#virtual-reality
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I see
im assuming you have seen all the leaked renders of the S8 by now?
and the release date/ new anouncement date stuff?
Yeah, saw renders
Not sure about release date
Saw February and April
Which one is which?
->
can you manually do stuff when the late tick for the motion controllers happens?
like, moving other components too?
If you attach it to the motion controller I guess
well yeah, but thats not what I want
I've just looked at the code and it should be possible to add other components there
Maybe cast the tick from the motion controller to your other actor?
do motion controllers get a late tick? I thought they just got a late pose update in the scene graph
Yeah I was thinking it was something along those lines too but haven't really dug into it
I've looked into it a bit before from running into this crash: https://answers.unrealengine.com/questions/527646/motion-controller-crash.html
very cool!
does anyone know how I can turn off Oculus reprojection so that I can profile without it getting in the way?
Should be able to in the oculus settings I think
@pearl tangle I like how they rigged the real world space for Front Defense. If I had a garage and space I'd made a nest out of papier mache, and had everyone demo inside it
Were there "regular" vive stations with a selection from Viveport?
There's something about empty VR booths, they don't look compelling at all
they had some other bits up the back which looked like you could just rent out and play for a set amount per hour or something
the whole setup like that definitely reminded me of something that would work well with the nest @real needle once they have the trackers and proper guns would be really good with the arcades
surprised the didn't green screen behind it though like they did in the other area
@pearl tangle I couldn't find any option in the Oculus app to turn the reprojection off
ah maybe its not possible with the rift like it is on vive
@pearl tangle @sturdy coral it only updates the transform, yeah. no tick
Could you create a cast whenever it updates and use that as the tick essentially?
@pearl tangle I don't really get what you mean?
Take the update event from the controller and cast that to your actor every time it updates and you have a new tick essentially
it doesn't make sense to me what you say, so I have no idea what you mean
what update event you talk about?
and what should I cast to my actor there?
If the late update event in there is doing something (it's transform) as you mentioned. All you have to do is create another action after that. So instead of having a tick event in your other actor you create a custom event, "Tick and Morty" I shall call it or TM. Just cast to your actor and call TM every time the late update transform change happens and you have created a tick event that matches with it
@pearl tangle I dont think that works, since it can only modify the transforms. anything else than updating transforms will not work, the stuff basically runs from the render thread I think
Well there has to be something going on there that's making it happen so there would be a way to tap into it
its calculating an offset to the transform thats then used during rendering, its very specifc setup for that reason
for anyone using temporal AA in VR, this small change helps a lot I think: https://forums.unrealengine.com/showthread.php?134157-Sharp-Temporal-AA
I tempered with TAA code and managed to make it sharp at the cost of some aliasing. Artefacts (overall blurriness, smearing, ghosting) are reduced, temporal stability kind of looks like with 8xMSAA and specular aliasing is still taken care of. (And all this by only changing one number in code.)
...(installation path)/Epic Games/4.14/Engine/Shaders/PostProcessTemporalCommon.usf
under the 'COMPUTE BLEND AMOUNT' section I changed "BlendFinal = 0.04" to "BlendFinal = 0.25"
and run the console
makes it less blurry
I wish there were more stuff exposed to variables
UE4 lacks some configuration options as far as rendering go
yeah, but changing a variable in a shader file is fine, it takes like less than a second to apply that
and people who aren't on a source build can also do it
supposedly they again will have 2 versions of the phone, Snapdragon and Exynos
Mali-G71: ARM's most Powerful, Scalable and Efficient GPU to date
850Mtri/s and 27.2Gpix/s
vs 1700Mtri/s, 13.6Gpix/s on S7
downgrade ? :/
good thing is that G71 also supports 120Hz refresh rates, which might make it painful to maintain on mobile device for VR ๐ฆ
people with complex UI attached to each motion controller + logical dependencies between them - how are you structuring the code?
That's a very broad question. Can you specify?
im planning to do something like this
FSM=finite state machine
for me hands have mostly same functionality, and then I have some multi-touch interactions. currently doing everything at pawn level which is total mess
I started with all my logic in the pawn, too. Also realized that's messy :D. Now I just have a hand BP, which has all the logic. Each motion controller component in the character has one hand BP as child actor component.
Input is handled in the player controller. I have one input event for "grab" for example. The player controller checks, if the pressed button was on the right controller or left controller and calls the grab event in the appropriate hand actor component.
makes sense, sounds like the same idea. any reason to prefer child actor components to regular actorcomponents?
Cause a component can't have additional components.
You can have one BP, which has your controller mesh (oculus/vive controller), additional meshes like a laser, widgets, lights, etc. You use that as child actor component for each motion controller.
20% HDK2
You can also mirror the mesh and other components like the widgets in the hand BP, based on a bool.
So no need to create a second BP for the other hand
@graceful junco ahh I have component trees in a few parts of my app, always found it problematic (esp. initiailization) and wondered if it was officially supported
sounds like child actors are the way to go
Epic just recently added a way to edit child actor variables through child actor templates. Wasn't really possible to do it this way before.
https://forums.unrealengine.com/showthread.php?133886-I-love-the-engine-but-why-is-it-so-bare-bones&p=651124&viewfull=1#post651124 Let Epic know they need to fix issues before feature creeping
Don't get me wrong, I absolutely love UE4 and I'm so thankful to Epic for creating and releasing it. I am curious though about the choice to leave so many features that EVERYONE could use out of the engine. I'm talking about features like a proper menu system with the ability to adjust graphic settings, remap key bindings, adjust sound levels etc. Or a save game system, or a basic multiplayer system. I realize that some of these features are available on the marketplace - I even purchased one
any tips for packaging VR games? for some reason when i package it looks completely different (and barely playable) in the packaged project compared to the preview
Are you trying Windows 64 and the second build config... Not the dev one? Those seem to work for me
if i wanna switch level in vr, but don't wanna have the steamvr background "default" show up while it's loading the new level, what do you guys do? load a super lightweight "loading" level? and then move on to real level?
@glossy agate ^
Learn how to optimize your UI elements by driving updates through the use of Events.
Follow those and you'll be in a good place
@granite jacinth thanks man.
btw, what's the difference between Event Dispatchers and BP Interfaces ?
They're like, completely different things, no? Event dispatchers are like delegates, you bind an event to another event's fire (like subscribing)... BP interfaces let you simulate multi-inheritence, where normally unrelated items can be referred to by one type
(I use BP Interfaces to call custom even simultaneously in different BPs)
But you're calling events onto specific references?
For example, I when I press "I" in player's BP, it calls event in the Inventory BP, which is an entirely different class than player
But you're getting that reference from somewhere, right? Or else I might be misunderstanding how BP interfaces work, I haven't used them
Kinda just going off of what interfaces typically are ๐
I gotta check my code (at work right now). I might be casting to inventory actor
Well, you'd still have to get it somehow I presume
get what ?
The inventory
Dispatchers allow you to listen for an event rather than have it specifically called onto an object
It's just a different design pattern. It has its uses, like it allows you to scale architecure well if you have one thing that has to trigger a lot of other things
Instead of going back and calling like 10 functions on the original event, you just set up a binding for the event
Which also lends itself to black-box type inheritance...you don't have to modify the parent for everything
@midnight tree there are some bugs in ue4 sometimes that cause your game to look different in packaged
not really related to VR though, those bugs appear in all kind of games
ah ok
only thing you can do is regularly package your game so that you know what causes something to break in packaged
good ๐
@mighty carbon @wise thunder spend a few hours on this...and you'll be amazed at what you'll learn. trust me.
**10 out of 10 Pro UE4 Devs recommended. **
Am I misunderstanding how the interfaces work in BP? I just assumed they were similar to regular interfaces like in C++
I know there's the "message call" which allows you to forgo the casting step, but I'd never noticed any other real differences
@granite jacinth for beginners thats good to watch, but not really for anyone who has ever touched an object oriented programming language before
blueprint just works like c++ mostly
and I don't really like interfaces in BP, I like to just keep references to stuff
with inheritance
Yeah, I mean if I'm missing something I'd want to know, but I feel I've got it down pretty well at this point ๐
@granite jacinth thx, will watch
Hey! I have some trouble with pickupactor interface... hope i can ask here
I have overridden pickup & drop functions, added interface, set physics, hit & overlap events
Yet the hands won't go to "cangrab" state
I am kind of lost what i might missed, any idea?
Ah got it finally ๐ There were two interfaces at different paths
any C/C++ person here want to have fun with Quake ? (I know it's not UE4, but hey) ?
(Gear VR is required)
Quake is not C++
how would i find out which hand is gripping in the template?
@hard light true, but C++ person can easily dig Quake's code ๐
Hey guys. How can I get the floor level in vr?
Hey @vocal maple Should be as easy as using the node "Set Tracking Origin" to Floor and have that tied to BeginPlay
@zenith charm thanks. Did it through getting the world location of the VR Origin
well the vr origin is wherever you place it
darn.. the Touch-hands template I found has serious FPS issues.. wow.
Hey guys. Released my locomotion demo.
https://www.reddit.com/r/Vive/comments/5oies6/freedom_locomotion_vr_demo_for_the_freedom/
@clever sky you could have renamed the "WindowsNoEditor" folder ๐
Fair enough.
Thanks for the tip ๐
Let me know what you think. You haven't tried it yet?
yeah havent tried it yet
Cools.
https://forums.unrealengine.com/showthread.php?133621-Unreal-Engine-4-15-Preview&p=649100#post649100
PREVIEW!
A Preview of the upcoming 4.15 release is available now on the Launcher and Github (Github soon). We have made this Preview available so that our developer-community can help us catch issues before the final release. As fixes are implemented, we will release updated previews throughout the development cycle. Please be aware that the preview releases are not fully quality tested, that they are still under heavy active development, and that they should be considered as unstable until
VR Updates:
- The PlayStationโVR Aim Controller is now supported through the new AimController plugin. To activate, simply change the โHandโ value to โGunโ on your Motion Controller component.
- (Experimental) Monoscopic Far Field Rendering for mobile VR is available for testing. With content that has many distant objects, this can benefit performance. To enable, select the checkbox under Project Settings -> Rendering -> VR. We donโt currently support both mobile multi-view and monoscopic far field simultaneously and mobile HDR needs to be disabled.
nice!
would that monoscopic rendering also work on desktop vr or is there any technical reason why it would only work on mobile vr?
about time
@full junco afaik it's mobile-only
(could be even Gear VR only)
@full junco if you use Rift, you might want to ask Oculus on their forums
@mighty carbon I don't
then you are out of luck ๐ฆ
@clever sky Great work! Just tried it out ๐
Cheers! ๐
It's not fires everywhere!
(few users are telling me it's broken - and not in ways I've experienced before, which is disconcerting).
ah hell yes
hey, that "AIM" controller is the one that that shooter uses, no?
im actually thinking on making DWVR use that
might end up alright
ill have to prototype stuff
clickbaited
not really. In fact, sony is building new vr studios
Only two things I seen is the controllers were fliped (typicalty UE thing it seems) and it crashed just after I had exited it so not sure what that was about but didn't effect the game itself
ima test that 4.15 build, im already using Source versions anyway
(Experimental) Monoscopic Far Field Rendering for mobile VR
aw man, only for mobile?
it would be great on my game
"PreviousFrameSwitch has been added to allow specific overrides for world-position offsets in complex materials used during motion vector generation."
omg
this is big
does this mean I can access the previous frame's vert position? ๐ฎ
@raven halo Please elaborate on its use in VR?
If I can access the vert's previous position you can probably do stuff like ubisoft's eagle flight, I can't remember the term, but essentially they would darken parts where a certain amount of motion was detected
but camera velocity is not all that is taken into consideration
at least that was my understanding
admittedly, I haven't taken the time to look very much into it. But I was under that impression.
btw
someone here mentioned the other day that turning on MobileHDR for GearVR halved the fps
however, another thing is true and that is the fact that the scalability is by default set to be very high
so things like bloomquality or tonemap quality can be pushed way down
I'm still experimenting with it
@raven halo please let us know if you manage to get mobile HDR working at 60 fps. I have scalability set to low for post process and all that stuff, but it doesn't seem to affect performance on Gear VR at all.
ok, will do
Generic controller icons for cross platform VR use
what do you guys think? does it work? Better ideas?
yeah I'm making a simple tutorial as images, and don't want to swap for oculus/vive just for icons
if anyone uses that vr.SteamVR.UsePostInit that gives 1ms more performance for the vive, it's not yet in 4.15 for some reason, only in 4.14: https://github.com/EpicGames/UnrealEngine/commit/af9d6262473492e4e9850133a128c95663ebb5be
hey @full junco I just stumbled across this:
https://forums.unrealengine.com/showthread.php?126528-Reduce-bloom-quality-to-a-single-gaussian-blur
The doc about bloom says:
https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
I would like to reduce the amount of Gaussian blurs to 1 to save performance. How to do that? I did not find any settings that affect the performance of the bloom. All settings in the PP volume are purely cosmetically it seems with no impact on performance (apart from setting Intensity to 0). Then there is r.bloomquality, 0 disables bloom and 1 is default. And r.bloom.cross,
did you personally try out what Konflict did?
I'm looking into optimizing the bloom for my little gearvr experiment further
so many downsamples seems like overkill
it's even doing them for mobile
@raven halo I didn't, he didn't really say exactly what he changed to make it work, and I tried for hours to get it to work and it just didn't (before he showed his screenshot) and then I didn't want to mess around with it any more...
so I just disabled bloom
I wanted to come back to it and try it out later though
that would be great for me
for VR
i want to use bloom
its one of the few postprocess that actually looks good in VR
but muh performance
@wicked oak yeah
on Konflicts screenshot its only 0.07 ms though
after he did those changes
but its just the editor preview window, vive probably has twice the resolution, so it would be more like 0.14 ms
still fine
gonna test it myself
becouse i have bloom disabled and it hurts my soul
i want those shiny eyes and shiny bullets
yeah
bloom is one of the things that clearly distinguishes a ue4 game from a unity one ๐
@wicked oak if you test it out please let us know how what are the specific changes we have to do
I think I'm going to bump the thread and ask the guy
another thing I want to dig into is the tonemapper. There are different ones and I wonder which one is the cheapest
@raven halo there are different ones? ๐ค
yeah, check out r.Tonemapper.
you'll see the auto complete lists different ones
and I do recall seeing in the shader files different functions with different types of tonemappers
but only one of them is turned on by default
I don't even think you can choose between them from any user interface
it's just the command line
I haven't looked into it further, but it's in my to do list.
I'm willing to bet that the current one is also overkill
@raven halo btw, mobile HDR with all effects off cuts fps in half.
it's performance taxing by itself, regardless of scalability and post processing features
where does performance go, though?
I have it running at 60fps now with just the tonemapper. And for shaders I'm doing unlit + LogLuma encoded lightmap that I rendered in 3dsmax.
I'm trying to get bloom in there
is mobileHDR not supported for GearVR at all?
what about people in the forums claiming it work on google daydream?
Lightmaps is not just shadows/bounced light on the level. It's also lighting on dynamic actors. If you simply bake lightmaps in 3D app, it will not provide any lighting for your dynamic actors
it's supported - just performance taxing
it used to not work at all on Gear VR. Now it works, but it's slow.
in my specific case the lightmaps are not an issue, I can handle the shading of the dynamic objects on my own and have custom lightmaps rendered externally
@wicked oak if you do the bloom stuff before I do it tell me if you have it working ๐
we'll see what Oculus has to say
@mighty carbon @raven halo have you seen the new shader permutation reduction settings for mobile in 4.15?
no, what does it mean ?
I haven't yet
performance
in 4.14 only this existed: http://puu.sh/tpNm6/27eee4b2fd.png
thats still there in 4.15, just the extra section for mobile got added
oh!
and these settings give a LOT of performance if you disable them
at least the ones I tried
oh god yes
sorry
had a brainfart
haven't tried that yet
I'm scared to switch to 4.15 Preview 1
do it with a copy and see if stuff breaks, but it will probably work
HISMCs are broken though
but even master is quite stable, so 4.15P1 is fine too
so turning all those check boxes off will yield more performance in mobile VR ?
@mighty carbon yeah, quite a lot I guess
I know that disabling the skylight and pointlight shadows probably got me something like 20% more performance I think
thats the non-mobile stuff
I'm not doing mobile stuff, so havent tested those
nice
im going to do performance checks too in 4.15
i like to be on the ultimate bleeding edge
and i kind of need it too
eevryone in VR needs it
I need those awesome distance field indirect shadows so bad
do you guys know if there is any documentation about the permutations?
I want to read up more about it
or is it yet one more of those features with no documentation?
@raven halo no doc needed for "enable/disable"
and what you mean with indirect shadows?
documentation that explains a bit better what it's doing or how it impacts performance
Hi, I'm Luoshuang. Just now I have finished DFIS for UE4. This idea is derived from Capsule Shadows directly, it extracts light direction information from indirect lighting cache, and generate indirect shadows by cone-tracing against distance fields.
GitHub: https://github.com/AlanIWBFT/UnrealEngine/tree/DFIS-4.14
Note:
- Currently tiled-culling is not implemented, so performance may be an issue.
- This technique shares the same drawback with RTDF: the umbra will always larger than
it's going to be kickass in VR
it's dynamic o_O
it works for dynamic objects in a baked lighting environment
I would say it's quite a common case in VR
static environment & dynamic props you can move around
usually not much stuff is dynamic in baked lighting cases
ok, mine isn't
I find it hard to believe that "baked lighting" is not a common case in VR
it is
it's the cheapest lighting solution
dynamic objects stick out quite a lot in this case
which is not good
and these new shadows help solve the problem
ok
you don't agree?
but I still don't find stuff too awesome if I can't use it ๐
yeah I agree for that case its great
ok ok ๐
I'm reading up on permutations, and all I can find is that it optimizes compile time of shaders as less branching is needed. But I can't find anything regarding gpu performance improvements. were you referring to compile times before?
but the regular distance field shadows are really awesome, I would love to be able to use those. especially since daniel recently made them twice as fast (its in master)
oh sweet!
Does anyone know how to stop SteamVR from launching with every UE4 project? Been happening to me since 4.14. ๐ฆ
nope
it happens becouse it tries to load VR
have you tried removing ALL vr plugins?
@raven halo I was talking about gpu performance
ok, I will try it out then
I tested it and it was way faster after disabling that stuff, if it isnt then maybe I didnt test correctly
if I google "permutations shader" all I can find is people talking about compile times
kinda makes sense
it just outputs a different shader for each branch
but to me it kinda makes sense that a shader that needs support for skylights is slower than a shader that removes all skylight related stuff before compiling it
I think having that checkbox "on" means that it will create a branch that has no stationary skylight and will use that version of the shader when no stationary skylight is used
turning it off means that you are turning off branching for it, and thus dropping support for stationary skylights.
you won't care because your porject doesn't have stationary skylight, but you will gain time when compiling shaders
@raven halo it makes sense like that too
I didnt really care about what it does
I just tested and was happy about more performance ๐
maybe my pc just suddenly got faster and that gave me better performance
I'll check it out and let you know, but it doesn't make much sense to me. At least the way I'm understanding it
it definitely doesnt hurt to disable the stuff that isnt needeed
@mighty carbon I can't believe that doesn't cause motion sickness ๐ฎ
@full junco you are right, worst case scenario, GPU stays the same but my compile time is lower ๐
@raven halo I don't know, I only have Gear VR.
btw, can anyone help with QuakeVR www.quakevr.com ? (it needs SDK update, Touchpad support and as a bonus Audio SDK implementation)
while not UE4, it's a good platform to test FPS ideas and locomotion since it a full game
soo, can anyone help with SDK update >
has anyone got oculus touch working?
i found some documentation but its over a year old, just curious where to look
Hey everyone,
I'm trying to use Oculus Touch and I really struggle to make them working.
I don't think that is anything to do with the engine really, they not even paired up yet.
Anyone knows how to do it? I cannot find any information about connecting them with CV1 rift...
Cheers!
@south dove use the supplied VR template, there is touch control set up in it
Question little new , Am I able to create a new level using the VR Template and invlude my own buildings meshes etc. Then would I just have to place the correct nav bounds etc?
Correct. One thing to know though is that sometimes expanding upon the templates isn't as easy as you would think, based on architecture
But that's on the mechanics side. Making your own levels should be fine
What would be the better approach to implementing the VR components? Make them from scratch or am I missing a feature I dont know about?
I know unity is very simple with that vrtk thing but i honestly dont like unity
You could do a couple things... the setup Epic has right now for the pawn is pretty basic, and it wouldn't be hard to replicate. There's also a plugin called VRExpansion on the forums, and it introduces a couple classes that are setup to work well together. This plugin might run into the same issue though, since you don't set up all of the architecture, you might find the way it's setup to not be what you want fully
(for example, the GameMode tells the PlayerController to spawn a pawn? Maybe it has advantages but I've never seen something like that before, and it's not what I'm used to)
use the supplied VR level., it comes pre set up with locomotion and pikup/place objetcs
I'm not saying the template is bad, I just see certain things that are against usual UE4 form in other templates that are really hard to grow a game off of
If you're just looking to make a level and go around it, using the template would be your best and easiest bet, yeah
what if i want to make my own everything building off the template is still wrong? or do you mean like building off the template level is wrong
IMO you'd have to do tweaking to the template to a level where it's not even worth it if you want to add a ton of mechanics
Plus, I think setting things up always allows you to see how things interact and work, and I'm not saying boilerplating everything is good, but it can be beneficial the first time
But at the same time, if you don't want to do a ton more, just using the template can be fine
I understand
For anyone that wants to ask VR related questions
@balmy creek one way is to launch the editor with the -nohmd flag
4.14 also added a -hmd flag to choose which plugin you want: -hmd=oculus (or just hmd=oculus ?) on the commandline
@sturdy coral Thanks for the tip! Disabling the SteamVR plugin on a per-project basis also worked for me.
one thing to watch out for is if you have an oculus hmd plugged in
it hijacks your audio even on 2d projects
even with -nohmd and possibly without the plugin at all
No worries. I only have a Vive currently, but thanks for the info. ๐
anyone know how to momentarily "pause" steamvr rendering (so it returns to steamvr home)? I have some heavy processing to do... seen other apps doing this for stuff like saving/loading big files
FViewport::SetGameRenderingEnabled does the trick
could someone help me figure out the search terms to do what im trying to do?
I have drawn something in Google Tiltbrush, exported it as fbx. I want to import the mesh into unreal and... make it work with a skeleton? like, if I draw a humanoid mesh, I want to be able to stick a skeleton in there and animate it
there are so many related concepts that its hard to google it without knowing the terms
i'm assuming its not rigged is it?
if no then you can use mixamo autorig
and then import it into unreal like any other mixamo character
bunch of tutorials out there
mixamo is external software?
yep
currently still free to use
i believe
Mixamo is an online platform that enables devs/artists to unleash their imagination and be even more ambitious about their games, films, and 3D projects.
here
basically upload your character (make sure its in T pose)
auto rigger adds the skeleton
and weighs it fairly well
then look up some mixamo import tutorials on youtube
and import it
nice, your consultation is much appreciated!
no worries glad i could for once help out in this channel ๐
You certainly have
some things to look into as well
depending on what animations you want to use
if you want you can "retarget" the skeleton in engine
which basically means match 1 skeleton to another
so you could import the mixamo character
retarget it to the unreal mannequin
and then use the starter pack animations
OR you can stay with the mixamo skeleton and use mixamo animations
up to you
but the keyword is "retargeting" in case you start searching
any idea what this means?:
Can I use Mixamo royalty free or in commercial projects?
Yes. Mixamo is available for a limited duration as a technology preview and is available free, >without license or royalty fees, for unlimited use in both commercial and non-commercial projects.
what is a technology prieview?
Does that imply that after some duration, the assets will no longer be licensed?
alright basically
you are free to use anything currently rigged by mixamo
or created in fuse ( a character creation program)
you don't have to pay that company anything for this service
they are in the process of changing things and might go to a paid model soon
once that happens this will most likely change
so for now
you can download and rig as much as you need at no cost
awesome. Thanks again.
yup
@clever sky wait...
That's you?!?!?!
And wtf happened to YT. The made changes again ?
What did they do to it?
hah lines?
@granite jacinth which motion controller replication bug were you referring to in the 4.15 thread?
anyone point me in the direction of getting the motioncontrollerpawn to teleport
@sturdy coral Server taking over hands of other player usually
Although strangely enough, every once in awhile it will work
With no change in code
Basically this issue: https://forums.unrealengine.com/showthread.php?107140-Motion-controllers-and-networking
When i use more than one vive into a multiplayer game, motion controllers are all getting transformations from the same client.
I think it's about "player index" input.
My questions are:
- What is that player index in a multiplayer game ?
- Get tracked Device position and orientation has a device id input - it's the player index ?
Hope you can answer me, thanks in advance,
Greg
HMD seems fine, I've never seen an issue with multiplayer
@paper hawk just like @midnight tree said, you can download them now and get them for free. Even if they change the licensing / charge something for them in the future, you can still use the things you already got
and Mixamo has reputation of removing things without any warning so things could happen overnight unless Adobe now controls that kind of behaviour
Game idea- Vr but you play as a blind person
I bet a game made exclusively for headphones could do quite well (assuming good design).
@clever sky Perfect subway game. You don't even need to take your phone out of the pocket
(assuming a controller of sorts)
sorry for the spanish appstore
Nice
its a game thta has been very popular
Sweet. I'll check it out.
is reminded that almost no game idea is original anymore
has anyone here been able to get some decent fake glass shader working, I'm no artist thus asking for some simple faked glass (non translucent) setup if anyone got some exp with that
mine's looking too plastic -.-
not me, but would be interrested too... what kinda glass look are you after? do you have a picture that can illustrate the look?
@wicked oak you were the 1 asking about the multi GPU support stuff before right?
oh wait no it was @full junco
@full junco here is a more complete answer from Epic about it
sent you a PM
@odd garnet if you want to play a game as a blind person, you don't need VR for that. Just need spatialized HRTF sound, good headphones and blindfold
Read that as "you don't need to be blind"
I mean, why do you need VR to simulate blindness or to make a game for blind people ?!
Even if one wants to get a rid of old school controls and use HMD, Google Cardboard (via Daydream) will do the trick and would be accessible to everyone
@raven halo you saw what konflict wrote in the thread about bloom?
@wicked oak you were interested in it too
The doc about bloom says:
https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
I would like to reduce the amount of Gaussian blurs to 1 to save performance. How to do that? I did not find any settings that affect the performance of the bloom. All settings in the PP volume are purely cosmetically it seems with no impact on performance (apart from setting Intensity to 0). Then there is r.bloomquality, 0 disables bloom and 1 is default. And r.bloom.cross,
@frosty prawn Do you still support this https://wiki.unrealengine.com/Portals ? Any chance to upgrade it for 4.14.x and 4.15.x ?
Negative, I never actually uploaded the plugin because of IP dispute
but i can't for the life of me figure out how to kill the wiki page -.-
so, still no multires in 4.14?
I couldn't, basically I got into a bit of a battle over who owns the source code. IMO it's free for me to distribute, but in someone elses opinion it's their unique IP / a USP - so rather than burning bridges I just stalled it
ok
so, if anyone makes portals for UE4 from scratch, it will be an IP dispute with that someone else? I don't see how it's even feasible :/
right, but I was asking if @frosty prawn cares to make a new version, from scratch
why is multires implemented in 4.14?
Ah I see what you mean, I basically did remake it from scratch - but the source code is pretty much the same still, so it's debateable
ยฌreally hopingยฌ
tbh though, I have no idea if VR portals ever actually worked for reals - cus i had no headset to test with haha
But the basic idea involved getting which eye you were currently trying to render from the Local Player View Settings, and offsetting the scene capture transform matrix.
@frosty prawn I dont know how you implemented it, but in VR the portal would need to show different images for left and right eye, which is more complex than in 2D
You capture the scene twice, once for left eye and once for right. Left and right eye use different material instances with the two render targets
yeah, that should work
Also means it ridiculously expensive haha
yeah, I would never use scene captures in VR
also don't understand why @mighty carbon is asking about it, since in mobile VR its an absolute no-go
yeah it would die on mobile VR. There were some optimizations I made, such as only updating the render target if the scene capture view frustrum was in screen-space, and if the player had actually moved - so you saved some performance there when not looking at it
It also precached render targets so you don't create them dynamically
(i.e. at game startup or somesuch)
None of that stuff is too hard to do though
so, mobile VR is absolutely a no-go with portals ?
100% no-go
๐ฆ thanks
hell it tanked a 970 to like 45 fps in a simple scene
less compelx renderer in portal
lol
ue4 scene captures also arent super optimized I think
theres a quite high static cost for them
You could make it "relatively" performant by switching off rendering features - but it depends what you're going for
They're just as expensive as re-rendering the scene, there's not really much you can do to reduce that ๐ฆ
rendering the scene costs what it costs unfortunately
it's just weird.. Prey was running blazing fast back in the days (so did Portal) and I am sure they did it the same way UE4 does it.
They do it slightly differently I think - but Portal scenes are SUPER simplistic, and they don't have a lot of rendering features
what do you mean by "rendering features" ?
And of course it's much easier to make something fast if you're building it bespoke. With Unreal it's gotta work for all sorts of situations
Like Ambient Occlusion, HDR lighting etc
I mean portal probably has those basics, but I mean more in the general sense of what UE features in it's renderer
well, none of that is turned on in mobile VR
yeah but the Unreal mobile renderer is slow as fuck haha
It definitely could be improved, but until epic goes through a full production pipeline for a mobile title we'll probably never see that happen
wishes for a lean game engine designed for mobile VR
tbh after doing a mobile title, I'll never touch mobile platform again haha
absolute ballache even without VR
never come so close to topping myself
vulkan will probably improve it though?
Problem is Vulkan in UE will onyl ever be as good as UE's implementation / interface with it
yeah, but is it not good?
I honestly never used it on Mobile, but that's cus when we shipped Vulkan was still experimental etc.
rolando seems to spend a lot of time with it
Did try the Android AEP once... jesus that was awful
Running VR resolutions at VR framerates on mobile is always going to be hard, to be fair.
vulkan is considered usable for SM4 now I think
and for mobile too of course
so only SM5 is still not there yet
See how Switch games are 720p 30fps with a high-end mobile GPU ๐ฆ
@frosty prawn with 5M units of Gear VR sold, and mobile VR != mobile, I don't see why would you not consider mobile VR to be a viable platform.
It's just the saturation for regular mobile market for me
This discussion has been had before ๐
Haha yeah probably lot's of times. IMO though it's Saturation, as a small company you usually have very little if any real marketing / social media clout. You can sink thousands into marketing a mobile game with little to no return.
Even if the game is good, it gets buried SO quickly that the chances of success are more down to luck than whether the game is decent or not
Not saying our game was much good, because it really wasn't IMO - but even so
you didn't like your own game? ๐
not a good basis for success
Gear VR is also being bundled, so people might have it by accident / curiosity rather than sheer interest
still do.. but it's not a project we really 'chose' to do - it was a way to reuse a lot of existing work we had to make somethng profitable
and did it make it profitable?
Did it fuck haha, but it made it not a total loss - we made some of the dev money back
Basically we we're in a position whereby we we're pretty confident that we could get investment for what we wanted to do, so it was a way to get money into the company so we could keep going.
Unfortunately the project took a LOT longer than planned
Steam version is much better though, actually happy with the work I've done on that
Haha well in this case it was because half our staff left, and I was the poor sucker left behind who had to make the game
I wanted to release mine a long time ago and I'm still working on it...
So getting stuff done took AGES
^ ditto - for pet project that is
not constantly though, I admit
but sat command took about two years all said and done. Would have been a lot bloody shorter though if we just said "let's do a PC game" from the start, instead of "lets make a visitor attraction experience, now lets try and turn that into a mobile game, okay lets turn that in to a PC game"
I since learnt to take all advice with a big pinch of salt haha
ok
anyway... back to work ๐ฆ
There is no saturation in Oculus Store
mobile VR currently is the market to be on.. It's like the beginning of times.
Google Play - not so much
tapping into tech early can definitely work out for some
For me though the production process for mobile was enough to put me off forever
๐ I can relate to that, but I come from Quake modding, so it's something I prefer to next-gen
4.15 added new console commands for better weaking TAA, one of them is r.TemporalAACurrentFrameWeight and that really makes stuff less blurry
(although it's nice to just throw it all together for PC and see it just work!)
yeah developing for PC by comparison was a total breeze
on mobile every tenth of a millisecond was precious, I was doing some seriously roundabout stuff to get things playable
But also, the sheer variance between devices was the cherry on top for me
Random unheard of devices from china not working correctly etc...
Hello everyone. Does someone has experience with GearVR?
@frosty prawn no need to worry about hardware making games for Gear VR - it's basically the same phone across generations.
progress is unstoppable http://vrtalk.com/forum/showthread.php?6508-VR-Porn-Now-Allows-For-Erotic-Scents
Perhaps this is taking things a little overboard, or perhaps not. Sex is all about the senses, and today one company called CamSoda has revealed something which could very well make virtual reality porn even more immersive.
Called OhRoma, this new device looks like a gas mask, but instead of protecting you from poison it will pleasure you (well hopefully). The device works along with a virtual reality headset in order to provide up to 3 different scents during your VR porn session. There
what an age we live in
I have absolutely no idea why the fps template packaged to my s7 does not allow/"support" the split screen setting for the gearvr.... Every time I start the app on the phone it immediately runs it as a normal 3d-fullscreen application
Reminds me of http://www.ign.com/articles/2016/08/12/ubisoft-invents-fart-smelling-virtual-reality-tech-for-south-park
I think smell in VR is a very immersive thing.. I'd definitely use it if it was safe for health and odors wouldn't be extreme (motion sickness + foul smell is a "good" recipe)
or rather a thing that helps VR to be more immersive
๐
Oh man.
I think I figured out what's causing some people to fail on the walking part of my system.
They're moving their feet up and down super high, and not moving their heads much.
Like they're marching in the spot.
@full junco I've just seen the bloom optimization! I'm going to try it on GearVR soon. Today I've been working on a cheaper tonemapper. I've optimized it from 0.40ms on PC to just 0.04ms. Of course there are a lot of features missing, but it's way better than no tonemapper at all.
I think... I'm going to do a video tutorial for the initial bit.
@clever sky well, doesn't sound like a natural and working solution if you have to make a tutorial for it ๐
It works well for most people. But some people take the walk on the spot bit too literally.
And don't understand that the system is looking for head motion caused by on the spot motion.
How can you tell your game to use the (damn) gear vr and the split screen? Nothing I do fixes it
run it on Gear VR and see if it works?
It will not run in gear vr. If i start it, it immediately runs without me plugging it into the gear
When i plug it into the gear i can not start it because oculus home starts itself
It even tells me that my game would not support the split screen functionality, which i can not understand because i tripple checked everything before I packaged the game
What am I missing?
then you aren't deploying it right
did you go over Epic's docs about setting up project for Gear VR ?
Yepp
then I don't know - runs for me just fine
Did that the last two days
as a matter of fact, I used FPS template, Epic's docs and the only issue I had was missing OSIG file. After I put it where it belonged, I ran my first Gear VR app ever.
first you need to set up your project for Android development, and then on top of that you need to set it up for Gear VR
if you follow the docs, you should have no issues
That's what i did. I used the fps template like everybody did because nearly every tutorial uses it
and btw, split screen functionality has nothing to do with VR
I know that
But there is no checkbox in the editor for that so it confuses me what i should do to fix it
sorry mate, no idea what's going on with your setup
what version of UE4 are you using ?
have you ever managed successfully deploy to Gear VR ?
well, then, report it on AnswerHub
Will do, currently I'm driving home via bus, so it has to wait a bit
@raven halo interesting, so you edited the source of it to remove stuff that you didn't need?
I pretty much ripped it all out and just added Uncharted 2's tonemapper
I get the feeling Epic overkills it too much on mobile
it's either all or nothing
unchartes 2s tonemapper? ๐ค
I still have to try it on the actual device
but it looks promising
but I will first try to get the bloom fixed
how did you just replace the whole tonemapper with something else?
is that so simple to do?
not very simple... hold on
you have to find the function "FilmPostProcess" and replace it's content with whatever function you want
I'll share it once it's all cleaned up and working
I'm having some strange issues where the screen will turn black if I turn off bloom. I'm doing something wrong somewhere
hm ok, thanks
this is how my PP profiled currently looks like: http://puu.sh/tqMkK/302ef97a80.png
no bloom?
TAA takes a lot of time, tonemapper is not much compared to that, but reducing 0.25 to less would definitely still help
I currently have no bloom, yeah
have not implemented what Konflict did yet
without those changes bloom is way too expensive
this is mine
this for the PC project, not the GearVR one, obviously
then again, I'm running a 980Ti over here
histogram cou can disable unless you really need that
that's the fancy eye adaptation, right?
yeah
I kinda did some tests, liked it more than the basic one and sticked to it. I can afford it, for now.
where does most of your time go?
basepass?
yeah
HISMC LODs are currently broken though, so there are too many triangles there because stuff that should be higher LOD is LOD0 currently
and hm, ambient cubemap is relatively expensive it seems, 0.42 ms
have you had success with HISMC in the past?
well what does "success" mean
does it work, at all?
yeah, sure
yeah
I never thought about using anything else than HISMCs for foliage
its what they are meant for
there is nothing better
HISMCs don't work well on Gear VR
well currently in master and 4.15 they dont work well anywhere because LODs are broken
๐ฆ
If they make HISMCs work on mobile, fast and cull properly, that would be the day
why do they not work well on mobile?
causing massive performance drop instead of boost
they don't get culled properly (culling should be done per instance and instead it's done per whole HISMCs component/actor)
dithered LOD transition adds to fps drop too
ok
the idea behind batching/instancing is to reduce drawcalls. That's not the case with ISMC/HISMC in UE4, at least not on mobile
yeah on desktop it works great
@raven halo where is the real cost for the tonemapper happening?
I haven't profiled each individual feature within the tonemapper
so I couldn't tell you
FilmPostProcess, it's a function in the TonemapCommon.usf
the tonemapper calls the DrawPostProcessPass(...) function
every PP thing seems to call that function
ah, and that function then makes the shader file being executed
so I have to look into the usf and not the cpp files ๐
I somehow thought it would be more than just one usf file being called
I don't know much about GPU stuff
@wicked oak why can't you use stationary lights in your DA dungeon ?
@raven halo can you somehow profile what happens inside a usf file?
i already talked in lounge
stationary use performance
a lot of it
they are dynamic lights
they just have baked shadows
but they are still dynamic
that means that due to the no light culling, it murders performance in a big-ish dungeon
it can be solved if i make it smarter
like deactivating ALL lights but the ones in the current room and the 2 next rooms
and be turning on lights as i arrive
so if i have rooms A-B-C
if im in A, then B has lights on, but C doesnt
once i move to B, C lights up
add doors to the mix, done
ima port VRMultigames to PSVR
to see how it goes
a full version of it for PSVR might fit quite well
but Epic uses stationary lights in Robo Recall
also, what makes you think there is no light culling ?
we did the same thing in ToM - manually (via code) culling whatever needed to be culled outside of certain distance
the only light culling there is on the engine is culling by light size, and by frustrum
(it doesnt calculate lights behind you)
thre is no other type of culling
nobody said that you literally CANT use stationary lights in vR
its all about the performance
for what ive seen in robo recall, most spaces arent too big
so i doubt there are a lot of lights
you are fine adding a few lights
but if you are doing "fill lights" for example, you do those as fully static
and then there are people like me who can only use fully dynamic lights
Oh snap
My Pixel XL may ship next week
Maybe I might try out some Daydream stuff
Has anyone had an issue with the forward shading causing the blueprint editor to not have any light? (4.14.3, and this happens on clean projects too)
@wicked oak it's all about compromises. In ToM we had to accept the limitations and that's all we had - only a handful of lights, even less lights casting shadows.
@granite jacinth Daydream HMD is $50 now (on sale until next month or something like that)
@wicked oak real-time random dungeons is no better than off-line generated random dungeons.
@mighty carbon nice, thanks for the headsup, now to choose the right color
actually people say that one should wait for Xiaomi's Daydream headset. It looks like Gear VR (adjustable focus, potentially no light leaks)
err, Huawei not Xiaomi
Sooo, what do you think of Zeni vs Ocu trial ?
Ive heard almost nothing about it
@clever sky hey mate, great work on the locomotion, looks great!
Just joined this channel recently. Is it possible to export UE4 games to display in Google Cardboard?
I'm a civil engineering major and only used ue4 as a hobby. Just started, so Idk much.
@south blade yes you can for android. As far I know it has no iOS support though. I have tried to get it to work, but it won't even build for me.
@mighty carbon I think thats a step backwards. It's restricted to the 1 phone so it's more like the gear vr compared with how daydream should work across lots of devices
also @mighty carbon you saw the Samsung news right? Told you he wouldn't get arrested hah
Nah, haven't been following it. I guess it's a good thing :)
Now just need for Zeni vs Ocu to settle down so things would go back to normal
well pretty much he had a warrant for his arrest, then the government went "nah it's fine just leave him alone"
hah well considering samsung makes up around 15% of South Korea's total GDP they don't really want to damage them too much
its pretty insane just how huge Samsung actually is. like people think mining is the biggest thing in australia and that only makes up like 2-3% of the GDP. but 15% in a single company, and like 25% of all their exports for an established country is ridiculous
@grim condor cheers mate
@glossy agate Android is perfect. I'll check out some youtube videos.
Ok ok someone give me the Down Lown on the Oculus vs. Zenimax
are most of you guys creating projects then adding the VR pawns or building off the VR template by adding new levels
@still frost Making a specific VR game
@odd garnet zenimax is suing oculus because Carmack apparently gave Oculus code and stuff for free
fellow VR devs
I am about to embark for a mighty quest: capturing a 360 video in UE4
I seek counsel
use the simple stereo exporter plugin. 100x easier than the inbuilt stereo plugin by kite and lightning
simple panoramic exporter sorry @native cedar
https://www.unrealengine.com/marketplace/simple-panoramic-exporter made by @barren rose works bloody great
Tired of convoluted and slow ways of exporting monoscopic 360 video from Unreal Engine 4? This is the plugin for you! This plugin does not export stereoscopic panoramas.
yeah I am experimenting with the kite and lightning thing
does it capture fabulous 4k too?
i have done up to 16k capture with it
I'll be needing to make a long video with animations, camera movement and stuff just like ninjatheory's
both those are captured with his plugin
yeah you just do all that with sequencer. just move the camera around with it
wow you put a video in a 360 video
how did you even get a movie streamed to a texture
create a media texture
by the way thank, I'll experiment with kite and lightning's for now as allar's requires a source build, but I'll get there
yeah nvm, now I remember
but for capture with the correct timing when rendering you need to do it as a flipbook at the moment due to sequencer and the media texture not being able to sync properly still
the problem was in unity
allars doesn't require source build at all
it's just a plugin you can drop straight in
just grab it off the marketplace, add the plugin to the engine, drag and drop in the camera and press play. hell of a lot easier than the stereo exporter
and 10x faster as well. the 4k captures took us about 3-4 seconds per frame in that first project i linked. compared to 40 seconds with the stereo renderer
yeah, allar makes good shit. Asking my boss to authorize the purchase right meow :3
definitely worth it. will save you a hell of a lot of time
yup
its well worth the cost and the lack of stereo doesn't matter too much really
for my screenshots in DWVR and VRMultigames i made a "cinematic"
I thank you for your time. May I be able to repay you with advise on flex in VR, or... anything that I know
to pose everything, and set the FX to where i wanted
then i made the cinematic call the console command for a hiighres screenshot to see it
so when iwant a picture, i press Play, and the cinematic runs for half a second then captures
this is so i can control the particle effects proplerly
ah yeah particles are an interesting 1 to "pose"
aaaaaand it turns out we need stereo capture
Fuck everything about stereo capture
Kite and Lighting's solution is best but god help you
Reason I made the simple panoramic exporter is because they went full stereo capture but a lot of people don't need stereo
And math for mono capture is like, super easy
Compared to stereo
With stereo you need to take a shit ton of images per image
And splice them together in crazy math ways
Good output is something like 30 different captures vertically for each 1.5 degrees horizontally
or some shit like that
Even with going with one vertical capture every 1.5 degrees horizontally still takes a ton of time
There is no choice. This is what the customer wants. I will do as I am bid, defeat my inner demons to escape the bigger fangs. Blood for the code god. My body is ready.
https://media.giphy.com/media/O3dVvaVsON5U4/giphy.gif
we do have great hardware but I have seen it takes an awful lot of time to capture a single frame
and for how you say it it looks like doing mega-low res until production quality is needed does not help either
it helps, but its only a part of your bottleneck
Literally everything about stereo capture is slow
I'm assuming there is no way to get a stereo equivalent from one or multiple panoramic captures right?
No
You'll get close, but there will be a particular type of artifact you and your clients will reject
Basically, when you do that, at some angles of your video, the eyes will be swapped
And you'll see a weird form of ghosting
And/or get a headache
Its basically simulated cross eye double vision
Do you have an easy way to play top/bottom stereo 360 video?
if so, 4k mp4 http://michaelallar.com/NYCStereoscopic4k.mp4
That will show you what happens if you try to do what you asked
(I too had a client that required stereo capture, experimented with things)
it's consumer-oriented. A QR code to be scanned and a cardboard to be used
I'll show this to my foremen and see if we can do mono only
but I don't think
I'll experiment with fixedtimestep and stereo capture and god help me and blood for the code god etcetera etcetera
hah yeah i did a test with your plugin @barren rose of just placing 2 cameras 64mm away from each other
yeah doesn't work so great. just do stereo in after effects afterwards
hah yeah but still much better off just exporting the single mono camera into after effects and then just running the automatic "stereo" generator thing on there and giving it some offset. Then Viola, you have some shithouse stereo done
Aye, I've known people to do that with SPE and turn around with some good money using fake AE stereo
Fake auto stereo from 2d looks so much like fake auto stereo from 2d though
yep but 90% of the people that you/ he are most likely showing this thing to wont notice the difference. You get a bit of depth out of it for the VR and that's it, gives you enough of the illusion to take advantage of the saved time for rendering and setup that your plugin gives
i just started doing mono stuff for all my clients and nobody noticed at all, they still thought the stuff looked amazing. didn't even bother trying to make it stereo
feel free to use those vids from my youtube as reference of your renderer @barren rose
we did a bunch of stuff at 8k 60fps with it, but then we were hitting like 900gb for 30 seconds of footage so backed down to 4k 30fps for the 1s without a lot of movement
Aye, SPE has no cap aside from ram
Used it for client work which was technically facebook themselves
Wanted 32k
the GPU memory was what is slowing us down
gotta fork out for a titan if a big 1 comes in
Literally the only use for a titan
yeah. they are stupidly expensive over here in singapore though so dunno if I can be bothered. Would be handy if there was a way to split the load across GPU's and we can just throw 1 render machine with 4 gpus in it
Anyone here with some experience using VR and networking in UE?
I assume plenty of people. throw your problem up
Okay...
so I have a 2 pc setup. 1 pc is running a spectator client(no HMD) and the other one is running an HMD. What I am trying to get to work is having the VR clients trigger presses getting replicated to the server. So I have set up a faily straight forward system that works like charm... until I turn on the HMD in the level
Meaning: Without my Oculus/Vive and HMD on, the client/server replicates everything. As soon as the HMD is turned on, replication stops working(RPCS never get fired)
WIthout HMD on: all 3 event fires as you would expect
With HMD: Only Client events fire, it never fires the RPCS
haven't done networked VR yet, would love to try. I am reading there is some bug with motioncontrollercomponentreplication perhaps?
(to continue the stereo capture topic) for now I am sitting with kite and lightning's solution, the capture time for 10 frames on a monster pc (3960x, 1080) was almost 7 minutes... Now I am leaving for lunch with UE capturing a 150 frames footage, will see how long it takes. I will look for the best settings and share any useful result.
@native cedar yeah I know about that one. I get around that referencing the motioncontroller locally and save the transforms to variables that are RepNotify which then set the controller meshes correctly on the server
why would you need repnotify?
just replicate them and set them on tick
bonus, try to interpolate
its what im doing and its fine
interesting question... Will have to look at that later. I just need to figure out my replication problem/bug ๐ฆ
@wicked oak you have any clue what might cause this?
the ownership system
or that your motion controller actorisnt getting replicated
check your log
it gives you warnings
if you have that
if a client isnt the owner of that actor, then the RPC is dropped
thats so you cant access the pawn of other guy and tell it to jump
but MotionController (R) Trigger isnt part of the actor right? All this blueprint code resides in the PlayerController
player controllers arent replicated to other clients
they are server and owning client
they are the easy bridge beetween a client and a server, for rpcs
true, but this works as soon the HMD is turned off. No changes to code or anything
not sure
that is what is bothering me. If I disable my VR everything works as you would expect
as soon as I enter a VR session, it stops working
@native cedar there is a very good post on the Epic blog by ninja theory that goes through a lot of the stuff they did. There is also a free plugin somebody made to give a menu system to do all the config stuff that comes in handy as well
You guys talking about Stereolayer in here?
Need tips. I'm trying to do render target stuff to stereo layer.
Got it working and updating dynamically.
But here's the kick to the nuts: It stops working on level load!
Need it for a good FOV restriction implementation D:
Anyone know what might be going on/more experienced with the stereo layer issue?
Thanks for the tips, I'll make more research. The first objective is to setup tonight's capture properly
@clever sky No one is talking about stereo layer
But
Please document and blog all things you do stereolayer
:p
hah agreed. this is all just talking about stereo 360 capture
ive been able to use the stereo layer
but ive not been able to render UMG to it
becouse it doesnt have alpha, the texture ends up opaque
@wicked oak what have you been doing to make it persist past level load?
And how are you using it? Is it a component in your character pawn?
trying to get the capture time down for that kite and lightning thing... Whatever I do it won't go below 40s per frame, I'm dumbing evertything down
NVM
just had to reduce the stepcapturewidth ^^
so now I have all my frames nice and sharp and I'm trying to encode them into a stereoscopic video. I'm not doing too well
It seem to work with streaming levels. Didnt notice any misfunctioning yet between switches in levels
Try make a super simple poc of it. One with normal level switching and one with streaming
See if u can reproduce
@wicked oak regarding this:
"why would you need repnotify?
just replicate them and set them on tick
bonus, try to interpolate
its what im doing and its fine"
Im not sure what variables you are setting on tick, controller transforms or?
Uhm.. is there anyway to use Motioncontrollers without having to use HMD and Stereo on? im using a motioncontroller to controll a camera
it doesnt look like it's possible to track the Motioncontrollers without having a camera attached and enable HMD + Stereo on
what im doing right now is just attaching the camera to the motioncontroller.. but thatmeans that i get a portrait letterbox output aswell as the movement of the headset to the camera.
what would be the best way to simulate a cardboard on VIve?
if I move my head across the room I want nothing to happen
only track head rotation
full downgrade
do you have Android phone? Just get cardboard and work with Google VR ๐
I need dynamic preview of sequencer
very fast stuff
hit play and test the sequence
@native cedar couldnt you just set the location to [0,0,0] on the camera pr. tick?
or whatever coordinate you want it to be locked to
tried that, doth not work
I think I'll have to move the default scene root to the desired location minus the current camera offset
i have 2 components
the Motioncontroller components
and the replicated components
now, in my improved version
i actually just have motion controllers
to avoid shanenigans, i only send the transforms to the server if im the owning client
and everyone else has "player ID" as -1
so it doesnt grab the hands
The Daydream is on sale for $50 for anyone interested
I wish it supported iOS, I'd pick one up.
I wish my S6 had Android 7.1.1 already so I could at least see what it takes to build for Daydream (and I'd buy this viewer while it's on sale)
the problem with Daydream is that UE4 is a way behind on SDk updates and there is no spatialized sound for Daydream (and not even through FMOD).
I'm, eh, failing to implement teleporting in blueprints. All I get is teleporting controllers.
https://dl.dropboxusercontent.com/u/14257071/pawn.png
https://dl.dropboxusercontent.com/u/14257071/levelBP.png
What am I doing wrong?
profileGPU crashes on gearVR right?
Ah, got it working now. Needed the player pawn instead of a reference to it in the level.
@wicked oak thats interesting. Right now Im doing this https://forums.unrealengine.com/showthread.php?107140-Motion-controllers-and-networking&p=551926&viewfull=1#post551926 and I have the following problem: When I play locally, it works perfect! When I connect to my multi player session, my clients controllers get extremely offset but my servers instance of said controllers are perfect!
When i use more than one vive into a multiplayer game, motion controllers are all getting transformations from the same client.
I think it's about "player index" input.
My questions are:
- What is that player index in a multiplayer game ?
- Get tracked Device position and orientation has a device id input - it's the player index ?
Hope you can answer me, thanks in advance,
Greg
@raven halo no idea, but how is it going with bloom on Gear VR ?
haven't looked into it yet. I'm currently trying to use parallax corrected cubemaps in my own shader
got those working, and hit a wall with controlling mip maps through texture to emulate roughness. Works on ES 3.1
the good news is I don't see a difference in performance between 2.0 and 3.1
(with my own shaders that is)
@wicked oak if you by any chance could send me a picture of your setup, that would be very helpfull ๐
jeez.... profiling GPU on gearVR is impossible
stat gpu doesn't work
profileGPU doesn't work
stat startfile works, but the GPU group is missing
๐ฉ
@raven halo I don't see how it's possible. Even Oculus devs themselves confirmed ES3.1 doesn't work well at all in UE4 on Gear VR.
Maybe Epic can hire you to overhaul renderer for Gear VR ๐
like I said, I'm not using the default shaders, so that might be why
the HISMC LOD bug got fixed, so in 4.15P2 it will be fixed
what's the benefit in using ES3.1 vs ES2 ?
more rendering features I guess
yeah
in my case, specifically, it allows me to sample cubemaps and choose between mip maps based on a texture
it's also technically possible with ES 2.0 through an extension, but Unreal doesn't implement it
not sure why
I mean, gearvr in general isn't getting much love
that's the impression I'm getting
welcome to the club
worth noting that UE4 got multi-view (not working correctly) and monoscopic rendering (haven't tried it yet) for Gear VR
but if shaders is the bottleneck and they don't fix it, it's pretty sad :/
I'm not sure how much monoscopic rendering would help the GPU, yeah.
I think I'm settling for no bloom at all
also no MobileHDR
however, I'm doing the tonemapper per-material
that's how post process used to work on mobile games back in the day
I'm also capturing a cubemap with the scene render cube, converting it to a static texture
and sampling it in the shader
on top of that I'm parallax correcting it, so it's a big improvement over "regular" cubemaps in Unreal mobile, where they just "float"
and I'm using ES 3.1
working at 59.90 fps (it can't reach 60 fps due to vsync, yada yada)
the only reason I'm using ES 3.1 is to be able to add "roughness" to the cubemap
"One of the main issues with monoscopic rendering is that its goal to minimize pixel shader work can be compromised by the lack of occlusion between the stereo and mono layers. Since weโre not rendering the objects close to the camera in the monoscopic view, pixels that will not be visible after composition are still shaded in the monoscopic buffer as nothing is occluding them there. To avoid this, we chose to render the stereo views first, then read their depth buffers and compute their intersection."
ok that's what I was worried about, that's smart though!
"However, scenes that have lots of expensive close-up content can see a performance decrease while using monoscopic rendering due to the fixed costs of rendering a third view and the monoscopic passes of depth masking and composition."
makes sense, sucks though
why are they not adding any of these to PC?
i dont know