How so?

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Or is it the same as single pass stereo?

full junco
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multiview is instanced stereo rendering for the GPU

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and yes, nvidia seems to call it "single pass stereo" while qualcomm and AMD call it "multiview"

mighty carbon
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Aye, got it

odd garnet
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Can't sleep

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All I can think about is building more things

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#ue4isadrug

full junco
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thats great ๐Ÿ˜„

wicked oak
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multiview in ps4 is literally multires

hard light
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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?

native cedar
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multires is scaling pixel density based on the distance from the center of the frame

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saves a lot in performance for what I have noticed

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single pass is meh

mighty carbon
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I don't believe multires is available for this gen on mobile, @native cedar

native cedar
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2BAD

mighty carbon
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well, mobile isn't desktop and isn't Nvidia either, so...

clever sky
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Help a fellow discorder out and upvote please? ^^;

real needle
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Looks awesome! But I can't tell for sure until I try some of them

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Really nice materials on the robot, was there even a lens flare there?

mighty carbon
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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 :/

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What's the trick?

real needle
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Yeah the camera shaking did look a little odd, or maybe you just like to shake your head when you "run"?

mighty carbon
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climbing locomotion looks good

real needle
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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

mighty carbon
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that's the thing with VR - it might work really well in VR, but on the video it just doesn't look right :/

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I'd certainly offer some kind of tech demo download instead of video

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upvoted anyway ๐Ÿ˜ƒ

clever sky
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@real needle @mighty carbon the head shaking is part of the locomotion method.

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It's an in-place solution. Well it's more than an in-place solution.

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But the in-place part is a primary component.

real needle
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I'm not sure what you mean with in place

clever sky
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walking/jogging/running in place.

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or on the spot.

real needle
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Most locomotion is done "in place" since it's very weird to move around physicaly and artificially

clever sky
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Yeah, I know. I've looked at a lot of them.

real needle
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Are you planning to release it as a game or just as a tech demo?

clever sky
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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.

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Kinda like people dismissing smooth motion prior to Onward.

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Yeah, it's a tech demo

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gonna get it up on steam

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and have everyone try it out.

real needle
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Awesome!

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Let me know if you need any help with the steam pipeline

clever sky
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Hopefully in a few days. Spent a lot of time polishing it up and getting content in there.

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Actually!

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I'm a complete novice to it, so I probably will need a bit of help!

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But I found some handy tutorial videos... so I'll peruse those before I hassle you ๐Ÿ˜ƒ

real needle
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Feel fre to ask me, it took me a while before it went on autopilot

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Mainly navigating the webpage lol

clever sky
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Yeah ๐Ÿ˜› well, I've figured out everything else up to this point... so hopefully that's a tractable challenge for me too!

real needle
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I'm not sure if we're allowed to openly discuss specific things, so don't post any screens or such

clever sky
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Thanks for the headsup

real needle
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I don't think you'd get in trouble for it, but pretty sure I read a couple of lines about it

wicked oak
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@clever sky for free?

clever sky
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Yeah

wicked oak
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i didnt try it becouse i despise NDAs, so i havent seen it

clever sky
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It's not a game.

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It's a tech demo.

wicked oak
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good, then

mighty carbon
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come on @wicked oak , NDAs are part of business

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๐Ÿ˜ƒ

odd garnet
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@clever sky I remember you asking this here, how did you get the climbing to work?

wicked oak
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i do many prototypes, any NDA could get me in trouble real fast

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wich is why i wont sign any nda that doesnt have good money backing it

clever sky
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Ummm. It was a long and complicated process. But the short of it is that I teleport the actor with the grabbing hand.

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Fair call. Yeah, I get that people don't want to be inadvertantly locked out of ideas that they'd independently discover.

wicked oak
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looks like what im doing for my classic locomotion system, that works with head motion too

mighty carbon
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@clever sky that's not how NDA works

odd garnet
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You teleport the actor with the grabbing hand?! Whoa. Okay maybe, I can see that.

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I was thinking about doing a relative offset

clever sky
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@wicked oak Yeah. Hoping to legitimize walking-in-place solutions for VR.

mighty carbon
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if you watch the video, you'll see geometry casts dynamic shadows from the lantern

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that's Unity, and apparently there is no issues with performance

wicked oak
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becouse its 1 light in the whole game?

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nobody has said that 1 light will murder performance

mighty carbon
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that may be

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I am not sure if it's just 1 light or not

wicked oak
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its basically 1 light

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with shadowcasting, for the hand

mighty carbon
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they also have 1 dynamic light for Gear VR and it runs at max fps all the time

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can't say that about UE4 ๐Ÿ˜ฆ

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(don't remember now if it also casts shadows or not on Gear VR)

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I added stationary light and performance dropped down badly.

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ok, I don't think they have shadow casting light in Dreadhalls for Gear VR

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(watched one of the yt vids right now)

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can I use stationary light for lantern ?

clever sky
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If anyone is interested, I've got my presentation vid up... but need some feedback before publically showing.

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PM me with email and I'll send you link.

storm vortex
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@clever sky Have you played Art of Fight or Climby? It's hard to tell from that video but it looks very similiar.

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VR videos are never good at really translating the experience though so maybe it is very different. Hard to tell.

clever sky
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@storm vortex Yeah, have got both of those. And, I'm not a fan of arm swinging locomotion.

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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.

storm vortex
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@clever sky Does it require NDA?

clever sky
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Nah.

storm vortex
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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.

mighty carbon
clever sky
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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! ๐Ÿ˜›

vale matrix
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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

mighty carbon
vale matrix
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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

odd garnet
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@vale matrix there should be a hmd orientation , then line trace from the forward vector

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Should be what you're lookin for

wicked oak
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hmd orientation is camera orientation btw

vale matrix
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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!

normal thorn
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anyone developing for both vive and oculus on the same computer?

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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?

wicked oak
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you can use the vive extender

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to plug your oculus there

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works fine on me

normal thorn
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cool b/c I'm running really low on USB ports

wicked oak
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Oculus cameras are plugged to the pc as usual

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lighthouse is on the walls

normal thorn
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yeah

wicked oak
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so i use the extender vive has, and plug the oculus in those ports

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fast ish swapping

normal thorn
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cool thanks, yeah trying to support them both means more swapping

real needle
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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

slim raft
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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?

opal bobcat
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@lilac moon i am, but not simultaneously

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like i dont have 2 cards good enough for that

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when i get a 1080 ill move my 980ti to my dev box and ill have both connected

clever sky
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Anyone have experience on Maya LT vs Blender?

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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.

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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.

grim condor
clever sky
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Feels very christmasy for some reason.

real needle
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@grim condor For a rocket you can just add a physics thruster and put some force on x ๐Ÿ˜ƒ

grim condor
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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

clever sky
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Got a vid of what happens?

wintry escarp
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i see 4.14.3 is out

clever sky
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Anything useful?

wintry escarp
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no idea

real needle
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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

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I've had this issue before, and a rebuild fixed it

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I've tried disabling the oculus plugin, because that has caused some issues before

clever sky
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Work around it for now. Make a dummy level that displays your credits or something and get it to load the actual default level.

opal bobcat
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UE-40156 PhysX issue causing lag, high ping, and failures

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well thats a good one

real needle
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@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.

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@opal bobcat Hmmm I'm wondering if that'll fix the issue I had with the VRExpansionPlugin

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Have to test now

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So much testing

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Gotta love testing as a game dev

opal bobcat
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or even as a vr dev

clever sky
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Hmmm. I just work around most back end problems ๐Ÿ˜›

real needle
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Moreso as a VR dev

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And even more so as a multiplayer VR dev

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What am I doing.

opal bobcat
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yeah

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i want to do some multiuser stuff with mine

real needle
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Copresence is the shit

clever sky
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Yeah. I'd like to do multiplayer stuff too eventually. But, australia, bad internet... no one to test with.

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I think I'll just do other stuff for now!

real needle
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@clever sky When were you planning to release the detailed explanation vid?

clever sky
real needle
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Haha awesome

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Go internet go!

clever sky
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Will probably take...

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5-7 hours at the current rate.

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It's only a 1 gig file! Come on!

real needle
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did you compile the video?

storm vortex
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@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

opal bobcat
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is there a luke seawalker too? ๐Ÿ˜›

real needle
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uh oh....

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hides

opal bobcat
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the ultimate would be a luke starwalker

real needle
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well i have my frined named Anakin Sandwalker

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my cousin is Luke Skywalker

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Seawalker is my adopted brother

opal bobcat
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if 2 by sea

real needle
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what?

clever sky
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@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.

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I basically used the default youtube 1080 option.

storm vortex
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If you compress with H264 I think that would make the file much smaller

clever sky
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Well yeah. It was 6 gigs with the standard mpeg encode ๐Ÿ˜›

storm vortex
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but yeah I hear you all those sliders can be a pain to set right

full junco
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Youtube is very limited in bitrate

real needle
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welcome to planet earth

full junco
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so you shouldn't upload more than YouTube can actually use

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something like 20 or 12 MBits it's for 1080p30

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and yeah, h264

real needle
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what are you trying to uplaod?

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gameplay from ur vidya gaym

full junco
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@clever sky is uploading something

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just scroll up a bit

real needle
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VR gameplay?

clever sky
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Hmm. I've set it to 10mbit

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60fps

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Maybe should've dropped that.

real needle
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idk my dude

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i jsut take 4k videos and upload them

full junco
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a bit low bitrate for 60 fps

clever sky
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Yeah it is. Looks grainy.

full junco
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actually, YouTube 1080p60 can only use 12 MBits

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so your setting isn't too far off

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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

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2160p60 can use 68 MBits on YouTube

clever sky
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Dayum.

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Well, that's not a setting I'll be using while stuck on this internet connection.

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And it doesn't get much better than what I have where I live. ๐Ÿ˜ข

full junco
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what do you have?

real needle
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m8 compile the video

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1gb for 1080p 60fps is not right

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unless if its like 1 hour long footage

clever sky
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@full junco 15mbit down 1 up.

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@real needle What does 'compile the video' mean?

real needle
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omg im so sorry for your crap internet lol

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compile it, idk use movie maker, just make the file smaller

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btw i have 150 down 50 up

#

its amazing

clever sky
#

Well, I used adobe media encoder

#

and packed it down from 6gigs to 1 gig.

real needle
#

yah?

clever sky
#

So I assume it's done something.

real needle
#

what the hell did you record thats 6gb

clever sky
#

๐Ÿ˜›

#

Apparently an edited 1080p video?

real needle
#

how long?

clever sky
#

15 mins.

real needle
#

wuuuh

#

no way

clever sky
#

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.

real needle
#

1gb for 15 minutes, jesus christ dude thats bad

#

the most i got out of 1gb is 40min

clever sky
#

Hmmm. Well, I'm basically using the presets.

real needle
clever sky
#

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.

real needle
#

sounds about right

clever sky
#

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.

real needle
#

hes a scummy douche like most internet cable company owners

clever sky
#

internet, TV, newspaper, etc.

#

The scummiest. Really the worst australian of all time.

#

And yeah, he's australian.

real needle
#

well i mean

#

australians can be a bit meh sometimes

clever sky
#

A lot of that is on murdoch.

#

We used to be a reasonable progressive country! A bit like Canada!

real needle
#

โค my canadian people

clever sky
#

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.

real needle
#

ah ok

clever sky
#

Illegal Immigrants. Like there's maybe... 3000 boat people per annum?

real needle
#

damb

clever sky
#

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!

real needle
#

well there was a need to that too

#

the costs of these illegal immigrants is high

clever sky
#

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 ๐Ÿ˜›

full junco
#

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.

clever sky
#

200mbits? Yeah, that's way above the developed country average.

real needle
#

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

clever sky
#

Yeah. It's pretty bad all things considered. Not as bad as aussie internet.

real needle
#

I camt feel my legd

#

Anyway aussie internet is absolute dog shit

clever sky
#

But pretty fuckin terrible given that you guys invented it!

#

Maybe I should move to singapore.

real needle
#

Move to swedeb

#

Sweden*

clever sky
#

I'm asian ๐Ÿ˜›

#

Not that would stop me from moving to Sweden.

#

I just have a better cultural match to singapore. It's closer too!

full junco
#

and now back to #vr ๐Ÿ˜„

clever sky
#

Yeah ๐Ÿ˜›

#

64% on my Freedom Locomotion presentation

full junco
#

ok

karmic kelp
#

Hey guys, How do we develop for playstation VR in ue4 is there any documentation ??

cobalt relic
#

Go to Sony, sign NDA, get devkit & doc

#

Anything console-related won't be available in retail UE4

karmic kelp
cobalt relic
#

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

karmic kelp
#

Thanks alot ๐Ÿ˜ƒ

wicked oak
#

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

shell karma
#

hey guys !

Has anyone done some basic doors opening in VR with physics constraints or any other method ?

graceful junco
#

There is a door in one of the 4-5 free VR templates out there. I can't remember which one though.

shell karma
#

mordental's example project yeah, although apparently I can't understand where does he call all those on child grip events

graceful junco
#

His grip logic is in c++

shell karma
#

yeah that's what I'm investigating now

real needle
#

@shell karma Could you share the link?

shell karma
full junco
#

you don't need some plugin just to open doors

clever sky
mighty carbon
#

Pretty cool. Upvoted!

full junco
#

@clever sky ok, watched it

clever sky
#

Cool ๐Ÿ˜ƒ

full junco
#

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

mighty carbon
#

Naysayer

#

๐Ÿ˜

clever sky
#

Yeah, I get that. But I'm literally still fixing stuff in it ๐Ÿ˜›

#

Also, hopefully I can ride a couple waves of buz

#

buzz*

full junco
#

you should have waited with releasing the video until that demo is ready

clever sky
#

Oh well. It's done. I'll update my release/announce strategies based off reception from this time.

#

@mighty carbon Cheers ๐Ÿ˜ƒ

full junco
#

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

clever sky
#

Cheers!

graceful junco
#

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.

clever sky
#

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.

full junco
#

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

clever sky
#

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.

full junco
#

hm

#

I'm sceptical

clever sky
#

That's fair enough! You should be!

wicked oak
#

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

mighty carbon
#

And I don't have anything fancy, but I managed to get basic inventory system working last night ๐Ÿ˜„

shell karma
#

@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

full junco
#

setup for what?

shell karma
#

opening doors

full junco
#

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 ๐Ÿ˜„

#

if the door should have collision you can just use a physics handle I think

wicked oak
#

physics handle + constraint for rotation

full junco
#

physics handle has more lag than doing it manually though

shell karma
#

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*

wicked oak
#

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

normal thorn
#

is there a cheat sheet like the vive controller for the touch controller?

wicked oak
#

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

normal thorn
#

I'm trying to find the "start" button but it doesn't react to shoulder like the vive does

wicked oak
#

source: had to find it on the engine source code

normal thorn
#

ah

#

thanks!

#

see there is a need for one!

#

๐Ÿ˜„

#

if you make it they will come

#

gamepad special right, the right side is the "resurved" button

#

gamepadSpecialLeft doesn't work for the menu

normal thorn
#

gamepad special right or left doesn't seem to work for that button

#

tested the functionality with facebutton 1 and 2 which both work

clever sky
#

Fuck. Running that mountain trail is a true work out.

normal thorn
#

@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

graceful junco
#

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.

normal thorn
#

in a new project that could work. but double referencing somethings breaks it all together

#

but I'll try it

wicked oak
#

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

normal thorn
#

yeah gamepad special right doesn't work, at least not on 4.13. Thanks tho

mighty carbon
#

any thoughts ?

storm vortex
#

That doesn't link out to any article

mighty carbon
#

google it

storm vortex
#

ah, seems like they would just replace the leader with someone else

mighty carbon
#

added a few links to my post

#

I hope so, but a new leader can have a different vision about VR :/

full junco
#

samsumg is so huge, I don't see any individuals having any real impact there

#

its not like an elon musk company ๐Ÿ˜„

mighty carbon
#

speaking of which, Apple's director of product design left Apple for Tesla ๐Ÿ˜ƒ

full junco
#

yeah, read about that, but that's not related to #vr ๐Ÿ˜›

mighty carbon
#

in a way - no VR for Apple with them bleeding top tier staff ๐Ÿ˜‰

full junco
#

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?

mighty carbon
full junco
#

oh, nice

wintry escarp
#

have apple thought of anything new since jobs died? even the watch was being done while he was alive

storm vortex
#

They figured out a way to get rid of that pesky escape key (I'm not bitter)

mighty carbon
#

Jobs didn't invent anything

#

even "iPhone" comes from some ancient bulky phone prior to Internet era.

#

(the name that is)

vivid cargo
#

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"

mighty carbon
#

hah

#

that figures

lucid elm
#

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.

clever sky
#

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.

mighty carbon
#

what do you mean before or after SDK ?

clever sky
#

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.

mighty carbon
#

did you already sign SDA with Valve and got officially set up with publishing account ?

clever sky
#

I don't think so. How do you sign that?

#

Like where do you go to get it and sign it.

mighty carbon
#

I don't know - I did that in 2010 ๐Ÿ˜ƒ vblanco would have up to date info

clever sky
#

Ok. I'll keep poking around!

#

Gonna crash back into bed. Couldn't sleep well last night.

mighty carbon
#

See how it says "unaffiliated" on top ?

clever sky
#

Yeah

mighty carbon
#

that means you aren't setup with anything

clever sky
#

I assume that means I haven't done what's required

mighty carbon
#

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

clever sky
#

Ok. Yeah, the Steamworks page basically sends you here:

mighty carbon
#

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)

clever sky
#

Which is like... don't contact us, we'll contact you kinda thing ๐Ÿ˜›

#

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.

mighty carbon
#

I see there is "contact us" link

#

it's pretty well documented

#

you probably just have no access to those pages

clever sky
#

The options provided don't seem to list - start a new steam partner account with them.

zenith charm
#

Great system you are working on, Zuptruder! Looking forward to checking it out.

clever sky
#

Cheers! Trying to get past the Steam upload hurdle right now.

zenith charm
#

Zap*

mighty carbon
#

First you need to set up business entity, business website and get business e-mail. Not gmail.

clever sky
#

Done that.

mighty carbon
#

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

clever sky
mighty carbon
#

well, then just wait and see ๐Ÿ˜ƒ

zenith charm
#

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?

clever sky
#

admittedly only 15 minutes ago, so I guess I'll be waiting on that!

mighty carbon
#

@zenith charm yeah

zenith charm
#

Dang. ok

clever sky
#

Also what's ACH short for?

#

Will need to google details there.

mighty carbon
#

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 ?

zenith charm
#

@mighty carbon Las Vegas, NV

clever sky
#

Cheers.

mighty carbon
#

get sole proprietorship

#

@zenith charm ^^

#

the cheapest form of business entity in US

#

(that's what I did)

clever sky
#

Wait... do I need a ACH if I'm not charging anyone for my stuff? ๐Ÿ˜›

#

I assume the ACH is for collecting money from Steam proceeds.

zenith charm
#

Perfect, I'll do that then. thanks for that!

mighty carbon
#

you do - you'll fill out a form with Valve called something-something-ACH ๐Ÿ˜ƒ

#

actually, you bank just need to be able to get incoming transaction from Valve

#

that's all

clever sky
#

Ok. Sounds doable!

#

Cheers motorsep!

mighty carbon
#

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

zenith charm
#

@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.

mighty carbon
#

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 ๐Ÿ˜„

zenith charm
#

Crap... >.> haha Nothing too crazy here, should be safe.

storm vortex
#

@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 ๐Ÿ˜ฆ $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.

digital marlin
#

@clever sky p.s. Australia too - have Vive here. Happy to do multi testing with you.

zenith charm
#

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

storm vortex
#

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

zenith charm
#

Very true

storm vortex
#

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?

zenith charm
#

hahah man true. it's pretty nuts.

mighty carbon
#

@storm vortex if they want to take your home away - they will. No LLC will automatically prevent that from happening.

storm vortex
#

The LLC separates you from your assets based on what my attorney told me

mighty carbon
#

it does, on paper

storm vortex
#

So most that could happen is they take your game IP

mighty carbon
#

so, instead of going after LLC, they can go after president of LLC

storm vortex
#

hmm I'll have to ask him about that

mighty carbon
#

(if they smart enough)

storm vortex
#

That seems like it defeats the purpose of having the LLC

mighty carbon
#

not really

storm vortex
#

Is a sole proprietorship any better though?

mighty carbon
#

look into all these CEOs who gotten time for doing wrong.. Companies are still running, CEO is in prison

storm vortex
#

Yeah but my company is a person of one

granite jacinth
mighty carbon
#

so, your company will be closed and you will be f#cked

granite jacinth
#

LLC will protect your assets

#

That is the whole point of an LLC

mighty carbon
#

in most cases

granite jacinth
#

Also gives you passthrough tax

storm vortex
#

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.

vivid cargo
#

really depends on where you live, but personally in manitoba, they cannot come after my assets/bank, at all

granite jacinth
#

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

vivid cargo
#

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

granite jacinth
#

Partnerships are a bit better than SPs

mighty carbon
#

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.

granite jacinth
#

Especially Limited Partnerships

#

Then comes LLCs

vivid cargo
#

that's not how it works ๐Ÿ˜›

granite jacinth
#

and finally Incorporations

#

Please, if you haven't at least taken one business class, or have your own company, stop spewing false information.

vivid cargo
#

^

granite jacinth
#

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

mighty carbon
#

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.

granite jacinth
#

the last method of business is Franchises

vivid cargo
#

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

sturdy coral
#

Sole-owner LLCs can have the "corporate veil" pierced much more easily than multi-owner LLCs in lots of cases.

mighty carbon
#

business class doesn't teach you law, @granite jacinth

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?

mighty carbon
#

I am not ๐Ÿ˜ƒ

granite jacinth
#

k...

sturdy coral
#

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

vivid cargo
#

@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

sturdy coral
#

I'm not sure about suits due to IP law

mighty carbon
#

but I did study law (criminal and civil)

storm vortex
#

He said it was $800 so I would guess California maybe?

granite jacinth
#

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

mighty carbon
#

@vivid cargo I payed $400+ filing itemized deduction with H&R a few years back o.O

vivid cargo
#

ahh you mean paying an accountant! that's a little different

mighty carbon
#

sheesh, I'd rather pay once than f@ck up and pay twice

vivid cargo
#

i'd rather learn ๐Ÿ˜ƒ

#

taxes aren't that hard, honestly. even for a business.

mighty carbon
#

sure, but a buddy of mine had issues few times.. And he's been doing filings himself for years.

vivid cargo
#

especially one that develops games, as a one director LLC

mighty carbon
#

also, no time for that crap when I have day job, game dev part time, etc.

vivid cargo
#

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

mighty carbon
#

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

storm vortex
#

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

vivid cargo
#

again, really depends where you live. $350 to save me from losing my house, car and bank account, well worth it

mighty carbon
#

I don't have a house ๐Ÿ˜ƒ

storm vortex
#

Then you have much less to loose in that case (good thing i'm not an english teacher)

vivid cargo
#

plus it separates your taxes, so if you do work a day job, and are smart with your taxes, you'll make money

mighty carbon
#

so in Canada you don't have to pay annually for LLC ?

#

$350 is all you ever paid ?

vivid cargo
#

LLCs are done on a provincial basis, but no, you don't. you pay $50/yr to file your taxes and that's it

storm vortex
#

man that is nice

mighty carbon
#

well, US isn't Canada, so it's definitely a way more pricey here

vivid cargo
#

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

mighty carbon
#

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

vivid cargo
#

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

mighty carbon
#

that's not how it works

vivid cargo
#

you sure? that's how it works here

#

unless you cheat on your taxes, of course

mighty carbon
#

well, socialism vs capitalism ๐Ÿ˜‰

storm vortex
#

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.

mighty carbon
#

no cheating

#

taxes are paid on total income

vivid cargo
#

@storm vortex yup of course, any money you make is considered income

mighty carbon
#

Hell, I even get tax return if I don't make too much with my game dev

granite jacinth
#

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.

storm vortex
#

^ that also if you don't make money you can write off the expenses but you can only do that for so long

vivid cargo
#

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

mighty carbon
#

well, that's cuz you are banking ๐Ÿ˜ƒ

vivid cargo
#

naw, cost of free health care lol

#

our taxes here are insane

mighty carbon
#

the largest tax amount I ever paid was like $3k

#

and that's in my best game dev year

vivid cargo
#

ugh i wish

mighty carbon
#

but then you wouldn't get free healthcare ๐Ÿ˜‰

vivid cargo
#

hehe, from what i understand insurance evens that out more or less

mighty carbon
#

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

digital marlin
#

ugh

#

Fortunately it costs nothing to really setup a business in oz. Not unless you're really making a profit.

storm vortex
#

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.

digital marlin
#

@storm vortex nope, sorry.

sturdy coral
#

@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

storm vortex
#

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

sturdy coral
#

@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

storm vortex
#

@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?

sturdy coral
#

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

zinc violet
fresh laurel
#

๐Ÿ˜„

#

I LIKE

zinc violet
#

I hope that's not a fake

fresh laurel
#

Sounds like they might be expanding into mobile VR

#

or atleast customize able phones

zinc violet
#

well, all I hope is that they actually make proper connectors for mobile phones so that they could be used as desktop VR too

fresh laurel
#

Yep same

zinc violet
#

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

sturdy coral
#

USB-C seems like it could do it well

#

I don't know how long it's cables can get though

full junco
#

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

scenic slate
#

Damn.. Just when you are happy that everything is going so smoothly, you get one Class that will crash the engine when compiling

karmic kelp
#

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

real needle
#

@karmic kelp I'm just guessing here but perhaps you should disable the cardboard plugin?

karmic kelp
#

@real needle i tried that but it doesn't worked. I disabled SimpleHMD in the Plugins but found no luck

real needle
#

I haven't messed with DayDream yet so that's all I have

karmic kelp
#

Thanks mate. Now i am trying to upate the android API to 24 earlier it was 21 hope it may work

tough jungle
#

Guys anyone know if leap motion have a good integration?

digital marlin
#

The integration is good - it just doesn't work very well

#

In my experience, anyway.

karmic kelp
#

@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

digital marlin
#

okay, so how should I determine if a level is loaded so I can feed BP info back to the spawn?

tough jungle
#

Ok, thanks

digital marlin
#

Should I just have a bool on begin play on the actors I wanna send the info back?

tough jungle
#

I will take a look

karmic kelp
#

@digital marlin plug the return value of getstreaminglevel to islevelloaded node in Blueprints

digital marlin
#

If I'm not using streaming levels?

mighty carbon
#

HTC VR phone? Could be good if done correctly like Gear VR (Including proper software) and with curated storefront

#

Also depends on the price

mighty carbon
#

Lots of companies have made this claim actually, but Eonite specifically says they have the โ€œworldโ€™s most accurate, lowest latency, lowest power consuming software to democratize inside-out positional tracking for VR and AR.โ€ Inside-out positional trackingโ€”the ability to precisely determine where an object is in space using only sensors mounted on the device itselfโ€”has been โ€ฆ

#

note that no one ever works on UE4 SDK for these "peripherals" ๐Ÿ˜ฆ

mighty carbon
heady parrot
#

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.

wicked oak
#

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

heady parrot
#

yeah the seamless travel is not great for VR ๐Ÿ˜ƒ we stopped using that in Valkyrie

#

yep

#

the stereo layer component works really well though, as do the layers themselves ๐Ÿ˜ƒ I was just hoping for a quick win with the built-in VR splash screen

wicked oak
#

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

heady parrot
#

not if you use that component afaik ๐Ÿ˜ƒ there is no world when you are loading between

wicked oak
#

not even in seamless?

#

how did you do it on Valkyrie?

heady parrot
#

Im going to take a guess that the layer gets destroyed when component is destroyed?

wicked oak
#

btw, if its not asking too much. How did you organize your Tick in Valkyrie for PSVR?

heady parrot
#

with threads and a singleton object that hooked up to the map load events

wicked oak
#

im finding that Tick being singlethreaded is problematic on the trash CPU ps4 has

heady parrot
#

organize? more like minimize ๐Ÿ˜ƒ even made a lot of things not run on every tick

#

often every other or every third

wicked oak
#

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

cobalt relic
#

Well, tick being singlethreaded if offensive on PC too, tbh

wicked oak
#

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

heady parrot
#

yeah we frame span all spawning

wicked oak
#

how do you do that?

heady parrot
#

so if you need to spawn 10 actors, spread it out

wicked oak
#

oh, i mean 1 actor

#

a single enemy

#

they are slightly complicated with a bunch of components and their own weapons

heady parrot
#

we didnt have problems like that, perhaps there is something on your actor?

#

but yeah spawning is expensive ๐Ÿ˜ƒ

wicked oak
#

ill have to dig, becouse its insane

#

yeah, already moved my guns to be pooled projectiles

heady parrot
#

maybe that actor is loading resources? texture loading especially is bad and slow

wicked oak
#

im ALSO going to remove that projectile component, and do my own with simple sweeps

heady parrot
#

we preload quite a lot

wicked oak
#

how do you preload something?

#

by putting it somewhere in the level?

heady parrot
#

yep we did the same ๐Ÿ˜ƒ had a light weight (non actor) projectile, then bunched all the visual into a single instanced mesh component

wicked oak
#

oh, very interesting

heady parrot
#

many ways, I cant remember what method we ended up with

wicked oak
#

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

heady parrot
#

yep it works wonders ๐Ÿ˜ƒ

wicked oak
#

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

heady parrot
#

np ๐Ÿ˜ƒ I lurk here every now and then

wicked oak
#

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

heady parrot
#

yeah we managed to get Valkyrie on PS4 on visual parity with PC ๐Ÿ˜ƒ

wicked oak
#

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

heady parrot
#

we got the pro devkit just before I was leaving that studio

wicked oak
#

ah, ok

#

it basically just has 2 times the GPU power

#

2.something

#

they literally mirrored the GPU XD

#

on the chip

heady parrot
#

we implemented adaptive quality/resolution on the PS4 version..did wonders for perf

wicked oak
#

very interesting

#

how did you do it?

#

manual testing of the FPS and if you lag it lowers rez by 10%?

heady parrot
#

used the method Alex Vlachos outlined in his VR GDC talk

wicked oak
#

ah, that one

heady parrot
#

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

wicked oak
#

doesnt it lag when you are switching the rendering size?

#

it has to reallocate the GBuffer, no?

cobalt relic
#

It only sizes upwards

#

AFAIK

#

So once you've done 1080p once, going back to 720p keeps the larger buffer

heady parrot
#

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

wicked oak
#

so you can start at 150% then scale back?

#

uhm, cropping is a good idea

#

but its outside my budget to implement that XD

heady parrot
#

there was quite a bit of fallout though ๐Ÿ˜ƒ post etc tried to always render on top of the bigger buffer

wicked oak
#

i probably could, but would take me a lot

#

like, a LOT

heady parrot
#

yeah not an easy thing to tackle in a small team ๐Ÿ˜ƒ we had a good rendering engineer

wicked oak
#

better get the game shipped XD

#

i know rendering, but im no engineer

#

just enough to have programmed my own deferred engine

#

simple one

heady parrot
#

I think this works "out of the box" for Oculus now though, might need to turn it on though

wicked oak
#

it does

#

for Oculus

#

but in my game didnt work well

#

im CPU bound after all

#

on Drawcalls

heady parrot
#

yeah good point

wicked oak
#

meanwhile the PS4 cruises to that no issue

#

the more optimal drawcall rendering in ps4 shows

heady parrot
#

I wasnt that involved in all the PS4 optimizations, so dont have much to give you ๐Ÿ˜ƒ

wicked oak
#

general optimizations are also good

heady parrot
#

yeah ofc ๐Ÿ˜ƒ I just left the rendering stuff to our rendering guy

wicked oak
#

how big was the team?

#

for Valkyrie

heady parrot
#

close to 40 people when it was the largest

wicked oak
#

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

heady parrot
#

๐Ÿ˜ƒ

wicked oak
#

hard to kill me if i can do mad dodges around the debris (skills learnt from elite dangerous pvp)

clever sky
#

Hey guys... what's the best way to do a muzzle flash? Is there some way of rewinding a particle animation?

wicked oak
#

nope

clever sky
#

via BP

wicked oak
#

you can reset it

clever sky
#

Ok.

heady parrot
#

just make it loop ๐Ÿ˜ƒ

wicked oak
#

that too

clever sky
#

What's the BP node for that?

wicked oak
#

on your particle

heady parrot
#

in Cascade

clever sky
#

Mmm

wicked oak
#

instead of having a particle that just fires, have a particle that keeps firing

clever sky
#

I wanted it to be used for semi-auto fire.

heady parrot
#

then enable/disable the emitter as needed

clever sky
#

Ok. Sounds easy enough. I'll see how it goes

wicked oak
#

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 ๐Ÿ˜ฆ

heady parrot
#

what game is that again?

wicked oak
#
#

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

heady parrot
#

oh yeah ๐Ÿ˜ƒ I remember now, helped you sort out the logo a few weeks ago ๐Ÿ˜„

wicked oak
#

yeah

wicked oak
#

The increase on quality is clear beetween the 2

scenic slate
#

hmm, whats the difference between impact normal and normal when breaking hit results?

wintry escarp
#

vblanco do you bother with bp or use c++?

wicked oak
#

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

scenic slate
#

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

mighty carbon
#

a good example is arrays

#

quite limited in BP and can be really complex/messy to work with

full junco
#

has anyone here compared

  1. forward+TAA with the extra performance put into more screen percentage
    and
  2. 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?

wicked oak
#

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

full junco
#

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

dusk vigil
#

Any news on SteamVR_ExternalCamera support? Anybody working on a plugin for that? ๐Ÿธ

wicked oak
#

MSAA looks better

#

in the case that you DONT have specular sparkles

graceful junco
#

Is there a way to use both MSAA and FXAA at the same time?

limber rose
#

@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

wicked oak
#

debuggin UE4 game to check the best way i can optimize it

limber rose
#

Ooo, haven't used renderdoc

#

is it very helpful in VR?

wicked oak
#

i havent been able to attach it properly to the editor, but on a packaged game it works

#

im just experimenting

limber rose
#

cool, I definitely need to invest some time there

wicked oak
#

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

wintry escarp
#

why isn't batching catching those?

wicked oak
#

ue4 doesnt batch a thing

#

it basically just renders meshes 1 by one