#virtual-reality
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so if you have 10 of the same SMC it wont instance them
would be a cool feature, but dunno if its worth it
i want to be able to put a update soon that claims a huge performance improvement
also becouse its heavily needed
alright, Forward Instanced is 12k api calls
vs 20k api calls of Non-instanced
as expected
it still is way too slow
gonna try deferred, but forbidding it from doing a depth prepass
from 26 ms to 20 ms by enabling Instancing on my example
this is the view im using for benchmarking
see all those arcs and small pieces?
those are all individual meshes
and its in fact from Infinity Blade
have you tried using blueprints batching capabilities?
specifically: Hierarchical Instanced Static Mesh
btw, hierarchical instanced mesh doesnt work well on VR
wich means that if i use it all shit breaks
hah
whats your ps4 game?
Rime
wait, you from Madrid?
yeah! ๐
Turns out i almost end up working in Rime
I think everyone has at this point XD
they were looking for a ue4 programmer
but paid too little
so it wasnt worth it for me
yep, usually happens. It wasn't the case for me thankfully. I'm technical artist, though.
in case you are around madrid, ill go tomorrow to "El Zerouno" meetup
a indie developer meetup in madrid
anyway, i didnt accept the job, becouse they wanted to pay 1200 euros for fulltime
holy shit
that is extremely low
probably tried to undersell me becouse im 21 year old
too bad, they needed a VR guy
but I've seen that happen
who knew ue4
was it rime for the vr project?
no, it's a different project from Rime entirely
thought it was for Rime
I developed some of this stuff with the ue4 programmer of the VR project
by the way, tell me more about the indie meet up
I might join if I ever stop working and find some time
awesome, thanks!
moar data from the tests
deferred-instanced with NO zdepth is 9-10k API calls and 16 ms
last one to try is deffered noninstanced
that's the best one so far, isn't it?
in what sense?
ah gotcha
to work on my own company ๐
we have a VR project in the works and just going around and pitching it to publishers
just finished a Oculus Touch integration and so we just sent the build over to Oculus
cool
uploading it to the oculus store and all that for them to see
im trying to finish DWVR, and next project find publishing
my problem is that i dont really have artists
so its really fucking hard to do nearly everything by yourself
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
Right, yeah
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
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
yeah exactly
yeah, balanced team
so it's really nice to have pretty much everything covered
our main "problem" right now is to find funding
where did you meet with your coworkers?
which is turning out to be not that simple
you knew them from before?
I've known them for years!
yeah
we have done some awesome VR stuff and I can't wait to show it to people
we are now working on a much, much smaller GearVR project
while we shop the project around looking for funding
the gearVR stuff would be something small we could do pretty quickly
and we wouldn't need any funding for that
yeah, so I've heard
I'm now trying to get in touch with Google somehow
I have no clue how to get my hands on a Google Daydream
they don't sell them in Spain yet
so getting a kit from them would be awesome
if anyone has any pointers by the way, please let me know!
I'll buy you a beer
or a few
right now im trying to optimize DWVR as much as i can for PSVR + PC VR
plus put notes of the ideas i have to improve its gameplay
its too shallow
oh man, if you have any tips for PSVR let me know, I just filled out the NDA today for the partner program
I've seen your game, but I gotta buy it
but what about performance?
the PS4 CPU is dogshit
hah
ue4 Tick is single thread
wich means it runs on one of the 8 cores the ps4 has
and each of those cores, by itself
is trash
jeez...
so, you better avoid Tick on EVERYTHING
oh, and overlaps
physics overlaps murder performance on psvr
on moving objects
Interesting to hear, I was kinda hoping I would have a lot of stuff 'alive' and doing little juicy things
GPU performance is better than expected
oh shit
DWVR runs similar on PC and on PSVR
our game features quite a bit of physics
oh thank god
its the Overlaps wich give issues, as they are calculated when you move stuff
animation is also multithreaded
if you do it right
dont calculate a thing on the animation tree
just do variables, and then access them. Gotta keep the little "lighning" icon
if that is on, it means it will multithread the animation and run "fast path"
A short gamasutra article would be nice : ) wink wink
PSMove is not as bad as i was expecting, but tracking area is tiny
yeah man
very tiny
a gamasutra article with a few tips and tricks would be great, or just general impressions
so forward facing, and forget about grabbing stuff from the floor
I'm having the same trouble with touch controllers actually
because the sensors are put on the table, it occludes the view
not sure if i can do a in-depth article on how to truly do multiplatform vr without Sony getting annoyed
i cant go trashtalking the ps4 cpu around
a chat like this is "unnoficial"
actually doing a written article in a serious site....
Sony NDA makes it hard to say much in public i imagine
i cant put a picture of the dev tools for example
or the devkit
or about stuff on the documentation
yeah supposedly, but I've seen a LOT of the floating around twitter
tools are great tho
including PSVR dev kits back then
Razor?
Razor CPU
it's nice!
have you tried forward renderer with PSVR?
have you decided what to do about the renderer?
ue4 rendering seems to be multithreading
are you going forward + MSAA?
yeah, same
how is that even possible
i guess its due to the lower overhead API
my game is heavily drawcall bound
i have LOTS of objects
ahhh I see
with a bunch of polys
I'm more pixel shader bound, for sure.
but no dynamic lights
at all
or at most 1 or 2
all the light is 100% baked
as Stationary
yeah, I got a bunch of those
and stationary directional light with cascades
stationary is shadows baked, and gi baked, but then the dynamic shadows and actual liight on the object is dynamic
yep
you cant spam them
as my designer was doing
static lights have 0 runtime cost
literally 0
so you can spam them all you want
I've actually tried using a few spotlights/pointlights with shadow casting and it murders the GPU
and by a few I mean like... 2 spotlights
that were not even overlapping
and were maybe casting 10 shadows
i have to try forward render on ps4
the lower drawcall cost might make it usable
im CPU bound due to Tick anyway
CPU bound on ps4, GPU bound on pc...
on PC im Drawcall bound
so the reason why it's running faster on PS4 you might simply be due to draw optimization, which seems to be your bottleneck
so I might still have a hard time...
and the RenderThread runs faster on ps4
holy crap
i think 130 or so
isn't 100 very low?
not really. PSVR pixels are different
but still, this is testing on a Pro devkit
wich has much higher pixel performance
the GPU is a goddamn monster
i think it has the raw power of a GTX 480
ahhh gotcha. Thought you were talking about vanilla PS4.
I actually wonder if sony will send both kits
yet it has the much lower driver overhead consoles have
its sad how devs arent doing shit
no, it sends one or the other
mine is a Neo devkit
it has a "old" mode toggle
that downclocks it
@raven halo was that recently that Oculus sent you a dev kit for free?
that's very cool
nice
so got 4 headsets WITH touch
Do you get to keep them?
yes
@storm vortex hmmm I think it was back in November. The touch devices arrived december 1st I think
If you have a good proto or better, they are very supportive
I don't know if they still send them out, though
i had literally nothing but shitty DK2 prototypes in the first
and in the second, i just had Deathwave
so i went, got a vive
published VRMultigames a month after
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
yeah me too. went from DK2 to Vive
got 40k installs
then got free Rifts
Get on the secret vr devs slack and nudge callum : )
I mean I am targeting 90fps but I don't feel like dealing with that kinda painful nitpicking for a hobby project
callum is out of office
ah yes thats right
hang on, I get you a link
awesome! ๐
thats the section where they have the more unpolished games
like VRMultigames and DWVR
i want to get out of it XD
haha
Ah I didn't realize they have that. Is that like their Early Access?
the needs to actually go to the "main" section
are severe
its worse than their early access
early access are titles that have a high degree of polish, but are EA anyway
I don't even know how to get to the gallery from the oculus app
its on the main page, just scroll down a bit
I'll check it out
check how Obduction is there XD
thats what happens when it runs slow
becouse obduction DOES run slow
@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
ok, this is perfect
Very good international society
I will definitely check it out
is that ran by a company or just a private group?
Private group thing
but hot damn, im going to have to manually start merging meshes and optimizing triangles and textures ๐ฆ
By the way, I am called @karmington there for reference "Who Invited You"
to make those buildings in the cathedral map not use thousands of small meshes
oops I wrote simrak
No big deal
I oughta stop using different aliases
It's your project that counts the most anyway
cool! form filled!
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.
It will be nice to have more UE users there, it is dominated by Unity peeps : p
Just lurking in this VR room I have learned a ton.
@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
I also can't show anything right now from my game
although I'm dying to show some stuff
Best ones started work in mobile or even before so they have an ingrained thriftiness
Looking forward to it : ) Our prototype is still in very rough shape, but focusing on the core mechanics before getting it shiny
Deferred-noninstanced is slower
17 ms
so final verededicts, on this scene wich has simple pixel shader, but a fuckton of static meshes
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
fastest: Deferred-instanced. At 15 ms 9500 Api Calls
second is Deferred-noninstanced at 17 ms 1400 api calls
3rd is Forward Instanced, 20 ms at 9500 Api Calls
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
by api calls you mean objects with Tick?
sorry, not 9500 on Forward instanced
or Draw calls
15.000
pretty much drawcalls
but not exactly drawcalls
more granular
each few of them is 1 drawcall
anyway, the worst of all was Forward non-instanced, at 20k API calls and 29 ms render time
Rendering API calls in general then I guess?
ok
how is the VR dev coming along is it catching up to unitys or is there a still a bit to go ?
I can't believe deferred instanced is faster than forward instanced. (I'm assuming you are testing forward with MSAA?)
most post / research is from like 2015 / early 2016
nope, all are using TAA
talking about foward rendering or w/e
@wicked oak do you have a theory as to why deffered is faster in this case than forward?
one of the issues is the base-pass
in deferred,ive disabled the depth pre-pass
this makes it so the scene isnt being rendered twice
one for depth only, other with shaders
well, its basically the main issue
@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?
I'd say it has improved A LOT over 2015
from Forward Instanced
4.5 miliseconds on the Depth Prepass
thats something that just doesnt happen on deferred
unless you tell it to
to be fair, this is a extreme test
is this Render Doc?
@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.
a scene with massive amounts of drawcalls and little shader use
VRTK is for casuals
you program your own stuff
ue4 has the motion controller interface, and hmd interface
VRTRK is basically a free asset preprogrammed for newer people right?
to get started quicker?
i have the same code running PSVR/Vive/Oculus
the SAME code
only changes are imput mapping
It's super useful to get people started
VRTK&
<- same here
you cant do that on unity
it's freaking awesome
definitely
Agreed, makes life a lot nicer
im also writing my own multiplatform leaderboard ๐
so i can use leaderboard and it works on everything
sweet!
built-in leaderboard API is broken as fuck
@still frost I've b een using this which provides a lot of stuff for free. https://forums.unrealengine.com/showthread.php?116782-VR-(OpenVR)-Expansion-Plugin
VR (OpenVR) Expansion Plugin
Updated: 01/12/2017
11/13/2016 - Added template project.
10/10/2016 - No longer OpenVR specific, if platform does not support OpenVR the plugin no longer compiles out the OpenVR specific code.
@storm vortex thanks man
I was thinking of going unity , but something is just tturning me off from it
for VR development
not that good of a choice
the thing that made it good, wich is the Valve plugin
is:
non-mantained
problematic with oculus
only 8 lights at once
they abandoned it, didn't they?
grab ue4, get your fancy as hell renderer, and use its tools
plus truly multiplatform VR
cool thing about UE4 right now is you can really feel the progress that happens for VR in every new version
they are taking it seriously
ah I see thanks for the info and stuff
I just have to get use to the BPs tbh
used to the C# coding here and there
about to binge watch the Intro BP tutorials that teach you about the light but start with the VR character instead of 3rd person
same thing with that udemy with ben tristin
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 : )
same here thanks for your guys input
@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?
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
ok
niceee
and who runs that slack?
yezzer, katie_tripixels, slumbdog, nathan
If they say anything to you : ) nathan made SculptrVR, katie made Unseen Diplomacy
ok
yezzer I dont know so much about, I think he founded it
slumbdog is from the BBC i think
BBC? ๐ค
I made the first Finnish VR game on Steam before Vive came out, back in DK2 days
sort of a virtual tour through the ISS
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
no strings attached
oh man
oh
wish there was something like this in Spain
Make it happen : )
We started off having small meets, expanded fast, last year we got 250,000 euro funding, getting more from EU this year... FIVR.fi
Nonprofit organization
that's awesome!
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
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.
heres always a lot of activity
@wicked oak with forward renderer what should the "early Z-pass" setting be? does it even matter?
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
yeah but why does it even give you the option to select "none"?
doesnt matter, it will overide
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
is anyone using RenderDoc to profile? do you need the RenderDoc plugin for UE4 for that?
I only use profilegpu, renderdoc sounds awesome though ๐
making some progress on my VR game - https://youtu.be/wI0pauZw2wE
@grim condor can you use nvidia flow to make snazzy?
who wants to try this 5 second bit of this trailer in vr? https://youtu.be/Tf4sa0BVJVw?t=69
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.
Nah
I meant like dev for MP
Do a Lobby first and then server travel to new map
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.
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
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.
Give dead players turrets
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
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?
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
Ahhh that might be it, I used it on a shipping build
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?
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
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
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!
http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/ That's a cool post where they used RenderDoc to break down DOOM
DOOM pioneered fundamental changes in game design and mechanics back in 1993, it was a world-wide phenomenon which propelled to fame iconic figures โฆ
yeah, great article
Oh! I'll take a look!
There's another guy that does a really good one on GTA5 and a few other big games
doom renderer is 100% tailored to what they are doing
ue4 forward is a generic version of that
oh same guy I guess
The Grand Theft Auto series has come a long way since
the first opus came out back in 1997.
About 2 years ago, Rockstar released GTAย V.
The โฆ
How is the doom forward renderer different than Unreals? Is it doing anything better?
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
Just skimmed through the article! Love the glass stuff!
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
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
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
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
I think Dishonored 2 runs on the pre DOOM version of IdTech.
"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.
but DH runs shitty
Doom is a marvel of engineering
60 fps on consoles, 200 fps on PC
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
what's does render doc tell you that you can't see in profile gpu?
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
ok
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
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
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
Is there really no way to detect Gear VR mount/unmount events (4.14.3)?
No, haven't asked there yet. Figured it might be faster to ask in here ๐
I'll ask there as well though ๐
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 ๐
Posted some footage from the game I've been working on for anyone interested. https://www.reddit.com/r/Vive/comments/5nreq0/almost_dark_fps_preview/
alright, thanks @mighty carbon ๐
this is soo cool ! https://www.youtube.com/watch?v=_oxrQDBr6Mo
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.
If anyone is in Austin we'll be at the VR Austin meetup this month!
has anyone does space/zero grav in VR? did you find it disorienting?
looks awsome with the posing
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)
Any idea, where to get the Oculus VR-hands into Unreal? Are they free assets somewhere?
@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
Thanks.
@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
Does anyone know how to put assets into the SteamVR environment while a game loads a level?
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.
@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.
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.
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 ๐
That's one of the Rick and Morty animators isn't it?
oh she looks similar to one of their lead artists
seems like something she would do
Oh. Well. Rick and Morty has a hot lead artist then ๐
What's her name do you know?
the artist
not the model
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.
Ah nice ๐
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.
@wicked oak and @full junco Was experimenting with them earlier, I think the outcome was... twofold?
This gif in no way describes how awesome it is in VR to cast spells, but it gives you an idea of our wizard (so far)
"Sith" Lightning- http://i.makeagif.com/media/1-14-2017/XdDC0y.gif
Eldritch Blast- https://j.gifs.com/lO0MRM.gif
Fireball- http://i.makeagif.com/media/1-14-2017/wDYhGF.mp4
Firebolt- https://j.gifs.com/8qgB33.gif
@clever sky I created a thread about them being buggy
I think they are too buggy for being used currently
mmmm
stereo layers do work
literally everyone using that art pack to do rpg games
its wave shooter all over again
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
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
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
im seeing dungueoning rpgs spammed everywhere
DWVR already suffered from there being TOO MANY wave shoteres
i dont want that again
I think wave shooters are more limiting than rpgs
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
What is DWVR, the game on steam yeah?
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
yeah, but negativity is real
for my next game, i want something different than aeverything else
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"
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
Oh man yeah! System shock would be cool as h3||
still prototype phase
i got a magic bow with explosive arrows, movement, basic enemies, and rng map
all working MP
Noice
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)
I remember someone here mentioning they were turning on Mobile HDR on a GearVR project. Does that even work?
so it's impossible to get 60fps on say... a Samsung S6?
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
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)
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?
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
yep, under Android
but it's the default setting
just saying don't use ES3.1
or Vulkan
gotcha
think of Gear VR game as Quake 3 (graphics/physics wise)
if you keep to that kind of complexity / limitations, it would run fine
is S7 a big enough difference where you could change anything really? like toggle any new graphic feature?
I see
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
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?
๐ np
workflow wise... what's the best way to preview the result on PC?
none really
thought so haha
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
yeah
yeah, you should
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
@mighty carbon doesn't unity not do hdr rendering when it does msaa?
no idea really ๐ฆ
I've heard it doens't
which is why games like space pirate trainer have ugly dithering and crazy graphics issues
(I think)
not sure.. I haven't worked with Unity much
I'm trying to avoid working in unity ๐
I do know it's faster on Gear VR than UE4
I only work on pcvr
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 ๐
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
@mighty carbon Didn't you try the remote plugin for mobile?
no, because it's no use with Gear VR
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 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.
scale the gradient texture itself?
also saw the road to vr article on your movement stuff @clever sky hows the game coming along?
Yeah great ๐ Working on it now. Going to release soon. Want pre-release access?
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?
Yeah there are fairly substantial tweaks
And of course all the extra systems other than CAOTS ๐
Just working on better FOV restrict.
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
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 ๐
Ah nice.
Sounds like you had fun. Bet you missed the conveniences of home while on the road for so long though ๐
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
Ah yeah ๐
Hope you got an extra camera
Turns out, Oculus weren't exaggerating their 3rd camera recommendation for room scale.
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
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.
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
Well, with 3 cams it's pretty decent.
But yeah, still not quite as robust as the Vive.
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
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?
yeah thats the idea. great for custom experiences
Put everyone on a boat ride.
haha i may actually be doing that. or potentially a steampunk airship
haha a few moving platforms and 4d effects and we can make some pretty cool stuff
Or hire of a team of interns and make them move some barriers around ๐
hah and slap people in the face with rubber bats
thats the way of the future
๐
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
Proteus VR template
Simple. No plugins. No fuss.
Video: https://www.youtube.com/watch?v=ml2xgiQ41BY
PDF version on the OneDrive and GitHub
Features
A heavily-modified version of Epicโs VR Template plus:
Oh, that's nice indeed. Thanks for sharing. Will come in handy when I integrate oculus touch controllers.
@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
Thanks dmkiller. Good advice. I'll have a go at it again in the morning ๐
cool, lemme know how it comes out
Or if you're around a bit, I'll poke it now
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 ๐
What is it?
It's a locomotion system to hopefully revolutionize VR gaming.
open source or for sale or what?
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.
sure i'll try it out
if its good may end up using it in my title
when it comes out
Sure. Feedback greatly appreciated ๐
@pearl tangle Where did you hear about more than two basestations?
The last time I spoke to valve they told me years at earliest
And during dev days they did show off the new lighthouses, but there was no talk about more than two
Guys, Do I have to be part of an Organization in order to ship a content to Oculus Store or Steam ?!
Yes
steam lets you do as yourself
You can be a legal company operating as a sole propieter.
humm , So I can fake it somehow through my friend's company
But basically need to be a business entity of some sort.
@wicked oak you sure ?! they just ask for a payment method and good to go ?
@dusky moon Yes but it is not recommended, because you as a person is legible for any lawsuits or other nasty things
@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 ...
@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
oops that's what I was worried about ... and does it apply to Oculus store too ?
I have no idea
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
ah Cool! thanks for the info man
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
Sorry for the inaccurate info!
no worries man!
@clever sky well you are correct for people outside of the USA I think
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?
@vocal maple that's forced from SteamVR and you need to keep your framerate below 11ms all the time.
@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?
i read something about it. It renders the same frame twice or something like that
something like that, yeah
by the way, asking for stuff helps ๐
https://docs.unrealengine.com/latest/images/Support/Builds/ReleaseNotes/2016/4_14/image_1.png
WHAT
Daniel Wright is joining us to delve into the new graphics tools from 4.14. With the Forward Renderer for VR and so much more that just came out, we'll have plenty to discuss.
Then, Daniel and I will announce the November UE4jam finalists and play their games live! Come for the knowledge, stay for the fun!
WHEN
Thursday, December 1st @ 2:00PM ET Countdown]
@vocal maple well I was also confused the first time I noticed it but actually it's there for good ๐
@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...
True , but I guess profile gpu can tell you a more honest stat right ?!
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
try the new realtime gpu profiler , also stat unit Graph is a good one
their good to spot the bottlenecks
Thanks. I will read about them
Has anyone of you ever tried to do a Local co-op experience with one HMD and (n) controllers on one PC?
In UE4
Or know anyone else that has?
I'm just curious if it's even possible.
I mean, has anyone seen games like this?
@granite jacinth Look at the gitrepo I shared in UI, it gives you a different mirror mode
I thought I did
AH
Oh that mixed reality thing @real needle ?
@opal bobcat wasn't talking two HMDs
one HMD and different screens for each controller player
or splitscreen or whatever
But, anyway, I suppose if you had two instances
you could do multi-HMD
Yeah
There's a group in my class attempting to do that now
With Vive, but in Unity
nods
So I was wondering about if it could get done in UE4
i mean i dont see why not you'd have to have multiple windows and it would be taxing
Right
I'm curious to see their results
I'm just doing a "simple" 1v1 MP Vive game
Um
It's alright
Interestingly enough
There are times where I can actually move my motion controllers on both vives WITHOUT the hacks/plugins
But, otherwise, the server takes control of both hands
So, obviously, natively...it's shit
You need to manually force replication of the motion controllers
@granite jacinth Yeah the mixed reality thing gives you a different render mode
Yeah, I'll look into that later
Do you guys have ideas on how to implement something to the htc vive steam vr menu ingame?
?
mashbrothers: afaik those are closed source and part of steamvr
there might be some sort of plugin model for them but i havent heard of that
Depends on what exactly he wants
ofk, not taking it. Just making something stylistically similar
for stuff like switching inventory
ahh
Someone smart made a series of tutorials on it
yes i have done vr menus using widgets
yeah thats a BP tutorial
Goes through everything you need
this is the one i based most of my c++ implmementation of vr interaction tools i came up with: https://www.youtube.com/watch?v=YYH2qjzpZGo&feature=youtu.be
i basically used his bp, and converted it manually to c++
cool. I made a 3d widget menu though. It spawns already. I'm interested in making this:
- player presses menu button
- game around him becomes ghostly and grey
- 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
You just did it
Now just do it
We gave you a jumpstart, so use them
You have to actually know what you're doing and once you do, you can do whatever you need
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
in my case i created my widget menu on the fly whenever a new instance of my vr object was created
and it attatches itself to the controller so its always visible to the user
@opal bobcat aha! That is a great idea. It will make placing everything very easy. Thanks
similar to how google does their tiltbrush menus
@granite jacinth Master Yoda, do you have ideas for how to make the world grey and ghostly when the menu spawns?
i wonder if you can just do an alpha modification on the entire world hiarchey
andsomehow have your menu be outside of that
thats not something ive ever looked into
that way the world becomes spectral and the menu is the only solid item
that could help with occlusion issues of the user is facing a wall or something
@opal bobcat is that postprocessing stuff?
no that might be a better idea, i was just thinking of somehow modifying the alpha channel values for all the world objects
not even sure ift hats possible or practical
you'd have to of course be able to restore them to their original values
which also might present problems
unless you dont use any alpha transparency in the first place
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
oh yeah i know what it looks like
you can see an example of the similar thing if you use the steam chaperone
whenever you come close to a border the entire game fades and the chaperone comes on
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?
@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
@vocal maple DOF doesn't work properly for vr i dont think
@pearl tangle oh. Thanks for telling about that, I'll look for alternative ways to achieve my effect
@pearl tangle actually, there is a setting in the settings file for the project r.DepthOfFieldQuality=0 I think
i will mess around with it
give it a shot
@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 ?
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