#virtual-reality

1 messages ยท Page 73 of 1

pearl tangle
#

also the Lee family is insanely powerful and influential, im sure they will find ways around whatever they come up with againest them. They pretty much run the country

mighty carbon
#

I see

pearl tangle
#

im assuming you have seen all the leaked renders of the S8 by now?

#

and the release date/ new anouncement date stuff?

mighty carbon
#

Yeah, saw renders

#

Not sure about release date

#

Saw February and April

#

Which one is which?

pearl tangle
#

->

full junco
#

can you manually do stuff when the late tick for the motion controllers happens?

#

like, moving other components too?

pearl tangle
#

If you attach it to the motion controller I guess

full junco
#

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

pearl tangle
#

Maybe cast the tick from the motion controller to your other actor?

sturdy coral
#

do motion controllers get a late tick? I thought they just got a late pose update in the scene graph

pearl tangle
#

Yeah I was thinking it was something along those lines too but haven't really dug into it

sturdy coral
raven halo
#

very cool!

#

does anyone know how I can turn off Oculus reprojection so that I can profile without it getting in the way?

pearl tangle
#

Should be able to in the oculus settings I think

real needle
#

@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

pearl tangle
#

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

raven halo
#

@pearl tangle I couldn't find any option in the Oculus app to turn the reprojection off

pearl tangle
#

ah maybe its not possible with the rift like it is on vive

full junco
#

@pearl tangle @sturdy coral it only updates the transform, yeah. no tick

pearl tangle
#

Could you create a cast whenever it updates and use that as the tick essentially?

full junco
#

@pearl tangle I don't really get what you mean?

pearl tangle
#

Take the update event from the controller and cast that to your actor every time it updates and you have a new tick essentially

full junco
#

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?

pearl tangle
#

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

full junco
#

@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

pearl tangle
#

Well there has to be something going on there that's making it happen so there would be a way to tap into it

full junco
#

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

#

makes it less blurry

cobalt relic
#

I wish there were more stuff exposed to variables

#

UE4 lacks some configuration options as far as rendering go

full junco
#

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

mighty carbon
#

supposedly they again will have 2 versions of the phone, Snapdragon and Exynos

#

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 ๐Ÿ˜ฆ

noble crater
#

people with complex UI attached to each motion controller + logical dependencies between them - how are you structuring the code?

graceful junco
#

That's a very broad question. Can you specify?

noble crater
#

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

graceful junco
#

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.

noble crater
#

makes sense, sounds like the same idea. any reason to prefer child actor components to regular actorcomponents?

graceful junco
#

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.

granite jacinth
#

20% HDK2

graceful junco
#

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

noble crater
#

@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

graceful junco
#

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.

granite jacinth
#
midnight tree
#

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

rigid quiver
#

Are you trying Windows 64 and the second build config... Not the dev one? Those seem to work for me

eternal inlet
#

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?

granite jacinth
#

@glossy agate ^

#

Follow those and you'll be in a good place

glossy agate
#

@granite jacinth thanks man.

mighty carbon
#

btw, what's the difference between Event Dispatchers and BP Interfaces ?

wise thunder
#

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

mighty carbon
#

(I use BP Interfaces to call custom even simultaneously in different BPs)

wise thunder
#

But you're calling events onto specific references?

mighty carbon
#

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

wise thunder
#

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 ๐Ÿ˜›

mighty carbon
#

I gotta check my code (at work right now). I might be casting to inventory actor

wise thunder
#

Well, you'd still have to get it somehow I presume

mighty carbon
#

get what ?

wise thunder
#

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

full junco
#

@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

midnight tree
#

ah ok

full junco
#

only thing you can do is regularly package your game so that you know what causes something to break in packaged

midnight tree
#

i went through some of the settings and repackaged it

#

works fine now

full junco
#

good ๐Ÿ˜„

midnight tree
#

heres how it turned out ๐Ÿ˜›

granite jacinth
wise thunder
#

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

full junco
#

@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

wise thunder
#

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 ๐Ÿ˜›

mighty carbon
#

@granite jacinth thx, will watch

real needle
#

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?

real needle
#

Ah got it finally ๐Ÿ˜ƒ There were two interfaces at different paths

mighty carbon
#

any C/C++ person here want to have fun with Quake ? (I know it's not UE4, but hey) ?

#

(Gear VR is required)

hard light
#

Quake is not C++

midnight tree
#

how would i find out which hand is gripping in the template?

mighty carbon
#

@hard light true, but C++ person can easily dig Quake's code ๐Ÿ˜‰

vocal maple
#

Hey guys. How can I get the floor level in vr?

zenith charm
#

Hey @vocal maple Should be as easy as using the node "Set Tracking Origin" to Floor and have that tied to BeginPlay

vocal maple
#

@zenith charm thanks. Did it through getting the world location of the VR Origin

pearl tangle
#

well the vr origin is wherever you place it

feral maple
#

darn.. the Touch-hands template I found has serious FPS issues.. wow.

clever sky
full junco
#

@clever sky you could have renamed the "WindowsNoEditor" folder ๐Ÿ˜„

clever sky
#

Ah

#

Is there an option in the editor?

#

Will do that in future. ๐Ÿ˜› Next build!

full junco
#

just rename the folder in windows explorer

#

its just a folder

clever sky
#

Fair enough.

#

Thanks for the tip ๐Ÿ˜„

#

Let me know what you think. You haven't tried it yet?

full junco
#

yeah havent tried it yet

clever sky
#

Cools.

mighty carbon
#
#

VR Updates:

  • The PlayStationโ“‡VR Aim Controller is now supported through the new AimController plugin. To activate, simply change the โ€œHandโ€ value to โ€œGunโ€ 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 donโ€™t currently support both mobile multi-view and monoscopic far field simultaneously and mobile HDR needs to be disabled.
#

nice!

full junco
#

would that monoscopic rendering also work on desktop vr or is there any technical reason why it would only work on mobile vr?

granite jacinth
#

about time

mighty carbon
#

@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

full junco
#

@mighty carbon I don't

mighty carbon
#

then you are out of luck ๐Ÿ˜ฆ

zenith charm
#

@clever sky Great work! Just tried it out ๐Ÿ˜ƒ

clever sky
#

Cheers! ๐Ÿ˜ƒ

#

It's not fires everywhere!

#

(few users are telling me it's broken - and not in ways I've experienced before, which is disconcerting).

wicked oak
#

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

mighty carbon
wicked oak
#

ill have to prototype stuff

#

clickbaited

#

not really. In fact, sony is building new vr studios

zenith charm
#

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

wicked oak
#

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

raven halo
#

"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? ๐Ÿ˜ฎ

granite jacinth
#

@raven halo Please elaborate on its use in VR?

raven halo
#

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

wicked oak
#

no need for that

#

just use the camera velocity

raven halo
#

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

mighty carbon
#

@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.

raven halo
#

ok, will do

normal thorn
#

what do you guys think? does it work? Better ideas?

wicked oak
#

actually they could work

#

its a great idea

normal thorn
#

yeah I'm making a simple tutorial as images, and don't want to swap for oculus/vive just for icons

full junco
raven halo
#
#

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

full junco
#

@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

wicked oak
#

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

full junco
#

@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

wicked oak
#

gonna test it myself

#

becouse i have bloom disabled and it hurts my soul

#

i want those shiny eyes and shiny bullets

full junco
#

yeah

#

bloom is one of the things that clearly distinguishes a ue4 game from a unity one ๐Ÿ˜›

raven halo
#

@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

full junco
#

@raven halo there are different ones? ๐Ÿค”

raven halo
#

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

full junco
#

I dont see different ones there

#

just different settings to set

mighty carbon
#

@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

raven halo
#

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

mighty carbon
#

turn on mobile HDR and see ๐Ÿ˜ƒ

#

it's like using ES3.1 - fps drops

raven halo
#

is mobileHDR not supported for GearVR at all?

#

what about people in the forums claiming it work on google daydream?

mighty carbon
#

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.

raven halo
#

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

full junco
#

@wicked oak if you do the bloom stuff before I do it tell me if you have it working ๐Ÿ˜ƒ

mighty carbon
#

we'll see what Oculus has to say

full junco
#

@mighty carbon @raven halo have you seen the new shader permutation reduction settings for mobile in 4.15?

mighty carbon
#

no, what does it mean ?

raven halo
#

I haven't yet

full junco
#

performance

#

thats still there in 4.15, just the extra section for mobile got added

raven halo
#

oh!

full junco
#

and these settings give a LOT of performance if you disable them

#

at least the ones I tried

raven halo
#

disable?

#

you mean enabling them

full junco
#

no, disable

#

by default its all enabled

raven halo
#

oh god yes

#

sorry

#

had a brainfart

#

haven't tried that yet

#

I'm scared to switch to 4.15 Preview 1

full junco
#

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

mighty carbon
#

so turning all those check boxes off will yield more performance in mobile VR ?

full junco
#

@mighty carbon yeah, quite a lot I guess

mighty carbon
#

will test

#

(probably 4.15 release, since I am working on the inventory anyway)

full junco
#

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

raven halo
#

oh

#

wow really?

wicked oak
#

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

full junco
#

eevryone in VR needs it

raven halo
#

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?

full junco
#

@raven halo no doc needed for "enable/disable"

#

and what you mean with indirect shadows?

raven halo
#

documentation that explains a bit better what it's doing or how it impacts performance

#
#

it's going to be kickass in VR

full junco
#

ah, that

#

only works with baked lighting

#

so its lame

raven halo
#

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

full junco
#

usually not much stuff is dynamic in baked lighting cases

raven halo
#

my whole game is like that

#

xD

full junco
#

ok, mine isn't

raven halo
#

I find it hard to believe that "baked lighting" is not a common case in VR

full junco
#

it is

raven halo
#

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

full junco
#

ok

raven halo
#

you don't agree?

full junco
#

but I still don't find stuff too awesome if I can't use it ๐Ÿ˜„

#

yeah I agree for that case its great

raven halo
#

ok ok ๐Ÿ˜›

full junco
#

I actually can't use any distance field stuff too

#

since thats also "baked"

raven halo
#

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?

full junco
#

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)

raven halo
#

oh sweet!

balmy creek
#

Does anyone know how to stop SteamVR from launching with every UE4 project? Been happening to me since 4.14. ๐Ÿ˜ฆ

wicked oak
#

nope

#

it happens becouse it tries to load VR

#

have you tried removing ALL vr plugins?

full junco
#

@raven halo I was talking about gpu performance

raven halo
#

ok, I will try it out then

full junco
#

I tested it and it was way faster after disabling that stuff, if it isnt then maybe I didnt test correctly

raven halo
#

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

full junco
#

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

raven halo
#

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

full junco
#

@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 ๐Ÿ˜„

#

maybe my pc just suddenly got faster and that gave me better performance

raven halo
#

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

full junco
#

it definitely doesnt hurt to disable the stuff that isnt needeed

raven halo
#

@mighty carbon I can't believe that doesn't cause motion sickness ๐Ÿ˜ฎ

#

@full junco you are right, worst case scenario, GPU stays the same but my compile time is lower ๐Ÿ˜„

mighty carbon
#

@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 >

south dove
#

has anyone got oculus touch working?

#

i found some documentation but its over a year old, just curious where to look

grim condor
#

@south dove use the supplied VR template, there is touch control set up in it

still frost
#

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?

wise thunder
#

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

still frost
#

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

wise thunder
#

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)

grim condor
#

use the supplied VR level., it comes pre set up with locomotion and pikup/place objetcs

wise thunder
#

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

grim condor
#

this uses the default VR level and all i did was add meshes

still frost
#

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

wise thunder
#

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

still frost
#

I understand

storm vortex
#

For anyone that wants to ask VR related questions

sturdy coral
#

@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

balmy creek
#

@sturdy coral Thanks for the tip! Disabling the SteamVR plugin on a per-project basis also worked for me.

sturdy coral
#

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

balmy creek
#

No worries. I only have a Vive currently, but thanks for the info. ๐Ÿ™‚

noble crater
#

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

noble crater
#

FViewport::SetGameRenderingEnabled does the trick

paper hawk
#

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

midnight tree
#

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

paper hawk
#

mixamo is external software?

midnight tree
#

yep

#

currently still free to use

#

i believe

#

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

paper hawk
#

nice, your consultation is much appreciated!

midnight tree
#

no worries glad i could for once help out in this channel ๐Ÿ˜›

paper hawk
#

You certainly have

midnight tree
#

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

paper hawk
#

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?

midnight tree
#

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

paper hawk
#

awesome. Thanks again.

midnight tree
#

yup

granite jacinth
#

@clever sky wait...

#

That's you?!?!?!

#

And wtf happened to YT. The made changes again ?

pearl tangle
#

What did they do to it?

granite jacinth
#

they added lines

#

;0

pearl tangle
#

hah lines?

sturdy coral
#

@granite jacinth which motion controller replication bug were you referring to in the 4.15 thread?

south dove
#

anyone point me in the direction of getting the motioncontrollerpawn to teleport

granite jacinth
#

@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

#
#

HMD seems fine, I've never seen an issue with multiplayer

zinc violet
#

@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

odd garnet
#

Game idea- Vr but you play as a blind person

clever sky
#

I bet a game made exclusively for headphones could do quite well (assuming good design).

cobalt relic
#

@clever sky Perfect subway game. You don't even need to take your phone out of the pocket

#

(assuming a controller of sorts)

clever sky
#

Yeah.

#

Dammit. That's a great idea. But I got no time to make that game ๐Ÿ˜›

wicked oak
#

there is one for mobile

#

and other for pc on steam

clever sky
#

Haha. Well there you go.

#

What are they called do you know?

wicked oak
#

sorry for the spanish appstore

cobalt relic
#

Nice

wicked oak
#

its a game thta has been very popular

clever sky
#

Sweet. I'll check it out.

cobalt relic
#

is reminded that almost no game idea is original anymore

shell karma
#

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 -.-

eternal inlet
#

not me, but would be interrested too... what kinda glass look are you after? do you have a picture that can illustrate the look?

pearl tangle
#

@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

mighty carbon
#

@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

cobalt relic
#

Read that as "you don't need to be blind"

mighty carbon
#

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

full junco
#

@raven halo you saw what konflict wrote in the thread about bloom?

#

@wicked oak you were interested in it too

#
mighty carbon
frosty prawn
#

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 -.-

mighty carbon
#

๐Ÿ˜ฆ

#

Care to make a version without IP dispute? ๐Ÿ˜Š

native cedar
#

so, still no multires in 4.14?

full junco
#

@native cedar you mean 4.15?

#

@frosty prawn why IP dispute?

frosty prawn
#

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

full junco
#

ok

mighty carbon
#

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 :/

full junco
#

@mighty carbon lol no

#

its just because he worked with someone else on it

mighty carbon
#

right, but I was asking if @frosty prawn cares to make a new version, from scratch

native cedar
#

@full junco nono, I mean 4.14

#

haven't seen the branch in the nvidia git

full junco
#

@native cedar ah, you talk about that nvidia branch

#

I dont know about that

native cedar
#

why is multires implemented in 4.14?

frosty prawn
#

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

native cedar
#

ยฌreally hopingยฌ

frosty prawn
#

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.

full junco
#

@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

frosty prawn
#

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

full junco
#

yeah, that should work

frosty prawn
#

Also means it ridiculously expensive haha

full junco
#

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

frosty prawn
#

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

mighty carbon
#

so, mobile VR is absolutely a no-go with portals ?

frosty prawn
#

100% no-go

mighty carbon
#

๐Ÿ˜ฆ thanks

frosty prawn
#

hell it tanked a 970 to like 45 fps in a simple scene

mighty carbon
#

o.O

#

how come Portal in VR runs well ?

full junco
#

they dont use UE4

#

๐Ÿ˜›

frosty prawn
#

less compelx renderer in portal

mighty carbon
#

lol

full junco
#

ue4 scene captures also arent super optimized I think

#

theres a quite high static cost for them

frosty prawn
#

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 ๐Ÿ˜ฆ

#

rendering the scene costs what it costs unfortunately

mighty carbon
#

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.

frosty prawn
#

They do it slightly differently I think - but Portal scenes are SUPER simplistic, and they don't have a lot of rendering features

mighty carbon
#

what do you mean by "rendering features" ?

frosty prawn
#

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

mighty carbon
#

well, none of that is turned on in mobile VR

frosty prawn
#

yeah but the Unreal mobile renderer is slow as fuck haha

mighty carbon
#

HDR alone kills fps, so I have to turn all that off

#

unfortunately true ๐Ÿ˜ฆ

frosty prawn
#

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

mighty carbon
#

wishes for a lean game engine designed for mobile VR

frosty prawn
#

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

full junco
#

vulkan will probably improve it though?

frosty prawn
#

Problem is Vulkan in UE will onyl ever be as good as UE's implementation / interface with it

full junco
#

yeah, but is it not good?

frosty prawn
#

I honestly never used it on Mobile, but that's cus when we shipped Vulkan was still experimental etc.

full junco
#

rolando seems to spend a lot of time with it

frosty prawn
#

Did try the Android AEP once... jesus that was awful

cobalt relic
#

Running VR resolutions at VR framerates on mobile is always going to be hard, to be fair.

full junco
#

vulkan is considered usable for SM4 now I think

#

and for mobile too of course

#

so only SM5 is still not there yet

cobalt relic
#

See how Switch games are 720p 30fps with a high-end mobile GPU ๐Ÿ˜ฆ

mighty carbon
#

@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.

frosty prawn
#

It's just the saturation for regular mobile market for me

cobalt relic
#

This discussion has been had before ๐Ÿ˜ƒ

frosty prawn
#

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

full junco
#

you didn't like your own game? ๐Ÿ˜›

frosty prawn
#

absolutely hated it

#

haha

full junco
#

not a good basis for success

cobalt relic
#

Gear VR is also being bundled, so people might have it by accident / curiosity rather than sheer interest

frosty prawn
#

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

full junco
#

and did it make it profitable?

frosty prawn
#

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

full junco
#

ok

#

games always take way longer than planned for some reason ๐Ÿ˜„

frosty prawn
#

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

full junco
#

I wanted to release mine a long time ago and I'm still working on it...

frosty prawn
#

So getting stuff done took AGES

cobalt relic
#

has been working on game for 3 years

#

sigh

frosty prawn
#

^ 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

full junco
#

ok

frosty prawn
#

anyway... back to work ๐Ÿ˜ฆ

mighty carbon
#

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

frosty prawn
#

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

mighty carbon
#

๐Ÿ˜ƒ I can relate to that, but I come from Quake modding, so it's something I prefer to next-gen

full junco
#

4.15 added new console commands for better weaking TAA, one of them is r.TemporalAACurrentFrameWeight and that really makes stuff less blurry

mighty carbon
#

(although it's nice to just throw it all together for PC and see it just work!)

frosty prawn
#

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...

real needle
#

Hello everyone. Does someone has experience with GearVR?

mighty carbon
#

@frosty prawn no need to worry about hardware making games for Gear VR - it's basically the same phone across generations.

#
frosty prawn
#

what an age we live in

real needle
#

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

storm vortex
mighty carbon
#

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

#

๐Ÿ˜Š

clever sky
#

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.

raven halo
#

@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.

clever sky
#

I think... I'm going to do a video tutorial for the initial bit.

mighty carbon
#

@clever sky well, doesn't sound like a natural and working solution if you have to make a tutorial for it ๐Ÿ˜‰

clever sky
#

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.

real needle
#

How can you tell your game to use the (damn) gear vr and the split screen? Nothing I do fixes it

mighty carbon
#

run it on Gear VR and see if it works?

real needle
#

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?

mighty carbon
#

then you aren't deploying it right

#

did you go over Epic's docs about setting up project for Gear VR ?

real needle
#

Yepp

mighty carbon
#

then I don't know - runs for me just fine

real needle
#

Did that the last two days

mighty carbon
#

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

real needle
#

That's what i did. I used the fps template like everybody did because nearly every tutorial uses it

mighty carbon
#

and btw, split screen functionality has nothing to do with VR

real needle
#

I know that

#

But there is no checkbox in the editor for that so it confuses me what i should do to fix it

mighty carbon
#

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 ?

real needle
#

4.14.3 current version

#

First time trying

mighty carbon
#

well, then, report it on AnswerHub

real needle
#

Will do, currently I'm driving home via bus, so it has to wait a bit

full junco
#

@raven halo interesting, so you edited the source of it to remove stuff that you didn't need?

raven halo
#

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

full junco
#

unchartes 2s tonemapper? ๐Ÿค”

raven halo
#

I've been using that on mobile games for years now

full junco
#

ok

#

tonemapper is 0.25ms for me

raven halo
#

I still have to try it on the actual device

#

but it looks promising

#

but I will first try to get the bloom fixed

full junco
#

how did you just replace the whole tonemapper with something else?

#

is that so simple to do?

raven halo
#

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

full junco
#

hm ok, thanks

raven halo
#

no bloom?

full junco
#

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

raven halo
#

this is mine

#

this for the PC project, not the GearVR one, obviously

#

then again, I'm running a 980Ti over here

full junco
#

histogram cou can disable unless you really need that

raven halo
#

that's the fancy eye adaptation, right?

full junco
#

yeah

raven halo
#

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?

full junco
#

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

raven halo
#

have you had success with HISMC in the past?

full junco
#

well what does "success" mean

raven halo
#

does it work, at all?

full junco
#

yeah, sure

raven halo
#

do you notice improvement in performance?

#

mostly on draw time, right?

full junco
#

yeah

#

I never thought about using anything else than HISMCs for foliage

#

its what they are meant for

#

there is nothing better

mighty carbon
#

HISMCs don't work well on Gear VR

full junco
#

well currently in master and 4.15 they dont work well anywhere because LODs are broken

mighty carbon
#

๐Ÿ˜ฆ

#

If they make HISMCs work on mobile, fast and cull properly, that would be the day

full junco
#

why do they not work well on mobile?

mighty carbon
#

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

full junco
#

ok

mighty carbon
#

the idea behind batching/instancing is to reduce drawcalls. That's not the case with ISMC/HISMC in UE4, at least not on mobile

full junco
#

yeah on desktop it works great

#

@raven halo where is the real cost for the tonemapper happening?

raven halo
#

I haven't profiled each individual feature within the tonemapper

#

so I couldn't tell you

full junco
#

I mean, which function

#

or which class

raven halo
#

FilmPostProcess, it's a function in the TonemapCommon.usf

full junco
#

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 ๐Ÿ˜„

#

I somehow thought it would be more than just one usf file being called

#

I don't know much about GPU stuff

mighty carbon
#

@wicked oak why can't you use stationary lights in your DA dungeon ?

full junco
#

@raven halo can you somehow profile what happens inside a usf file?

wicked oak
#

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

mighty carbon
#

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

wicked oak
#

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

full junco
#

and then there are people like me who can only use fully dynamic lights

granite jacinth
#

Oh snap

#

My Pixel XL may ship next week

#

Maybe I might try out some Daydream stuff

surreal nymph
#

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)

mighty carbon
#

@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.

granite jacinth
#

@mighty carbon nice, thanks for the headsup, now to choose the right color

mighty carbon
#

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

mighty carbon
#

Sooo, what do you think of Zeni vs Ocu trial ?

odd garnet
#

Ive heard almost nothing about it

grim condor
#

@clever sky hey mate, great work on the locomotion, looks great!

south blade
#

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.

glossy agate
#

@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.

pearl tangle
#

@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

mighty carbon
#

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

pearl tangle
#

well pretty much he had a warrant for his arrest, then the government went "nah it's fine just leave him alone"

mighty carbon
#

Damn

#

Gangsta

pearl tangle
#

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

clever sky
#

@grim condor cheers mate

south blade
#

@glossy agate Android is perfect. I'll check out some youtube videos.

odd garnet
#

Ok ok someone give me the Down Lown on the Oculus vs. Zenimax

still frost
#

are most of you guys creating projects then adding the VR pawns or building off the VR template by adding new levels

odd garnet
#

@still frost Making a specific VR game

pearl tangle
#

@odd garnet zenimax is suing oculus because Carmack apparently gave Oculus code and stuff for free

native cedar
#

fellow VR devs

#

I am about to embark for a mighty quest: capturing a 360 video in UE4

#

I seek counsel

pearl tangle
#

use the simple stereo exporter plugin. 100x easier than the inbuilt stereo plugin by kite and lightning

#

simple panoramic exporter sorry @native cedar

native cedar
#

yeah I am experimenting with the kite and lightning thing

#

does it capture fabulous 4k too?

pearl tangle
#

i have done up to 16k capture with it

native cedar
#

I'll be needing to make a long video with animations, camera movement and stuff just like ninjatheory's

pearl tangle
#

both those are captured with his plugin

#

yeah you just do all that with sequencer. just move the camera around with it

native cedar
#

wow you put a video in a 360 video

#

how did you even get a movie streamed to a texture

pearl tangle
#

create a media texture

native cedar
#

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

pearl tangle
#

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

native cedar
#

the problem was in unity

pearl tangle
#

allars doesn't require source build at all

#

it's just a plugin you can drop straight in

native cedar
#

REALLY

#

HOLY FUCKERONI

pearl tangle
#

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

native cedar
#

yeah, allar makes good shit. Asking my boss to authorize the purchase right meow :3

pearl tangle
#

definitely worth it. will save you a hell of a lot of time

native cedar
#

yup

pearl tangle
#

its well worth the cost and the lack of stereo doesn't matter too much really

wicked oak
#

for my screenshots in DWVR and VRMultigames i made a "cinematic"

native cedar
#

I thank you for your time. May I be able to repay you with advise on flex in VR, or... anything that I know

wicked oak
#

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

pearl tangle
#

ah yeah particles are an interesting 1 to "pose"

native cedar
#

aaaaaand it turns out we need stereo capture

barren rose
#

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

native cedar
#

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

barren rose
#

it helps, but its only a part of your bottleneck

#

Literally everything about stereo capture is slow

native cedar
#

I'm assuming there is no way to get a stereo equivalent from one or multiple panoramic captures right?

barren rose
#

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?

#

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)

native cedar
#

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

pearl tangle
#

hah yeah i did a test with your plugin @barren rose of just placing 2 cameras 64mm away from each other

barren rose
#

Literally just dm'd @native cedar about doing that

#

And how its ghetto

pearl tangle
#

yeah doesn't work so great. just do stereo in after effects afterwards

barren rose
#

Is way faster though

#

<_<

pearl tangle
#

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

barren rose
#

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

pearl tangle
#

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

barren rose
#

Aye, SPE has no cap aside from ram

#

Used it for client work which was technically facebook themselves

#

Wanted 32k

pearl tangle
#

the GPU memory was what is slowing us down

barren rose
#

uh

#

It worked at 32k but... well... yeah

#

slow

pearl tangle
#

gotta fork out for a titan if a big 1 comes in

barren rose
#

Literally the only use for a titan

pearl tangle
#

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

tawdry dragon
#

Anyone here with some experience using VR and networking in UE?

pearl tangle
#

I assume plenty of people. throw your problem up

tawdry dragon
#

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

native cedar
#

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.

tawdry dragon
#

@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

wicked oak
#

why would you need repnotify?

#

just replicate them and set them on tick

#

bonus, try to interpolate

#

its what im doing and its fine

tawdry dragon
#

interesting question... Will have to look at that later. I just need to figure out my replication problem/bug ๐Ÿ˜ฆ

#

@wicked oak you have any clue what might cause this?

wicked oak
#

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

tawdry dragon
#

but MotionController (R) Trigger isnt part of the actor right? All this blueprint code resides in the PlayerController

wicked oak
#

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

tawdry dragon
#

true, but this works as soon the HMD is turned off. No changes to code or anything

wicked oak
#

not sure

tawdry dragon
#

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

pearl tangle
#

@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

clever sky
#

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?

native cedar
#

Thanks for the tips, I'll make more research. The first objective is to setup tonight's capture properly

barren rose
#

@clever sky No one is talking about stereo layer

#

But

#

Please document and blog all things you do stereolayer

#

:p

clever sky
#

D:

#

๐Ÿ˜›

pearl tangle
#

hah agreed. this is all just talking about stereo 360 capture

wicked oak
#

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

clever sky
#

@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?

native cedar
#

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 ^^

native cedar
#

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

eternal inlet
#

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

tawdry dragon
#

@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?

frosty robin
#

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.

native cedar
#

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

mighty carbon
#

do you have Android phone? Just get cardboard and work with Google VR ๐Ÿ˜‰

native cedar
#

I need dynamic preview of sequencer

#

very fast stuff

#

hit play and test the sequence

tawdry dragon
#

@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

native cedar
#

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

wicked oak
#

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

storm vortex
#

The Daydream is on sale for $50 for anyone interested

#

I wish it supported iOS, I'd pick one up.

mighty carbon
#

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).

granite jacinth
#

Mines on the way

#

I picked gray

#

Or slate, whatever it was called

plain badger
raven halo
#

profileGPU crashes on gearVR right?

plain badger
#

Ah, got it working now. Needed the player pawn instead of a reference to it in the level.

tawdry dragon
#

@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!

mighty carbon
#

@raven halo no idea, but how is it going with bloom on Gear VR ?

raven halo
#

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)

tawdry dragon
#

@wicked oak if you by any chance could send me a picture of your setup, that would be very helpfull ๐Ÿ˜ƒ

raven halo
#

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

#

๐Ÿ˜ฉ

mighty carbon
#

@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 ๐Ÿ˜‰

raven halo
#

like I said, I'm not using the default shaders, so that might be why

full junco
#

the HISMC LOD bug got fixed, so in 4.15P2 it will be fixed

mighty carbon
#

what's the benefit in using ES3.1 vs ES2 ?

full junco
#

more rendering features I guess

raven halo
#

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

mighty carbon
#

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 :/

raven halo
#

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

mighty carbon
raven halo
#

"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 weโ€™re 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

wicked oak
#

i wish it worked on PC

#

it would be a godsend on my game

raven halo
#

why are they not adding any of these to PC?

wicked oak
#

i dont know