#virtual-reality

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wicked oak
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every StaticMeshComponent is 1

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so if you have 10 of the same SMC it wont instance them

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would be a cool feature, but dunno if its worth it

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i want to be able to put a update soon that claims a huge performance improvement

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also becouse its heavily needed

wicked oak
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alright, Forward Instanced is 12k api calls

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vs 20k api calls of Non-instanced

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as expected

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it still is way too slow

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gonna try deferred, but forbidding it from doing a depth prepass

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from 26 ms to 20 ms by enabling Instancing on my example

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this is the view im using for benchmarking

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see all those arcs and small pieces?

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those are all individual meshes

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and its in fact from Infinity Blade

raven halo
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have you tried using blueprints batching capabilities?

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specifically: Hierarchical Instanced Static Mesh

wicked oak
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yes

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it makes it worse

raven halo
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lol

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had the same issue with some tests I did on PS4

wicked oak
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btw, hierarchical instanced mesh doesnt work well on VR

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wich means that if i use it all shit breaks

raven halo
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hah

wicked oak
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whats your ps4 game?

raven halo
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Rime

wicked oak
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wait, you from Madrid?

raven halo
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yeah! ๐Ÿ˜ƒ

wicked oak
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Turns out i almost end up working in Rime

raven halo
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I think everyone has at this point XD

wicked oak
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they were looking for a ue4 programmer

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but paid too little

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so it wasnt worth it for me

raven halo
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yep, usually happens. It wasn't the case for me thankfully. I'm technical artist, though.

wicked oak
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in case you are around madrid, ill go tomorrow to "El Zerouno" meetup

raven halo
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Quit the job anyway, building my own company now ๐Ÿ˜„

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what's that?

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๐Ÿ˜ฎ

wicked oak
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a indie developer meetup in madrid

raven halo
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never heard of it!

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tell me more

wicked oak
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anyway, i didnt accept the job, becouse they wanted to pay 1200 euros for fulltime

raven halo
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holy shit

wicked oak
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at the moment, i was earning 1200 euros already

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from home

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part time

raven halo
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that is extremely low

wicked oak
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probably tried to undersell me becouse im 21 year old

raven halo
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ahhhh

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that might be it

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it's a bs excuse though

wicked oak
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too bad, they needed a VR guy

raven halo
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but I've seen that happen

wicked oak
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who knew ue4

raven halo
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yeah, I also worked on the VR project

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did some very cool stuff there

wicked oak
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was it rime for the vr project?

raven halo
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no, it's a different project from Rime entirely

wicked oak
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thought it was for Rime

raven halo
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I developed some of this stuff with the ue4 programmer of the VR project

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by the way, tell me more about the indie meet up

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I might join if I ever stop working and find some time

wicked oak
raven halo
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awesome, thanks!

wicked oak
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moar data from the tests

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deferred-instanced with NO zdepth is 9-10k API calls and 16 ms

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last one to try is deffered noninstanced

raven halo
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that's the best one so far, isn't it?

wicked oak
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yes

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to be fair, my scene is a fucking disaster anyway

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lots of objects

raven halo
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in what sense?

wicked oak
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my level designer went wild

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it looks awesome, yes

raven halo
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ah gotcha

wicked oak
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but holy shit its slow

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why did you leave Tequila?

raven halo
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to work on my own company ๐Ÿ˜„

wicked oak
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seems about right

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what are you working on now?

raven halo
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we have a VR project in the works and just going around and pitching it to publishers

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just finished a Oculus Touch integration and so we just sent the build over to Oculus

wicked oak
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cool

raven halo
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uploading it to the oculus store and all that for them to see

wicked oak
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im trying to finish DWVR, and next project find publishing

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my problem is that i dont really have artists

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so its really fucking hard to do nearly everything by yourself

raven halo
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our contacts there seem to be on vacation though or on paternity leave. So it will probably a while until we hear back from them. They were kind enough to send free kits our way though. which has been awesome

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Right, yeah

wicked oak
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if you have a team, much better. I could go truly serious with an office and stuff if i had an artist or 2. But given that i dont, i need to get money (from dwvr for example) to hire artists directly

raven halo
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one of the good things is that we are 4 in our company, 1 prorammer, 1 designer, 1 artist and me, I kind of do everything

wicked oak
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thats the job of a tech artist after all XD

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bridge beetween stuff

raven halo
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yeah exactly

wicked oak
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yeah, balanced team

raven halo
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so it's really nice to have pretty much everything covered

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our main "problem" right now is to find funding

wicked oak
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where did you meet with your coworkers?

raven halo
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which is turning out to be not that simple

wicked oak
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you knew them from before?

raven halo
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I've known them for years!

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yeah

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we have done some awesome VR stuff and I can't wait to show it to people

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we are now working on a much, much smaller GearVR project

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while we shop the project around looking for funding

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the gearVR stuff would be something small we could do pretty quickly

wicked oak
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not a bad idea

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gearvr seems to be a good market

raven halo
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and we wouldn't need any funding for that

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yeah, so I've heard

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I'm now trying to get in touch with Google somehow

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I have no clue how to get my hands on a Google Daydream

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they don't sell them in Spain yet

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so getting a kit from them would be awesome

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if anyone has any pointers by the way, please let me know!

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I'll buy you a beer

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or a few

wicked oak
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right now im trying to optimize DWVR as much as i can for PSVR + PC VR

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plus put notes of the ideas i have to improve its gameplay

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its too shallow

raven halo
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oh man, if you have any tips for PSVR let me know, I just filled out the NDA today for the partner program

wicked oak
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ez mode, Click deploy to ps4

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it works

raven halo
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I've seen your game, but I gotta buy it

wicked oak
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there is one issue

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huge, HUUUUGE issue

raven halo
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but what about performance?

wicked oak
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the PS4 CPU is dogshit

raven halo
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hah

wicked oak
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ue4 Tick is single thread

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wich means it runs on one of the 8 cores the ps4 has

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and each of those cores, by itself

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is trash

raven halo
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jeez...

wicked oak
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so, you better avoid Tick on EVERYTHING

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oh, and overlaps

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physics overlaps murder performance on psvr

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on moving objects

dusk vigil
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Interesting to hear, I was kinda hoping I would have a lot of stuff 'alive' and doing little juicy things

wicked oak
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GPU performance is better than expected

raven halo
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oh shit

wicked oak
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DWVR runs similar on PC and on PSVR

raven halo
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our game features quite a bit of physics

wicked oak
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in fact, it runs faster on PSVR

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physics are calculated multithreaded, dont worry

raven halo
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oh thank god

wicked oak
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its the Overlaps wich give issues, as they are calculated when you move stuff

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animation is also multithreaded

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if you do it right

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dont calculate a thing on the animation tree

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just do variables, and then access them. Gotta keep the little "lighning" icon

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if that is on, it means it will multithread the animation and run "fast path"

dusk vigil
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A short gamasutra article would be nice : ) wink wink

wicked oak
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PSMove is not as bad as i was expecting, but tracking area is tiny

raven halo
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yeah man

wicked oak
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very tiny

raven halo
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a gamasutra article with a few tips and tricks would be great, or just general impressions

wicked oak
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so forward facing, and forget about grabbing stuff from the floor

raven halo
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I'm having the same trouble with touch controllers actually

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because the sensors are put on the table, it occludes the view

wicked oak
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not sure if i can do a in-depth article on how to truly do multiplatform vr without Sony getting annoyed

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i cant go trashtalking the ps4 cpu around

raven halo
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hah

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fair point

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lol

wicked oak
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a chat like this is "unnoficial"

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actually doing a written article in a serious site....

dusk vigil
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Sony NDA makes it hard to say much in public i imagine

wicked oak
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i cant put a picture of the dev tools for example

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or the devkit

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or about stuff on the documentation

raven halo
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yeah supposedly, but I've seen a LOT of the floating around twitter

wicked oak
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tools are great tho

raven halo
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including PSVR dev kits back then

wicked oak
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you get a profiler that has ALL THE GRAPHS

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for everything

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its neat

raven halo
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Razor?

wicked oak
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Razor CPU

raven halo
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it's nice!

wicked oak
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all the little graphs of every little thing

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my game puts all cores at like 80%

raven halo
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have you tried forward renderer with PSVR?

wicked oak
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XD

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no

raven halo
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have you decided what to do about the renderer?

wicked oak
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ue4 rendering seems to be multithreading

raven halo
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are you going forward + MSAA?

wicked oak
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still compiling

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hellna too slow

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but gotta try it on ps4

raven halo
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yeah, same

wicked oak
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on PS4, rendering goes Faster than on PC

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wich is interesting

raven halo
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how is that even possible

wicked oak
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i guess its due to the lower overhead API

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my game is heavily drawcall bound

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i have LOTS of objects

raven halo
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ahhh I see

wicked oak
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with a bunch of polys

raven halo
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I'm more pixel shader bound, for sure.

wicked oak
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but no dynamic lights

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at all

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or at most 1 or 2

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all the light is 100% baked

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as Stationary

raven halo
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yeah, I got a bunch of those

wicked oak
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sorry, Static

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Stationary is half

raven halo
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and stationary directional light with cascades

wicked oak
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stationary is shadows baked, and gi baked, but then the dynamic shadows and actual liight on the object is dynamic

raven halo
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yep

wicked oak
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you cant spam them

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as my designer was doing

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static lights have 0 runtime cost

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literally 0

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so you can spam them all you want

raven halo
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I've actually tried using a few spotlights/pointlights with shadow casting and it murders the GPU

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and by a few I mean like... 2 spotlights

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that were not even overlapping

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and were maybe casting 10 shadows

wicked oak
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i have to try forward render on ps4

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the lower drawcall cost might make it usable

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im CPU bound due to Tick anyway

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CPU bound on ps4, GPU bound on pc...

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on PC im Drawcall bound

raven halo
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so the reason why it's running faster on PS4 you might simply be due to draw optimization, which seems to be your bottleneck

wicked oak
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yes

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becouse i have my "stat startfile"

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on ps4

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and on pc

raven halo
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so I might still have a hard time...

wicked oak
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and the RenderThread runs faster on ps4

raven halo
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sweet

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btw, what's your screenpercentage?

wicked oak
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100

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on ps4

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on PC is higher

raven halo
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holy crap

wicked oak
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i think 130 or so

raven halo
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isn't 100 very low?

wicked oak
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not really. PSVR pixels are different

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but still, this is testing on a Pro devkit

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wich has much higher pixel performance

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the GPU is a goddamn monster

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i think it has the raw power of a GTX 480

raven halo
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ahhh gotcha. Thought you were talking about vanilla PS4.

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I actually wonder if sony will send both kits

wicked oak
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yet it has the much lower driver overhead consoles have

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its sad how devs arent doing shit

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no, it sends one or the other

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mine is a Neo devkit

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it has a "old" mode toggle

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that downclocks it

raven halo
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so if you want to optimize for vanilla PS4, what do you do? o_O

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ahhh

storm vortex
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@raven halo was that recently that Oculus sent you a dev kit for free?

raven halo
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that's very cool

wicked oak
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they sent me 4

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for free

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i asked for 2 :/

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sent me 2 more in error

storm vortex
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nice

wicked oak
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so got 4 headsets WITH touch

storm vortex
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Do you get to keep them?

wicked oak
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yes

raven halo
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@storm vortex hmmm I think it was back in November. The touch devices arrived december 1st I think

dusk vigil
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If you have a good proto or better, they are very supportive

wicked oak
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they ignored me 2 times

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but it was logical

raven halo
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I don't know if they still send them out, though

wicked oak
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i had literally nothing but shitty DK2 prototypes in the first

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and in the second, i just had Deathwave

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so i went, got a vive

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published VRMultigames a month after

storm vortex
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I'll probably wait until I have a close to finished game before I target rift since that store sounds like a pain due to strict framerates

raven halo
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yeah me too. went from DK2 to Vive

wicked oak
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got 40k installs

raven halo
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then got free Rifts

wicked oak
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then told oculus i wanted to port

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easy devkits

dusk vigil
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Get on the secret vr devs slack and nudge callum : )

storm vortex
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I mean I am targeting 90fps but I don't feel like dealing with that kinda painful nitpicking for a hobby project

raven halo
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callum is out of office

dusk vigil
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ah yes thats right

raven halo
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what's that secret vr dev slack

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let me in!

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xD

wicked oak
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ah, thats the whole point of their store

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if its "barely" enough, you go to Gallery

dusk vigil
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hang on, I get you a link

raven halo
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awesome! ๐Ÿ˜„

wicked oak
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thats the section where they have the more unpolished games

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like VRMultigames and DWVR

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i want to get out of it XD

raven halo
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haha

storm vortex
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Ah I didn't realize they have that. Is that like their Early Access?

wicked oak
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the needs to actually go to the "main" section

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are severe

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its worse than their early access

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early access are titles that have a high degree of polish, but are EA anyway

raven halo
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I don't even know how to get to the gallery from the oculus app

wicked oak
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its on the main page, just scroll down a bit

raven halo
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I'll check it out

wicked oak
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check how Obduction is there XD

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thats what happens when it runs slow

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becouse obduction DOES run slow

dusk vigil
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@raven halo , and anybody else who is hardcore into VR : https://t.co/tltfdGvqXf You have to submit a form, and be quite verbose in telling about yourself and your project to be let in. They are keeping it tight

Google Docs

Please supply as much information as possible, as we need to ensure individuals engaged in active VR development are invited. Note: This is a manual process, so invites might take a while. Check your spam!

raven halo
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ok, this is perfect

dusk vigil
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Very good international society

raven halo
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I will definitely check it out

storm vortex
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is that ran by a company or just a private group?

dusk vigil
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Private group thing

wicked oak
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but hot damn, im going to have to manually start merging meshes and optimizing triangles and textures ๐Ÿ˜ฆ

dusk vigil
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By the way, I am called @karmington there for reference "Who Invited You"

wicked oak
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to make those buildings in the cathedral map not use thousands of small meshes

storm vortex
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oops I wrote simrak

dusk vigil
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No big deal

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I oughta stop using different aliases

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It's your project that counts the most anyway

raven halo
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cool! form filled!

storm vortex
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I don't have any public videos of my project out yet so I didn't have much to share, if they don't let me in I'll try again in a week or two when I have a video to share.

dusk vigil
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It will be nice to have more UE users there, it is dominated by Unity peeps : p

storm vortex
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Just lurking in this VR room I have learned a ton.

raven halo
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@wicked oak in my experience it's very hard to find designers/artists with the enough technical knowhow to not mess things up in terms of draw calls. I'm not saying that they are not out there, just saying that there are a LOT who don't have those technical sensibilities

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I also can't show anything right now from my game

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although I'm dying to show some stuff

dusk vigil
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Best ones started work in mobile or even before so they have an ingrained thriftiness

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Looking forward to it : ) Our prototype is still in very rough shape, but focusing on the core mechanics before getting it shiny

wicked oak
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Deferred-noninstanced is slower

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17 ms

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so final verededicts, on this scene wich has simple pixel shader, but a fuckton of static meshes

raven halo
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I wouldn't be so sure. I've worked for Gameloft for 3 years and let me tell you... I've seen some unbelievable shit

wicked oak
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fastest: Deferred-instanced. At 15 ms 9500 Api Calls

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second is Deferred-noninstanced at 17 ms 1400 api calls

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3rd is Forward Instanced, 20 ms at 9500 Api Calls

raven halo
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what's the triangle or vert count in your scene? since instanced might have quite an impact if there are a lot of verts in the scene

dusk vigil
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by api calls you mean objects with Tick?

wicked oak
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sorry, not 9500 on Forward instanced

dusk vigil
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or Draw calls

wicked oak
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15.000

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pretty much drawcalls

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but not exactly drawcalls

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more granular

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each few of them is 1 drawcall

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anyway, the worst of all was Forward non-instanced, at 20k API calls and 29 ms render time

dusk vigil
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Rendering API calls in general then I guess?

wicked oak
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not in general

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literally the number of directx calls

dusk vigil
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ok

wicked oak
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if you have TONS of objects, use deferred-instanced

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its the one with less drawcalls

still frost
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how is the VR dev coming along is it catching up to unitys or is there a still a bit to go ?

wicked oak
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its better

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quite a bit better

raven halo
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I can't believe deferred instanced is faster than forward instanced. (I'm assuming you are testing forward with MSAA?)

still frost
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most post / research is from like 2015 / early 2016

wicked oak
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nope, all are using TAA

still frost
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talking about foward rendering or w/e

wicked oak
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this is 4.14

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i think 4.15 has more improvements to forward

raven halo
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@wicked oak do you have a theory as to why deffered is faster in this case than forward?

wicked oak
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one of the issues is the base-pass

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in deferred,ive disabled the depth pre-pass

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this makes it so the scene isnt being rendered twice

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one for depth only, other with shaders

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well, its basically the main issue

still frost
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@wicked oak Hmm so unlike before now unreals process of developing for VR is a bit better than before and up to par for unity?

wicked oak
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check this out

raven halo
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I'd say it has improved A LOT over 2015

wicked oak
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from Forward Instanced

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4.5 miliseconds on the Depth Prepass

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thats something that just doesnt happen on deferred

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unless you tell it to

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to be fair, this is a extreme test

raven halo
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is this Render Doc?

dusk vigil
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@still frost My feel is that all the basic stuff is working nicely now. Missing, stuff like VRTK ( 3rd party toolkit ) and Mixed Reality capture support.

wicked oak
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a scene with massive amounts of drawcalls and little shader use

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VRTK is for casuals

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you program your own stuff

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ue4 has the motion controller interface, and hmd interface

still frost
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VRTRK is basically a free asset preprogrammed for newer people right?

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to get started quicker?

wicked oak
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i have the same code running PSVR/Vive/Oculus

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the SAME code

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only changes are imput mapping

dusk vigil
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It's super useful to get people started

still frost
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VRTK&

raven halo
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<- same here

wicked oak
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you cant do that on unity

raven halo
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it's freaking awesome

wicked oak
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definitely

dusk vigil
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Agreed, makes life a lot nicer

wicked oak
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im also writing my own multiplatform leaderboard ๐Ÿ˜ƒ

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so i can use leaderboard and it works on everything

raven halo
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sweet!

wicked oak
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built-in leaderboard API is broken as fuck

storm vortex
wicked oak
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completely broken

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so im using Steamworks

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and im going to add Oculus implementation

still frost
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@storm vortex thanks man

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I was thinking of going unity , but something is just tturning me off from it

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for VR development

wicked oak
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not that good of a choice

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the thing that made it good, wich is the Valve plugin

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is:

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non-mantained

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problematic with oculus

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only 8 lights at once

raven halo
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they abandoned it, didn't they?

wicked oak
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they did

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its on life support by some community members

raven halo
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I guess they are focusing on Source 2

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and whatever HLVR is

wicked oak
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grab ue4, get your fancy as hell renderer, and use its tools

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plus truly multiplatform VR

raven halo
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cool thing about UE4 right now is you can really feel the progress that happens for VR in every new version

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they are taking it seriously

still frost
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ah I see thanks for the info and stuff

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I just have to get use to the BPs tbh

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used to the C# coding here and there

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about to binge watch the Intro BP tutorials that teach you about the light but start with the VR character instead of 3rd person

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same thing with that udemy with ben tristin

dusk vigil
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Took me a few weeks to get comfy with BP but now they seem ok, soon ready to start opening up the C++ side, but kinda feeling that the less I muck around in the engineroom the better... Time will tell. Only started learning UE this winter as well.

In any case, Norman3d and vblanco, great listening to you guys, I jotted down a lot of notes for the PSVR side : )

still frost
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same here thanks for your guys input

raven halo
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yeah, any time!

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I'm learning every day ๐Ÿ˜„

full junco
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@dusk vigil that vr devs slack, why is it interesting? what do they talk about there? if most people there are unity devs, how is that slack relevant for ue4 users?

raven halo
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maybe it's more design oriented?

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which I'm also super interested in

dusk vigil
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There's loads of channels for VR related interests. Also they have Vive and Oculus representatives hanging around, just today they gave out the e.mail to contact to apply for Tracker pucks

full junco
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ok

still frost
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niceee

full junco
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and who runs that slack?

dusk vigil
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yezzer, katie_tripixels, slumbdog, nathan

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If they say anything to you : ) nathan made SculptrVR, katie made Unseen Diplomacy

full junco
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ok

dusk vigil
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yezzer I dont know so much about, I think he founded it

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slumbdog is from the BBC i think

full junco
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BBC? ๐Ÿค”

dusk vigil
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About 1,000 hardcore vr devs in there

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British Broadcasting Co

full junco
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I know what BBC is ๐Ÿ˜›

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just not sure what BBC has to do with VR

raven halo
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they did an ISS thingy

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didn't they?

dusk vigil
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I made the first Finnish VR game on Steam before Vive came out, back in DK2 days

raven halo
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sort of a virtual tour through the ISS

dusk vigil
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Big national broadcast houses sponsor new media. Our VR development hub is in YLE ( Finnish Broadcastin Co ) buildings, they are giving us a nice big space for free, dozen teams working on stuff

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no strings attached

raven halo
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oh man

full junco
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oh

raven halo
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wish there was something like this in Spain

dusk vigil
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Make it happen : )

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We started off having small meets, expanded fast, last year we got 250,000 euro funding, getting more from EU this year... FIVR.fi

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Nonprofit organization

raven halo
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that's awesome!

dusk vigil
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It rocks... I had lost my previous job, decided to make a VR game on my savings, now I run the hub halftime and the other half making my own stuff

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Other people board of directors handle the money stuff, I just take care of the office and teams

#

Time to settle down for the night, getting late here in Helsinki. Pleased to get more active here as well, as our game starts forming I am certain to be hanging out here more and more.

full junco
#

heres always a lot of activity

raven halo
#

@wicked oak with forward renderer what should the "early Z-pass" setting be? does it even matter?

wicked oak
#

its the point of the forward renderer

#

it needs it

#

its a tiled forward+ renderer

#

it renders depth

#

then it calculates the light areas, and puts the light data in a texture

#

for the tiles

#

then, when it renders, it grabs the data from there

raven halo
#

yeah but why does it even give you the option to select "none"?

wicked oak
#

doesnt matter, it will overide

raven halo
#

ok, ok, thought so

#

I think I'm going to give Render Doc a go and check out what differences the different renderes really make in my specific game

raven halo
#

is anyone using RenderDoc to profile? do you need the RenderDoc plugin for UE4 for that?

full junco
#

I only use profilegpu, renderdoc sounds awesome though ๐Ÿ˜„

grim condor
silk lodge
#

@grim condor can you use nvidia flow to make snazzy?

granite jacinth
#

Lobby for VR Mulitplayer or no?

#

What's the consensus?

clever sky
#

You mean like Smashbox?

#

Feels great.

#

Also a great showcase for the potential of VR over normal gaming.

#

i.e. feels like you're socializing in a public area before a game.

granite jacinth
#

Nah

#

I meant like dev for MP

#

Do a Lobby first and then server travel to new map

storm vortex
#

I think I would probably prototype the game play first and then add the lobby.

#

Definitely lobby though with other people. I love the lobby in Art of Fight since you can run around and shoot guns and hang out.

granite jacinth
#

don't care about all that though

#

I was just wondering if there was any reason to have one if it wasn't needed

#

Extra fluff stuff is alright

#

But was wondering if it absolutely needed one, but I guess I do, in some shape

#

Since I need to host or join before session creation

storm vortex
#

The biggest thing I didn't like about Onward when I tried it was when I died I was in an empty room with nothing to do but watch the game. So if you have a game where you have to sit out after you are out I'd make something to do.

clever sky
#

Give dead players turrets

wicked oak
#

isnt "Max Steel" from a kids TV show?

#

kinda like the Ben10 show or other similar things

#

the suit is really fucking cool btw

#

reminds me of warframe suits

raven halo
#

Hey @wicked oak I took a look at RenderDoc last night and managed to get it to work on builds. How did you get the draw list to be grouped in the different passes? Is that only possible if you use the RenderDoc plugin for Unreal?

wicked oak
#

in fact, its all automatic

#

i just did a Development build, and attached it to it

#

and it gives me all the passes well and that

raven halo
#

Ahhh that might be it, I used it on a shipping build

wicked oak
#

how does it do it? it seems to be the same as the "control+, "GPU debugger

#

same passes i mean

#

are they annotated in the code?

raven halo
#

By passes I meant each step

#

Like the Basepass etc

#

I'm not seeing them grouped at all, and in the screenshot you shared yesterday they were

#

I'll try the development and I'll let you know if it works

wicked oak
#

its probably going to be that

#

it gives you the full timeline of all the passes

#

Renderdoc is quite interesting

#

and its open source

#

and works on modern opengl, DX11-12, and Vulkan

#

as far as i know, its the only fully featured vulkan debugger

#

and it has a code library

#

if you include that, you can add special support

#

maybe ue4 has it

#

to get better data

raven halo
#

Yesterday I found out that we left in a couple of decals from when we were still in deferred. They don't show up in forward of course, but the quads and the draw calls are still there!

storm vortex
wicked oak
#

yeah, great article

raven halo
#

Oh! I'll take a look!

wicked oak
#

UE4 forward is mostly the same as that

#

but less "tailored"

storm vortex
#

There's another guy that does a really good one on GTA5 and a few other big games

wicked oak
#

doom renderer is 100% tailored to what they are doing

#

ue4 forward is a generic version of that

storm vortex
#

oh same guy I guess

raven halo
#

How is the doom forward renderer different than Unreals? Is it doing anything better?

wicked oak
#

its much more tailored to what doom needs

#

for example, the slimmed down GBuffer that it uses to add TAA and SSAO and similar stuff

#

or the way it renders frosted glass

#

of doing a pass that smoothes the image

#

then renders the glass

#

and grabs the pre-smoothed image

#

also, megatextures

#

and the fact that it only uses a handful of shaders

raven halo
#

Just skimmed through the article! Love the glass stuff!

wicked oak
#

its a way to optimize that a lot

#

becouse you just do a fullscreen shader a couple times

#

uses more memory of course

#

but its a LOT more optimal and looks better than doing that frosted shader on the glass material itself

cobalt relic
#

UE4 is a generalist game engine

#

It has to work with water, metal, rock, flesh, cartoon

#

You can do much better by not supporting all rendering situations

wicked oak
#

yeah, exactly

#

also, doom has the megatexture stuff

#

so basically, most environment is rendered with only ONE shader

#

that makes it super optimal, as you can go full fast path on 1 shader for everything

#

no switches

#

bind shader, bind geometry, render, bind geometry, render, bind geometry, render, and so on

#

in ue4 each material is a shader

#

thats one of the main reasons doom on vulkan runs that much fast

#

they can have the rooms generate their command buffers for rendering, and they just reuse them over and over

cobalt relic
#

Then again, Doom is very monotone as a game

#

I hope they don't use too many bits on the green ad blue channels, because those sure don't get much love

#

Dishonored 2 runs on a IdTech fork with a much more diverse artistic direction

storm vortex
#

I think Dishonored 2 runs on the pre DOOM version of IdTech.

cobalt relic
#

"based on Id Tech 6 [but with] rewritten quite everything that's 70% of the engine"

#

Both Doom and DH look really nice, in any case.

wicked oak
#

but DH runs shitty

#

Doom is a marvel of engineering

#

60 fps on consoles, 200 fps on PC

raven halo
#

by the way, I confirm that there is a difference in RenderDoc between a shipping build and a development build

#

a development build will give you lots more details in renderdoc

full junco
#

what's does render doc tell you that you can't see in profile gpu?

raven halo
#

all the textures that are being used at that particular moment, as well as every single draw call

#

you can even see how long it takes to render each particular draw call

#

you see all the buffers as well

full junco
#

ok

wicked oak
full junco
#

so you can better see what's taking the most time in the base pass?

#

@wicked oak whats the value of ALLOW PROFILE GPU IN TEST?

#

test would be a better test case than development

#

so setting that value to true and then package in test would be best I think

wicked oak
#

there are direct renderdoc stuff in the code

#

it does check if renderdoc is capturing

#

and seems to use some kind of generic debug info

mighty carbon
#

Void engine is idTech 5 rewritten

#

as Dishonored 2 started way before idTech 6 was production ready

#

idTech 5 was even more simple than idTech 6

#

idTech 5 is basically fancy idTech 3

#

(virtual textures, all baked, simple shadows from characters, etc)

#

I was thinking at one point that it would be so nice if someone (I looking at you, John Carmack) would create a slim and fast engine for VR (to equally run well on Gear VR and desktop VR)

#

but then writing such engine wouldn't be a problem. The problem will be making robust tools, docs and support network.

#

I wouldn't want to go back into Quake modding days o.O

safe hamlet
#

Is there really no way to detect Gear VR mount/unmount events (4.14.3)?

mighty carbon
#

not sure

#

did you already ask on Oculus forums?

safe hamlet
#

No, haven't asked there yet. Figured it might be faster to ask in here ๐Ÿ˜ƒ

#

I'll ask there as well though ๐Ÿ˜‰

mighty carbon
#

nah, I am the only one here who digs Gear VR (I know a few folks here have Gear VR, but I've never seen them answering Gear VR related questions) and I don't know if that functionality is exposed to BP ๐Ÿ˜Š

storm vortex
safe hamlet
#

alright, thanks @mighty carbon ๐Ÿ˜‰

clever sky
#

That is pretty sweet.

#

But there's already an Unreal app on the Steam store that does it really well too

#

Thread Studio

#

Actually an advertising app for a T-shirt maker.

#

Or something.

#

Pretty sweet one though.

odd garnet
#

If anyone is in Austin we'll be at the VR Austin meetup this month!

vivid cargo
#

has anyone does space/zero grav in VR? did you find it disorienting?

eternal inlet
#

looks awsome with the posing

granite jacinth
#

Did something change in 4.14.3 to enable vr in packaged builds?

#

-vr, stereo on, enable hmd console cmds/nodes aren't working for me

#

(or alt-enter)

scenic slate
#

Any idea, where to get the Oculus VR-hands into Unreal? Are they free assets somewhere?

granite jacinth
#

uh nvm...

#

strange, just started to work, /shrug

raven halo
#

@scenic slate I've not been able to find them. If a Touch SDK was sent to you, then you'll find a URL to a zip file containing a confidential content example from epic with hands. But these are Epic's, they are not the Oculus hands

scenic slate
#

Thanks.

real needle
#

@vivid cargo Look up Adrift

#

I know plenty of people that can't play it, but also plenty of people that love it

#

Either you decide to cater to everyone, or you decide to cater to some

quartz bay
#

Does anyone know how to put assets into the SteamVR environment while a game loads a level?

mighty carbon
clever sky
#

Man.

#

Why does H3VR get so much love.

#

Ok, I know whyt it does.

#

But the gun interaction is confusing as hell a lot of the time!

#

This slides, but this doesn't.

#

Maybe I just need to get used to its control scheme. Spent 20 minutes messing around trying to load/unload/fire weapons.

#

It's just such an awkward combo though.

storm vortex
#

@clever sky I really like H3VR because of how detailed it is. I agree that some interactions are confusing or inconsistent though. For my game I'm trying to keep it some what between. Down is always eject mag, the button pointing left if in your right hand or right if in your right hand is release slide. Although now that I think about it that doesn't make too much sense. I'm not doing realistic magazine loading though. I panic enough as it is trying to get the magazine near the gun when guys are shooting at me so I want some more more arcadey for that.

clever sky
#

More arcadey = use a big hit box

#

get the mag near enough the hit box = eh, good enough, you've reloaded!

#

Do a little lerping animation to make it nice.

storm vortex
#

yeah and as of now you don't even have to align it since im basing it based on mesh hits the interaction point. I'll eventually probably add interact points on the meshes and force them to be roughly the same direction. Right now you can put them in anyway or sideways ๐Ÿ˜„

clever sky
#

I need to share this pic btw.

storm vortex
#

That's one of the Rick and Morty animators isn't it?

clever sky
#

What? No!

#

She's a model

storm vortex
#

oh she looks similar to one of their lead artists

#

seems like something she would do

clever sky
#

Oh. Well. Rick and Morty has a hot lead artist then ๐Ÿ˜›

#

What's her name do you know?

#

the artist

#

not the model

storm vortex
#

That's her on the right she looks similar to me, but I'm half asleep right now. I'm looking forward to playing their VR Job Simulator game when it comes out.

clever sky
#

Ah nice ๐Ÿ˜ƒ

#

Nice looking gal, but only superficially similar to the model.

#

(age, hair color, etc)

#

So, what's the deal with stereolayers? How do you get them showing up?

#

I added a stereo layer component to my pawn

#

stuck it to the camera

#

Added a texture. Nothing.

real needle
#

@wicked oak and @full junco Was experimenting with them earlier, I think the outcome was... twofold?

dry shell
full junco
#

@clever sky I created a thread about them being buggy

clever sky
#

Yeah

#

But they can still be used right?

#

At least I know a guy that has

full junco
#

I think they are too buggy for being used currently

clever sky
#

mmmm

wicked oak
#

stereo layers do work

wicked oak
#

literally everyone using that art pack to do rpg games

#

its wave shooter all over again

odd garnet
#

It's a decent simple pack. I've seen it used in a guys top down a while back

#

The important part is what you do with them

wicked oak
#

right now i got a cooperative dungueon crawler

#

but im seeing it to common on the fantasy style, so ill make it scifi

#

my warrior will have a shotgun with a bayonet, for example

#

im reading stuff like shadowrun and D&D/pathfindier scifi modules, and i kinda like the settging

odd garnet
#

Good source material! @wicked oak

#

I remember playing one pathfinder that was like Star Trek. More role playing than actually combat. Lots of puzzles but that's because my DM was sadistic

wicked oak
#

im seeing dungueoning rpgs spammed everywhere

#

DWVR already suffered from there being TOO MANY wave shoteres

#

i dont want that again

odd garnet
#

I think wave shooters are more limiting than rpgs

wicked oak
#

in my first DWVR videos, there was a considerable positivtity

#

when i released "oh not another wave shooter"

#

im seeing dungueoning games by the loads

odd garnet
#

What is DWVR, the game on steam yeah?

wicked oak
#

so im looking for a setting that makes it completely different

#

ye, the game on steam

odd garnet
#

People like wave shooters. You just gotta do them well. Raw Data is a wave shooter and that's a great game.

#

SPT also a great game

#

I'm glad they exsist as they are fun to play

wicked oak
#

yeah, but negativity is real

#

for my next game, i want something different than aeverything else

odd garnet
#

It'd be cool in a sci-fi dungeon thingy to have a breach and clear style.

When you bust down a door and it goes all slowmo

#

pew pew pew
"Tango down"

wicked oak
#

or more system shock style

#

i plan to do something slightly inspired by how destiny and warframe work

#

a game that is meant for coop

#

i find lack of really social games

odd garnet
#

Oh man yeah! System shock would be cool as h3||

wicked oak
#

still prototype phase

#

i got a magic bow with explosive arrows, movement, basic enemies, and rng map

#

all working MP

odd garnet
#

Noice

mighty carbon
#

how do I disable depth test on 3D widget ?

#

(so that regular 3D widgets in the world remain with depth testing enabled, by default, and the ones I attach to the camera have no depth test)

raven halo
#

I remember someone here mentioning they were turning on Mobile HDR on a GearVR project. Does that even work?

mighty carbon
#

yes

#

but it cuts fps in half

raven halo
#

so it's impossible to get 60fps on say... a Samsung S6?

mighty carbon
#

correct

#

why do you need HDR ?

raven halo
#

I don't think I need it yet

#

I'm just wondering

#

I'm going to start work on a small gearvr project

#

and I wanted to know what works and what doesn't

mighty carbon
#

I wonder if Unity does better job on HDR - I recall seeing bloom in Unity based games on Gear VR

#

well, in that case - HDR works, but hurts performance; dynamic lights don't work; stationary direct light works; stationary point lights might work, but will cast no shadows; multiview works but hurts performance (should be fixed eventually)

raven halo
#

I also wonder, do I have to change the renderer to forward? Do I also need to switch to MSAA? or is that all handled automatically?

#

ahhh that's another thing, should I leave multiview unchecked for now?

mighty carbon
#

no, forward rendering kicks in automatically (mobile VR always used forward render on Gear VR) and MSAA works automatically

#

yes, unchecked

#

also, use ES2 renderer - ES3.1 hurts performance badly

#

Vulkan doesn't work

raven halo
#

how do I change the renderer to ES2?

#

is that a project setting?

mighty carbon
#

yep, under Android

#

but it's the default setting

#

just saying don't use ES3.1

#

or Vulkan

raven halo
#

gotcha

mighty carbon
#

think of Gear VR game as Quake 3 (graphics/physics wise)

#

if you keep to that kind of complexity / limitations, it would run fine

raven halo
#

is S7 a big enough difference where you could change anything really? like toggle any new graphic feature?

mighty carbon
#

oh, deferred decals won't work on Gear VR

#

nah

#

15% better or something like that

raven halo
#

I see

mighty carbon
#

S8 maybe will be significantly better allowing a lot of nice graphics features to be usable

#

better aim for S6 to cover larger audience

#

and since S6 will be getting cheaper after S8 is out, I get more people will be getting into Gear VR

raven halo
#

yep totally

#

I'm not sure if I have asked already, maybe I was just thinking it, but what about resolution? Is there a fixed screenresolution?

mighty carbon
#

it's quadHD, as on the phone

#

can't change that

#

always runs at the same res

raven halo
#

ok, nice

#

thanks for the info! ๐Ÿ˜„

mighty carbon
#

๐Ÿ˜„ np

raven halo
#

workflow wise... what's the best way to preview the result on PC?

mighty carbon
#

none really

raven halo
#

thought so haha

mighty carbon
#

I got my project running on Gear VR, figured what it can handle and once I pretty much knew what's the limit for drawcalls / etc., I got basic stuff working (back button, touchpad, etc.) and now I work on gameplay solely in the Editor and PIE on PC

#

once I reach a milestone, I deploy to Gear VR to test it

#

but at the beginning you will be deploying, putting on the phone, testing it on Gear VR, rinse/repeat

#

annoying, but it is what it is

raven halo
#

I see... hmm

#

what about anti aliasing?

#

does it use MSAA out of the box?

mighty carbon
#

yeah

raven halo
#

cool!

#

oh!

#

what about culling?

#

should I use precomputed visiblity?

mighty carbon
#

yeah, you should

odd garnet
#

Trying to line trace from my controller forward (like pointing a wand), no matter the forward vector it's really off target by +-30 degrees in the yaw

silk lodge
#

@mighty carbon doesn't unity not do hdr rendering when it does msaa?

mighty carbon
#

no idea really ๐Ÿ˜ฆ

silk lodge
#

I've heard it doens't

#

which is why games like space pirate trainer have ugly dithering and crazy graphics issues

#

(I think)

mighty carbon
#

not sure.. I haven't worked with Unity much

silk lodge
#

I'm trying to avoid working in unity ๐Ÿ˜ƒ

mighty carbon
#

I do know it's faster on Gear VR than UE4

silk lodge
#

I only work on pcvr

mighty carbon
#

it has better instancing/batching, view clipping distance, etc. which allows building much more complex levels than can be done in UE4

#

I am on Gear VR ๐Ÿ˜ƒ

wintry escarp
#

motorsep: I do know it's faster on Gear VR than UE4

#

did you mean unity there?

mighty carbon
#

yeh

#

but supposedly Epic is "already aware" of HISMCs and ISMCs performing badly on Gear VR

#

I don't know if it means "we are looking into improving it" or "we know, but we don't have time for it right now" or something else

#

or, and draw distance for those doesn't work either

real needle
#

@mighty carbon Didn't you try the remote plugin for mobile?

mighty carbon
#

no, because it's no use with Gear VR

clever sky
#

Does anyone know much about updating render targets live?

#

I'm trying to drive FOV restriction via a material parameter collection... which links into the material that links into the render target... that is used by the stereo layer.

#

Managed to get the stereo layer stuff working finally kinda. But it's wonky!

real needle
#

I've worked with render targets a bit

#

whats the issue?

clever sky
#

@real needle Basically, I want to be able to update it dynamically inside my BP

#

by driving a parameter

#

The desired effect is to grow and shrink the size of a radial gradient.

pearl tangle
#

scale the gradient texture itself?

#

also saw the road to vr article on your movement stuff @clever sky hows the game coming along?

clever sky
#

Yeah great ๐Ÿ˜ƒ Working on it now. Going to release soon. Want pre-release access?

pearl tangle
#

yeah thatd be awesome.haven't played or done any work in ages. been travelling for over a month. i have been home 3 weeks in the past 3 months hah. changed the movement system much?

clever sky
#

Yeah there are fairly substantial tweaks

#

And of course all the extra systems other than CAOTS ๐Ÿ˜ƒ

#

Just working on better FOV restrict.

pearl tangle
#

yeah that 1 is rather interesting to play around with

#

il have to give it a download when i get back home, still on the road at the moment

clever sky
#

No worries.

#

Where you been travelling around? US for CES?

pearl tangle
#

nah didn't get around to it. from all the rest of my flying around I earnt enough miles to do a free round the world ticket so made the most of that and went all over the place ๐Ÿ˜‰

clever sky
#

Ah nice.

#

Sounds like you had fun. Bet you missed the conveniences of home while on the road for so long though ๐Ÿ˜ƒ

pearl tangle
#

ah im pretty used to it so not a big deal. i have an untouched rift and touch and a few other gadgets waiting for me on my desk at work

clever sky
#

Ah yeah ๐Ÿ˜ƒ

#

Hope you got an extra camera

#

Turns out, Oculus weren't exaggerating their 3rd camera recommendation for room scale.

pearl tangle
#

yeah thats what I had been trying to tell people for ages hah. COuldn't order 1 in Singapore since I had to do it over amazon since Oculus still doesn't ship there

clever sky
#

Dang.

#

Yeah, I put my 2 cameras up in opposite corners.

#

Starts off good.

#

Then 5-10 minutes in, they start drifting.

#

Or one of the controllers do.

#

Until I replace the battery.

#

Got my third camera, put that up, didn't change anything else. Everything happy.

pearl tangle
#

yeah definitely falling behind compared to the vive on the tracking side of things for room scale even though everybody was trying to say its just as good

clever sky
#

Well, with 3 cams it's pretty decent.

#

But yeah, still not quite as robust as the Vive.

pearl tangle
#

yeah there should apparently be the pro version of the lighthouses coming along this year too where we can add more sensors, I would say that starts to come along at the same time as the extra trackers

#

im really interested in that for rigging together larger spaces and for multi user shared space experiences

clever sky
#

Nice. You got a few pucks on the way?

#

So multiple users are tracked in the same space, as opposed to seperate by adjacent spaces?

pearl tangle
#

yeah thats the idea. great for custom experiences

clever sky
#

Put everyone on a boat ride.

pearl tangle
#

haha i may actually be doing that. or potentially a steampunk airship

clever sky
#

Yeah. Then send them crashing into something!

#

Observe group fear ๐Ÿ˜„

pearl tangle
#

haha a few moving platforms and 4d effects and we can make some pretty cool stuff

clever sky
#

Or hire of a team of interns and make them move some barriers around ๐Ÿ˜›

pearl tangle
#

hah and slap people in the face with rubber bats

clever sky
#

You're now! In the Twilight Zone!

#

HMDs black out. Gets slapped and tickled.

pearl tangle
#

thats the way of the future

clever sky
#

๐Ÿ˜„

mighty carbon
#

Just tried Quake VR

#

half-assed VR port I must say ๐Ÿ˜ฆ

#

but potential is there

feral maple
#

If anyone needs a good template for Oculus Touch hands, I found this the other day, seems amazing, has all the capacitive touch hand poses, and should get multiplayer support soon too! https://forums.unrealengine.com/showthread.php?133957-Single-Multiplayer-Touch-amp-Vive-Proteus-blueprint-only-Template

graceful junco
#

Oh, that's nice indeed. Thanks for sharing. Will come in handy when I integrate oculus touch controllers.

real needle
#

@clever sky What I would do is pull the render target in a dynamic material instance that has a parameter to control your circles radius, and then use the node draw material to render target to another rt and thats your output

clever sky
#

Thanks dmkiller. Good advice. I'll have a go at it again in the morning ๐Ÿ˜ƒ

real needle
#

cool, lemme know how it comes out

clever sky
#

Or if you're around a bit, I'll poke it now

real needle
#

i just woke up so

#

should be for a while haha

clever sky
#

Cool beans.

#

Btw you interested in pre-release access to my freedom locomotion VR demo?

#

Getting good feedback, but would be nice to have a few more eyes looking at it ๐Ÿ˜ƒ

real needle
#

What is it?

clever sky
#

It's a locomotion system to hopefully revolutionize VR gaming.

real needle
#

open source or for sale or what?

clever sky
#

Make it more immersive. Bring multiple systems together and bring parity to them.

#

Nah, just a tech demo.

#

Won't be for sale for a while, given I'll need to refactor everything.

real needle
#

sure i'll try it out

#

if its good may end up using it in my title

#

when it comes out

clever sky
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Sure. Feedback greatly appreciated ๐Ÿ˜ƒ

real needle
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@pearl tangle Where did you hear about more than two basestations?

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The last time I spoke to valve they told me years at earliest

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And during dev days they did show off the new lighthouses, but there was no talk about more than two

dusky moon
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Guys, Do I have to be part of an Organization in order to ship a content to Oculus Store or Steam ?!

clever sky
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Yes

dusky moon
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so it's a no for Indies ?!

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wtf

clever sky
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No. Indies need to start a legal company

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Can't trade as yourself.

wicked oak
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steam lets you do as yourself

clever sky
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You can be a legal company operating as a sole propieter.

dusky moon
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humm , So I can fake it somehow through my friend's company

clever sky
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But basically need to be a business entity of some sort.

dusky moon
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@wicked oak you sure ?! they just ask for a payment method and good to go ?

real needle
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@dusky moon Yes but it is not recommended, because you as a person is legible for any lawsuits or other nasty things

dusky moon
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@real needle True that! the only concern is ... Can I change my organization on the go ? like for now I apply it from my friend's company and then when I registered mine, transfer it to the other ...

real needle
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@dusky moon Yes we did something similar. The only caveat is that you need to transfer it to a different Steam account, you can't just change the info on the current

dusky moon
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oops that's what I was worried about ... and does it apply to Oculus store too ?

real needle
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I have no idea

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But you can just make a different steam account and have it as your "financial account". Your regular account (that used to be the owner) can be promoted to an admin and you can basically do everything from it

dusky moon
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ah Cool! thanks for the info man

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also looking for suggestions about pricing ... I made a musical experience its two different tracks from a musician with 6 min total lenght , I was wondering 3-4$ for it

clever sky
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Sorry for the inaccurate info!

dusky moon
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no worries man!

full junco
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@clever sky well you are correct for people outside of the USA I think

vocal maple
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Hello. I am on htc vive and my framerate is 90 fps most of the time. However, once in a few seconds, my frame render time doubles almost always exactly (from 11 ms to 22 ms) and my fps halves to 45. Why does that happen with such precision and is there a way to fix that?

dusky moon
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@vocal maple that's forced from SteamVR and you need to keep your framerate below 11ms all the time.

vocal maple
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@dusky moon so what is happening is once every while my framerate goes to like 12 or 15 ms and steam vr forces it to double the frames?

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i read something about it. It renders the same frame twice or something like that

full junco
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something like that, yeah

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by the way, asking for stuff helps ๐Ÿ˜‡

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dusky moon
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@vocal maple well I was also confused the first time I noticed it but actually it's there for good ๐Ÿ˜ƒ

vocal maple
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@dusky moon I guess that its good if it helps prevent motion sickness. It is annoying when developing though because you can't see how much your performance drops in those moments. Fps is either 11 or 22...

dusky moon
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True , but I guess profile gpu can tell you a more honest stat right ?!

vocal maple
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Yeah. Is there anything more detailed that profile gpu though? Most of the time I end up with a base pass that is taking too long and no way to figure out why

dusky moon
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try the new realtime gpu profiler , also stat unit Graph is a good one

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their good to spot the bottlenecks

vocal maple
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Thanks. I will read about them

granite jacinth
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Has anyone of you ever tried to do a Local co-op experience with one HMD and (n) controllers on one PC?

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In UE4

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Or know anyone else that has?

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I'm just curious if it's even possible.

opal bobcat
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i think oculus only does 2 controllers...

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maybe im wrong steam might do more

granite jacinth
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I mean, has anyone seen games like this?

real needle
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@granite jacinth Look at the gitrepo I shared in UI, it gives you a different mirror mode

granite jacinth
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I thought I did

real needle
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Yeah ofc

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They're all over PSVR

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And Diner Duo

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On Steam

granite jacinth
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AH

opal bobcat
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what computer supports 2 hmds simultaneously

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that must be a beast

granite jacinth
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Oh that mixed reality thing @real needle ?

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@opal bobcat wasn't talking two HMDs

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one HMD and different screens for each controller player

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or splitscreen or whatever

opal bobcat
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you mean like people in vr and people out of vr playing the same game?

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huh

granite jacinth
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But, anyway, I suppose if you had two instances

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you could do multi-HMD

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Yeah

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There's a group in my class attempting to do that now

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With Vive, but in Unity

opal bobcat
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nods

granite jacinth
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So I was wondering about if it could get done in UE4

opal bobcat
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i mean i dont see why not you'd have to have multiple windows and it would be taxing

granite jacinth
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Right

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I'm curious to see their results

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I'm just doing a "simple" 1v1 MP Vive game

opal bobcat
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how is ue4's native networking code for that?

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working out well?

granite jacinth
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Um

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It's alright

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Interestingly enough

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There are times where I can actually move my motion controllers on both vives WITHOUT the hacks/plugins

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But, otherwise, the server takes control of both hands

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So, obviously, natively...it's shit

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You need to manually force replication of the motion controllers

real needle
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@granite jacinth Yeah the mixed reality thing gives you a different render mode

granite jacinth
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Yeah, I'll look into that later

vocal maple
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Do you guys have ideas on how to implement something to the htc vive steam vr menu ingame?

granite jacinth
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?

opal bobcat
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mashbrothers: afaik those are closed source and part of steamvr

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there might be some sort of plugin model for them but i havent heard of that

granite jacinth
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Depends on what exactly he wants

vocal maple
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ofk, not taking it. Just making something stylistically similar

granite jacinth
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Right

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So a 3D Widget

vocal maple
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for stuff like switching inventory

opal bobcat
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ahh

granite jacinth
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Someone smart made a series of tutorials on it

opal bobcat
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yes i have done vr menus using widgets

opal bobcat
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yeah thats a BP tutorial

granite jacinth
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Goes through everything you need

opal bobcat
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i basically used his bp, and converted it manually to c++

vocal maple
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cool. I made a 3d widget menu though. It spawns already. I'm interested in making this:

  1. player presses menu button
  2. game around him becomes ghostly and grey
  3. menu appears before him with placement similar to that of steam vr menu's position
    The goal is to have the player feel as if he is sort of in a room with the menu, half detached from the gameplay around him

Any tips for design or implementation would be very appreciated

granite jacinth
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You just did it

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Now just do it

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We gave you a jumpstart, so use them

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You have to actually know what you're doing and once you do, you can do whatever you need

opal bobcat
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you could do something where those objects are hidden but always follow the player pawn around, and you just make them visible when the menu button is clicked

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in my case i created my widget menu on the fly whenever a new instance of my vr object was created

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and it attatches itself to the controller so its always visible to the user

vocal maple
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@opal bobcat aha! That is a great idea. It will make placing everything very easy. Thanks

opal bobcat
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similar to how google does their tiltbrush menus

vocal maple
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@granite jacinth Master Yoda, do you have ideas for how to make the world grey and ghostly when the menu spawns?

opal bobcat
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i wonder if you can just do an alpha modification on the entire world hiarchey

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andsomehow have your menu be outside of that

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thats not something ive ever looked into

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that way the world becomes spectral and the menu is the only solid item

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that could help with occlusion issues of the user is facing a wall or something

vocal maple
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@opal bobcat is that postprocessing stuff?

opal bobcat
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no that might be a better idea, i was just thinking of somehow modifying the alpha channel values for all the world objects

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not even sure ift hats possible or practical

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you'd have to of course be able to restore them to their original values

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which also might present problems

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unless you dont use any alpha transparency in the first place

vocal maple
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the best way I can describe the steam vr "post processing" effect is putting a grey film on the world, making the world seem flat and static

opal bobcat
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oh yeah i know what it looks like

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you can see an example of the similar thing if you use the steam chaperone

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whenever you come close to a border the entire game fades and the chaperone comes on

vocal maple
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I decided to make a post processing effect based on the post processing of water. All the tutorials use depth of field. I copied the settings exactly into my post processing volume, but depth of field just doesn't work. Is that because of VR project settings?

pearl tangle
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@real needle Ah perhaps it was something Epic mentioned that they weren't meant to. Something along the lines of a Pro version, so not something for consumers to be doing at home but an opening up of the system for arcades and event stuff to do more custom work with it. EG. I am doing stuff with multiple people in a shared space so need 4 or more sensors to get proper coverage. Preferably 5 of them actually. 2 high on opposing corners, 2 low on the other opposing corners and 1 on the roof in the centre

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@vocal maple DOF doesn't work properly for vr i dont think

vocal maple
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@pearl tangle oh. Thanks for telling about that, I'll look for alternative ways to achieve my effect

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@pearl tangle actually, there is a setting in the settings file for the project r.DepthOfFieldQuality=0 I think

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i will mess around with it

pearl tangle
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give it a shot

mighty carbon
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@pearl tangle Do you think that political scandal in S.Korea with Samsung being deeply involved will affect S8 and next Gear VR release and support ?

pearl tangle
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i can't imagine it to be honest. @mighty carbon it's a behemoth of a company, things keep on moving regardless of 1 guy