#virtual-reality
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a short GearVR project and also another bigger project that we are trying to find funding for
got something to show ?
not yet
but by the end of February I should be allowed to start sharing some stuff ๐
I can't wait
@raven halo have you tried the bloom changes from konflict?
I haven't
so what happened was that I added these parallax corrected reflections and performance wasn't good anymore, even with bloom off
so I had to pick between reflections or potentially a cheaper bloom
so I said fuck it
I need the reflections more than I need the bloom
(in my particular case)
no
it still boggles my mind how can static mesh instancing be so screwed up for mobile platform :/
does the hardware support instancing?
The ARMยฎ Maliโข-T760 GPU boasts stunning graphics performance and guarantees the efficient execution of compute-intensive tasks.
so, yeah, it does
Posted by Shanee Nishry , Games Developer Advocate Imagine a beautiful virtual forest with countless trees, plants and vegetation, or a st...
ok
i have a strange behavior when switching streaming levels. when playing in editor, it switches seamlessly, so i transfer from one streaming level to ther other, without seeing the Vive dummy scene. Once i package it, i see the Vive dummy scene for like 2 secs before the level gets shown... anyone had that happen too?
@eternal inlet that's because in-editor it's already loaded in the background that's why it pops up so fast. but when you package it you need an annoying loading time
But theres gotta be a way to preload it? To avoid that pause?
well depends on the content you're trying to load. there are some tricks to make this smoother like chunking your next level to tiny levels but I haven't tried it
that's pretty annoying and it happens in most of the VR experiences.
Odd..
Im prettt sure it was working better uesterday
I'll experiment some more tmr
Thx for the input ๐๐ผ
Someone should do a compilation of all the pitfalls when packaging.. the little ive tried now already drives me crazy lol.. and its just for allowing people to playtest some tech stuff
I'll post again tmr if i come up with something usefull @dusky moon
@eternal inlet yes please! my VR projects are totally based on Streaming levels and I'm becoming super sensitive to have a smooth experience
and True , packaging is a whole new paradigm in dev lol
Anyone know of a wiki or maybe overview of using the Oculus Audio Plugin for HRTF/3D Audio Spatialization or using WWise (or whatever) for it? Google is failing me hardcore.
how long does a hardware request from oculus take to get a response?
Wake up, Neo. @CloudGateStudio just figured out how to give you a full-body presence in VR. https://t.co/UlgmRZknSC
I wonder if they're using true IK for that, I know I saw a couple of arm systems doing something different, and IK seems like it would be really expensive for a full body in VR ๐ฎ
How the hell could plain IK predict you touching your toes like that, lifting leg straight in front? They gotta have some cameras in the mix
He said he had 2 vives in the video, guessing he had 2 controllers on his feet
I was just wondering for the in-between ๐
But looking at some of the replies, it would seem they aren't, which is cool
Processing power is so crazy nowadays.
I went to Helsinki's first VR arcade today
In addition to the hassle of headset and controller, strapping on more trackers to shoes... well... I think the less moving parts the better, though I understand the desire for perfect bodymatching
"Less is More"
Yeah, some of those gloves they were showing off at CES actually look really cool
hrmm
And the lighthouses being passive means you can pretty much put whatever you want into play ๐
yeah vives on his feet?
New tracker pucks will make all sorts of stuff viable for sure. But I am skeptical of developments that demand more setup and teardown from users
I think full body opens up a lot more possibilities commercially.
yeah - first thing that our clients do in VR is try and kick something
this guy gets it ^
My feels for close combat is that without haptics it's all bullshit... Superhot does it well with the restrictions : one hit one kill, same both ways
Anything with hit points, further continuity feels like you are just wiggling hands/feet/weapons in thin air
@dusk vigil Which melee combat games have you tried in VR?
Raw Data, Vanishing Realms, hmm couple of other fantasy games I dont recall their names. I guess I should give Thrill of the Fight a spin. I recall being impressed with Wii swordfighting back 10 years ago, and have not felt even that level of quality in any of the games so far
Fair enough.
I quite enjoyed Raw Data sword fighting.
Although it's less sword fighting and more just... bashing.
Melee fighting stuff is one of those areas that I'd like to figure out after I get this locomotion stuff sorted.
Have you tried Sword Master VR? It probably doesn't address the problems you have with melee combat in VR... but it's pretty good for working up a sweat.
noted, will put it on my shopping list
@clever sky I found the sword fighting, and sword fighting in VR in general very underwhelming. was really looking forward to it back in the day but expectations outweigh capability I think
I am keen to see how tactical haptics goes with their stuff and whether that kind of tech gets integrated. But using the vive tracker will be interesting on proper props for real sword fighting anyways. I trained for years with actual swords so im probably rather biased
Or do you think it just hasn't been done right?
well yeah the combat just doesn't really work. There is another 1, like RPG style game i can't remember but it has orcs and shit in it and a bunch of different levels
but with every guy, even if they have a shield you can just step inside them and just keep poking them since there is no physical obstacle to stop you
oh yeah zen blade was good fun
But yeah, the physicality of the controller itself isn't conducive to good swordplay.
my mum was shit with it so i took her outside with my real katana to teach her how to use it hah
i tell people to use 2 hands with it like a proper sword and they start to go better
Hahaha. Alright mum, you're going to use this real katana as practice for virtual katana! ๐
i play it by putting it back in the sheath every swing
Hahah. Nice. Do you attach the controller to a boken or similar too?
similar...
my katana's are all back in australia but I have this nice hand made burmese sword over here which fits rather nicely hah
it's a bit more like a straight wakizashi so its ok
Yeah. As long as the balance is roughly there.
good to train muscle memory when you can't actually see the sheath hah
not something i would advise to do at home :p
But yeah. I tried to make my swords good in Freedom, even though it's not really about that.
The angle and speed of attack matters (causing more damage)
Can't just waggle it.
And would definetly need a way to emphasize appropriate zoning and distance for a melee game.
Not a fan of the get up and waggle style that you can do now (because players are going to be as efficient as they can, even at the cost of their own immersion).
weight is the issue I think.
yeah its more like playing a wii game
a delay on the effective hits of it you mean?
hah yeah i was thinking that would feel very weird
It works tho. Multiplayer is coming along despite bugs
If anyone else is using Mordentrals OpenVR plugin and are doing networking let me know
I'd like to riff ideas on how to get it to work with you
Anyone here that have an idea what is happening here?
https://answers.unrealengine.com/questions/551500/mesh-offset-on-replication.html
I cant for the life of me figure it out what is going wrong
it offsets the controller meshes, but the pivot/rotation point stays correct on the client
while everything is perfect on the server
does forward renderer work with distance field? Anyone tried that?
if anyone here is doing mobile VR, please step in https://forums.unrealengine.com/showthread.php?134512-HISMCs-and-foliage-performance-when-is-it-going-to-be-fixed
As you may know HISMCs and foliage tool suck so badly on Gear VR that it defeats whole purpose of having instanced meshes in mobile VR (instead of decreasing drawcalls, they are ramping up with every new instance; culling per instance inside HISMC isn't working; no proper way to disable LOD switch dithering; etc.). It's impossible to build modular levels because of that, thus it really limits what can be done with UE4 for Gear VR (an I am sure for Daydream too).
Someone was concerned about
maybe Epic can do something about it
instances never worked on mobile to begin with
you have to create groups of foliage and combine them into a single static mesh, and then create lods
it's a hardware limitation from what i understand
bs
Open GL ES2.0+ supports hardware instancing
Unity does it
It's just broken and Epic never bothered to fix it
Even Oculus reported it to them and they just shrugged it off
because, you know, it's not used in Paragon
but if i ever enable hmd or metal, my phone overheats, so i stay away from that, lol
errr....not hmd, i mean mobile hdr or metal
that's false info
The ARMยฎ Maliโข-T760 GPU boasts stunning graphics performance and guarantees the efficient execution of compute-intensive tasks.
Posted by Shanee Nishry , Games Developer Advocate Imagine a beautiful virtual forest with countless trees, plants and vegetation, or a st...
So, yeah, Android and Galaxy S6+ support hardware instancing. And since Unity has it working, and Oculus insists it should be working, the simple truth is unless Epic will have fully fledged project involving HISMCs on mobile, it won't be working in UE4
and not because hardware doesn't support it
ok, well, my iphone 5s overheats. i guess newest generation does?
didn't protostar demo use metal, gpu accelerated stuff, etc?
bah...looking back and confusing all my mobile stuff...coffee still kicking in. note 4. gearvr with a note 4. not iphone.
which is old in today's measure of tech time anyhow.
but anyway, logged in to ask a question. anyone using the vr template?
crickets
we could already do that with a kinect integrated
imo the sensor should do the work. shouldn't require more controllers
@mighty carbon you have a second for quick question about the vr template?
I don't use it
I used FPS template to create my own Gear VR specific template
(and I don't have desktop VR hardware anyway)
i didn't either. was trying to implement some code from it, but was running into issues. all good anyhow
Hey sp0rx, you're not from neogaf are you?
@clever sky nope, why?
No worries. There was a guy there for years and years called sp0rks
He was a photographer though.
ah, lol. i used to play wow, and my rogue was named sporx, so i just kinda roll with it when the name is available in forums
so i'll throw this out there...when testing the vr template motion controller pawn, things seem pretty smooth with teleporting. but when integrating that code into another project, it seems to lag a bit. stat fps indicates same fps and ms, so i can't figure out what might be impacting the tick calculation
Google is attempting to renew interest in its Daydream virtual reality platform with a significant price cut to the company's VR headset. This week Google cut the price of itsย Daydream View VR headset from US$79 to US$49 in what could be a response to underwhelming sales. According to a report from The Information, Google recently told one of its partners thatย take up of its virtual reality efforts had beenย "disappointing." The report also indicated that Google had started requesting phone makers includeย a ...
lol i have a super weird packaging issue with vr
(still have that issue yes)
but figured out a way to make it work, but no idea why it works
so i was doing these switches between possessed pawns during level switching with streaming levels
and for some reason when i was going from my loading level to main level, there was a 2 sec or so pause in default screen
in my loading screen i had a pawn with a camera and nothing else on it, because i didn't want the player to walk around while waiting for the loading
if i replace that dummy pawn with an instance of my main pawn, it loads perfectly as it should
i have absolutely no idea why this would change anything... anyone got ideas?
heh, found the reason
@mighty carbon lol disappointing sales. That's what happens when you launch on only one provider in the US. Not switching my provider just to get a special phone.
yep
but, you can get unlocked Pixel from Google (GSM) and use it with AT&T or T-Mobile
except, why?! Galaxy S8 is shaping up to be super awesome. If it doesn't explode, it will be a way ahead of any Daydream phone. Plus new Gear VR is coming.
of course sales are disappointing, almost no phone runs nougat yet or is certified
main thing next gear vr should drop is having to plug it in
@wintry escarp so, how are you going to access IMUs and other stuff they put into HMD ?
you have probably read that Daydream drifts and that you have to reorient it from time to time
@mighty carbon you were dealing with load delay during streaminglevel switching too for packaged game?
yep
I am still dealing with it ๐
gearvr could send the data to the phone using nfc or whatever, it would put al ot less stress on the usb port plugging it in and out all the time
@wintry escarp get yourself bluetooth dongle and wireless charging, and then the only time you will be using USB port is when you use Gear VR, which isn't often as I would imagine. And then with USB-C port frequent use shouldn't be an issue at all.
Bluetooth dongle for what?
i think i found a solution... totally farfetched though
this might not apply to you, but i found that if i leave in a variable with a reference to a bp actor, then it loads fast
so for me, i have a loading level with a dummy pawn with just a camera
but if i on that pawn add a variable that points to some random other blueprint actor, then it loads fast
if i take it away, it dumps me in the default screen for 2 secs before proceeding
completely and utterly random if u ask me
does anyone know if unreal is going to port their blueprint system into VR
something like SoundStage? (not audioshield)
But BPs in VR?
not audio shield
Why
VR Editor is already bad
I don't want them wasting anymore time on dumb shit
9/10 VR Devs Approve
We are already at the point where the community devs are doing more for the editor than the actual devs that get paid do.
I see, I take it you would very much like your opinion to be the dominant one, then.
Nah, just facts.
If we were to poll VR devs today, it will show that very little of them use VR Editor in any normal capacity.
Then, to bring Blueprint creation into that mix...
Like, why?
Can you give me any good reasons?
What are your pros?
"You can't just ask customers what they want and then try to give that to them. By the time you get it built, they'll want something new."
I dislike the guy, the quote is good.
Nah
I came here for information. This is an unproductive. Happy trolling.
He was just a really good communicator
Like, so good, he could sell you anything.
Same with Tim Cook
He mastered it good.
You came for information on a fake system that you wanted information on that would be stupid to implement.
I just happened to be the first one to see the message
ยฏ_(ใ)_/ยฏ
lol @pearl tangle
hmm, damn, I don't know anyone who uses the VR editor either lol
i use it for blocking out spaces. it's great for that
I guess the truth is the headsets just aren't comfortable enough yet for long term use like that, all-day
yeah, I could imagine
but it still needs a lot of work. the unity vr editor actually looks a bit better. more like playing a vr game
and I definitely would like to see the features developed more for VR editing
I definitely like the idea, jsut not that useful for me yet I guess, but I also haven't invested the time to get the controls in the VR editor down
yeah its tricky. thats why the unity 1 seems a lot easier. just walk over and pick up and item and move it somewhere else like you would in a game
Heh
cool, I've barely messed with Unity
The idea would have very very niche use
You are intentionally slowing down your dev time using VR Editor
i think there are a lot of uses for it once you get into it.
well, I'm open minded
And then add a BP Editor
I'll invest a bit more time and get more familiar with it
if you are looking at it from an indie perspective potentially. but when you have dozens of guys that are working on just level layout then jumping into vr to test then back out to adjust something slightly then back in etc etc its great to just throw a box up and go ok thats going to be a wall
TBH, I rather UE4 get Live Editor working first
Live Level Editor, or whatever it's called
Then I could see potential use in VR Editor
you mean like Simulate but with logic?
you don't need it to build the entire game but the initial blocking out of levels, for architecture usage and other use it's great if you get into it. I have used it several times to build things in, then just export the scene out as a 3d model to the designers to build in
not sure what that is
Unity has a plugin I think. Basically, you can be inside playing the editor, while the dev is actually making it up.
you mean like co operative level editing? so have 3 people in vr building a level together
ah, I see
Having coop VR Editing, that would be interesting and faster.
But just having one guy sitting in an HMD?
Also, non-VR users can still help out
yeah there is a multiplayer plugin type thing for object placement but the guy hasn't updated it in a long time
Which would increase efficiency
eek, I can only imagine all the sync issues ๐
But just locking it to one PC/HMD for Editing in VR Editor?
it only works for object placement essentially
it'd have to be built like a proper "game" with robust netcode
nah its nothing to do with vr
all it's doing is sending the position changes of objects its not that tough. just runs over a node server and uses sockets
ah, and actors are locked while being edited? I could see that
would be interesting, I still look forward to some fancier version control // collab tools for UE4 someday
using Git is slightly cumbersome sometimes
but I guess it is solid
gotta use git lfs
Plastic man
It's all about that Plastic
A version control that will help you develop new features in parallel, go distributed, merge in time, and never break a build again
OoO
I wanted to use the VR editor for a bit of level design. Adding foliage and such. Couldn't get it to work properly. Half the time the VR editor didn't get my inputs. Tried clicking and dragging menus and nothing happened half the time. Couldn't properly open sub-folders in the content browser, but it displayed 100s of assets previews at the same time, slowing down the editor and dropping frames. As much as I want to use it, doesn't seem to be developed far enough to be used properly.
I think that is the guy who did the Git for UE4 plugin
You'll probably fall in love
He did all the plugins for source control
Because...you know..Epic
lol
At least they took his PRs...
perforce is very 1991 to me, but hey what do I know ๐
I think they might not take this for awhile if they have a contract with Perforce
But hopefully not
never heard of plastic but i do like that diff display
Yeah, it's pretty badass
Everything?
haha
Think of this as Perforce and GIt having a baby
yeah git is not really suited for this stuff so well. I use git lfs and had to move from bitbucket to gitlab for the file size limit increase but it's still not enough so have to run custom builds to handle it since the size increases too fast even with lfs
I wish more people heard about it, but it is going to be awhile before more people incorporate it into their workflow
Because Perforce licenses...
Are so expensive
So, most game studios are not going to convert
It would be a lot of money wasted.
But newer ones
If they start out using this, then we'll start seeing a rise in popularity
definitely very interested, going to look at this in detail tomorrow, for now back to working ๐
omg
the branch GUI is gorgeous
and way more informative than what most git clients have hehe
Most Beautiful Baby Eva
i tend to use sourcetree and gitlab for our stuff still but definitely open to alternatives
Aye, I use SourceTree as a supplement
I heard GitKraken was decent too
But they charge...
ah, they have a free version now
yeah sourcetree has some annoyances with git lfs still too which can be a prick
Noob question here but is there a way to visualise chaperone bounds in editor (not in play mode)
@wide sluice Yes. You can grab the code for chaperone bounds from the VRTemplate
in 4.13
Because my bug report got it killed in 4.14
It's in the BPMotionController and it's one of the initialize commands/functions.
But you can use that in your actor as appropriate and set the mesh to be hidden in game.
Otherwise you can just put a box of the appropriate size into the VR character you're using and do the same thing.
Thanks @clever sky ๐
๐
you can also still just get the bounds themselves and then use that to procedurally generate stuff which is the more fun way to do things with it ๐
finally giving my rift + touch a go now
oh ive used it before. just never actually set my own up hah
Ah yeah
So, who's got RIP motion working and want to be awesome and give me some tips to get started?
@clever sky is the guy you want to talk to about that @granite jacinth
RIPmotion? That's not mine ๐
If you're talking about Freedom Locomotion VR, then my main tip is to walk on the spot by pushing off with the balls of your feet and landing on them too. Also you only have to lift the feet very slightly off the ground. Lifting your feet high doesn't help.
Yeah, I'm more worried about the math
If you'd prefer a lighter touch while using it, you can double click to activate touch to move - where you don't have to hold down the click.
Oh that. Well, that's something I'll leave up to other developers ๐ I know VRTK as an implementation.
its the velocity and distance change that you are interested in
Yeah. It's not hugely difficult. Just requires a lot of testing to dial in the right numbers.
Damn, I thought it was the left controller doing the work
Turns out it's the head
Controller only does the direction
yeah thats the better way for it. can combine with the controllers for it too if you want to give more factors in for the speed
@pearl tangle VSTS is great for git with git lfs
unlimited git and git lfs size and free for teams of less than 5
running everything through microsoft?
@pearl tangle what you mean with everything?
i mean vsts is the visual studio stuff right?
@pearl tangle yes, its from microsoft, VSTS is visual studio team services
anyone know if mixed reality movies are in 4.15?
I'm trying to make a shield held in the player's hand in a VR motion controller game. I can't quite work out the search keywords. I think it will have to do with a socket, and a pawn. Is each hand a separate pawn? do each of them have sockets?
?
Shield can be static mesh
add a socket in engine
where you want player to hold it
attach shield handle to motion controller mesh, ggwp
Or however you want to do it
I'm not sure what/why you think each hand is a pawn
Are you using the BP VR Template?
Even then, they should just be actors.
@paper hawk ^^^
err, yeah, pawn isn't right. Still not yet clear on actor vs pawn
I'll take that under advisement?
lol @wicked oak
But the most truth ever
I thought VR dev would be easier than reg dev
And sometimes, it is.
im serious, VR games arent easy to do. He has never opened UE4 until basically today, so the poor guy is just confused to the max
But most of the time, especially, when you're experimenting new "locomotions" or gameplay features....hard op
they are like regular games, but you have to deal with motion control trigger/physics/stuff
he doesnt know the difference beetween actor and pawn. he is clearly a newbie
Go watch Basics Tutorial first
yeah
I don't think it's horrible doing VR for your first game, but definitely should do tutorials. That's how I learned.
just follow the basics a bit to get your bearings
I don't see much of a difference between VR and not aside from minor things
?
once you know how to do stuff with basic blueprints and simple imputs, try VR
There is a huge difference between VR and Non-VR dev
except VR is much harder to debug
I watched lots of tutorials on how to do stuff in non VR to get basics though
Especially when you add things like Multiplayer
That is true
I am doing a 1v1 MP Vive game now for school
I have a VR pawn and a non vr pawn I use depending on what I'm working on.
I want to do RIP motion Locomotion
Anything that doesn't require VR like AI in most cases I test with the non VR pawn
It's not going so well so far lol
im building a DWVR patch that increases performance by 30%
my DWVR AI is similar to the one i had when DWVR was a normal PC game
i find run in place gimmicky as hell
Climbey took a few minutes, but I find it fun and engaging
Hmm, I find all of VR gimmicky, so we are in agreement
But, VR = $$$
Until AR takes over
Which won't be too far off in the future
I could care less about AR for games. I don't really care about playing games in the real world. I want to be in a fake world.
It will be cool when we get terminator like scans where we can look at people and get info though
yup, AR is the true future
VR has the issue of being isolating
AR can completely rolfstomp the smartphone market
and check how big that market is
Aye, Pokemon Go proved that
And the other game Ninacin whatever their name was had
Not sure how much sustainability Pokemon Go has atm, but I am sure the Summer profits alone will hold them over for years to come.
still a few years off
but we see progress
hololens and stuff
might be consumer ready in 2-3 years
Hololens is a joke
of course it is mate
thats why i say 2-3 years
I like stuff like Meta 2
Already sub-$1000
so basically hololens by not microsoft
Yeah, in a few years, we'll be seeing "consoles"
i want to go full steam ahead on AR once its nearer to consumer release
AR consoles
btw, it allways surprises me how sword art online stays relevant somehow
Yeah, I think I'm jumping on that also.
they releasing an AR movie soon
VR has been fun, but it's just....eh
I am tired of seeing all the same type of games for VR
one issues of AR, is that it has to be inside out positional tracking, and SUPER exact
becouse if its not exact, stuff gets dealigned
and also the whole "different focus" thing
I like to isolated in VR
I never liked playing games with someone, unless it's a split screen game
(Even then I'd rather play alone)
IMO "social" part of VR is overrated
how do i turn off unreal from auto starting steam vr
when i even launch new project
or a UE4 downloaded demo / game
I think Niantic made something like a billion dollars from Pokemon Go
Anyone know how to emulate vr?
Though Pokemon's IP was very much aligned with the whole AR game. It was a perfect fit.
@thedudefonz I don't know lol. I tried to
Best way to think about VR ATM is how TV's were in the late 80s lol
It's very early days, that's for sure.
I've been working for a company doing full scene photogrammetry.. down to millimeter lvl on entire scenes... VR is still not very convincing even at that captured lvl... Need to figure out mass PBR level capturing :/
The first thing three things I noticed with VR was: 1) has to be higher res 2) has to be lighter 3) must be easier to put on and take off - that means less wires / wireless etc.
Totally agree
And I'm no product genius at all.
Also hitting 90 fps is beyond hard
So I can only assume there's some very smart people who had to draw a line with the first version and say, 'Okay, that's good enough for now'
Is the reason they can't go higher res because of the technical limitations at the moment?
Driving those resolutions is beyond any current gen gpu
Ah
Well, maybe Nvidia or someone can sort it out quick-smart
For a reasonable price
Eye tracking and adaptive resolutions might help
Also.. nasty godray effect on current headsets due to lenses
My current VR project
?
Your textures / materials look great, is what I'm saying.
Oh.. heh
That in-game?
Of course
Well yeah now I'm depressed
90 fps super sampling 200%
What's the gist of the game?
Don't be.. I gave away an early version of it.. you'll see it's far more simple
Look up shrooms in unreal forum
It only took couple weeks while learning ue4... I'm newbie
It's only cool because it glows and is purple
Yeah, well that's what I'm really shite at.
I've neglected learning materials and textures. My other mate handles that
Well... Feel free to download and learn :)
Lol.. I barely knew what a lerp was when I made that
It's just one of those things I haven't bothered to learn until about a week ago.
That and mixing it with particle effects .
Any way to emulate vr?
what do you mean emulate vr?
i-m-a-g-i-n-a-t-i-o-n (c) SpongeBob
@trim python Best way to emulate VR is to wear a pair of snow goggles.
Like put it on my screen, so I don't have to buy a htc cice
Vr without a head set is just using your computer?
Bind the same events for a vr pawn to a fps pawn
Mordentrals plugin (search VR expansion plugin) does some cool stuff with it
you cant develop for virtual reality without having a headset. impossible to make something of quality by just guessing or trying to make your regular game vr
Your skill in debugging random UE4 bugs has increased (3)
Your skill in debugging random UE4 bugs has increased (3)
Your skill in debugging random UE4 bugs has increased (3)
๐
@trim python I would not recommend developing a VR game if you are not 'in' there yourself. You will be relying on guesswork instead of being sure stuff works. You will not be acquainted and familiar with what works and what does not in VR, both in design and tenchnical issues. Finally, you want to have tracked controllers for your hands, since most current users consider that an absolutely essential feature of VR, unless you are making like a driving or flying game.
I do agree that it is good to have a version that runs with fps pawn so you dont always have to be slapping headset on and off, and if you have a larger team not everybody has to have a headset.
yeah.. developing for VR is hard without a VR system... but it is do-able to some degree
Umm
Depends on what kind of experience you are trying to do
If you think you can dev for Rift/Vive without an HMD, you are dead wrong
Even lower end experiences, would be tough without actually having the hmd to actually feel what it would be like playing it. I personally don't think VR Preview or however you're doing it (since I don't think you can do VR Preview without an HMD, since mine doesn't turn on unless SteamVR is up) is proper playtesting
you can do cockpit games easily
for VR without a VR headset
after all, cockpit games are just ticking the VR checkbox + a few extra things
that for a game that will be a normal game, just adding optional VR support
think Elite or Dirt Rally
@eternal inlet did you manage to fix the loading thing with Level Streaming ?
yes
how ?
fade to black ?!
think that was all
once im done fighting with this damn particle effect im gonna post a small video i hope
u don't happen to know about particle emitters?
Wow thanks man for putting them all here ! I'm so noob about particles sorry
no worries i'll figure something out ๐
hope you get it to work
else watch out on my channel... i hope soon to have time to run through some of the stuff i've been building lately
cool , fingers crossed ... I was hoping to avoid Fade to black but seems like its nothing we can do about
don't need Fade to black really
ah but was it smooth ?
i made that function generic so it can switch things in and out on the run
so if i call it with Fade = False, it just switches
oh
trick for me was to dump a dummy variable on my pawn
that has a reference to another bp_actor
just any random
yeah but when you package a loading thing should pop up right ?
for reasons totally unknown this took away that 2 sec loading break i was fighting with
im pretty sure it's a bug
i built and tested like 100 times over the last 3 days
still need to do a few more though
lol that workaround sounds absurd
where i load a new part without hiding anything
yes i know
seriously weird stuff
chill man it's funny though ๐
hehe
Hey guys, minor question which I might've missed somewhere, but is there a way to show a separate camera on the game client from the HMD's view? A couple games like Climbey and Eleven give this option, and I know they're Unity, but was just wondering if that's a thing in UE
I saw one answerhub post about it, but no replies
sorry no, but if you figure it out, im also interrested in that ๐
@wise thunder basically, a networked player is the only option atm
So you have the vr player as the server and the camera is just a player as a spectator
I might check it out later. maybe tomorrow. Any particular thing you want to have tested?
cool
yes, i heard that the fov (stereo layers) was bugging out between level switches after some time
haven't been able to get it to bug out though
the climbing part is totally redone and i know for a fact it does some weird stuff now and then
but i wanted to redo it so i can basically climb any surface not obviously unclimbable, inspired by @clever sky
but everything basically because i refactored most of the locomotion logic because of the climbing remake
its all wip and concept stuff, so there's no real content in it
K, I'll give you some feedback after I've tried it. Not sure when that'll be though.
np, thanks again... no hurry ๐
im gonna be occupied with other stuff the next few days and soon gonna gather some findings from the recent week for some tutorials too
Hey @eternal inlet trying it out in just a few
@zenith charm awsome thanks man ๐
Bit offtopic but does anyone own those Vive Waterproof VR covers from vrcover.com? If so are they any good?
so i tried launching my game in vr and it was all wrong, lmao
glad it hooked up steamvr instantly though
might have to enable the HMD
Basically
oh ok
easier to clean as well
you just wipe the sweat off instead of having to basically wash it
Yeah I do a lot of demoing. Something like that would be good.
Yeah, thats what theyre made for
I just ordered them but im not sure about them so I was asking around, no one seems to have a set even though on r/vive it was spammed everywhere by people back mid 2016
i saw at a vr arcade in taipei they were using disposable face mask things. similar to the breathing type masks. just hook over your ears and cover around your eyes
Yeah
in arcades I think they would have to becuase of the sweat and if you dont wash your face regularly etc
yeah some bulk filth getting around
Thats why I dont like letting friends of friends use my vive
when i do events we just have antibacterial wipes on hand to give the headset a quick wipe over between people
but it is a tough 1 to figure out how to do in arcades. those face mask things look incredibly uncomfortable and I think they actually removed the foam from the headset and put a hard foam instead
that looks much more comfortable than the paper 1s they were using. how much was that for 100 of them?
thats the 1 i saw being used
or similar enough anyway
thats the one I grabbed, its mainly for myself. Queensland is sitting in the mid 30's (high 80s), and the standard foam basically absorbs all the sweat, its pretty disgusting so I need somethign easier
hah yep, im based in singapore so it's pretty much like living in a steam room
Yeah haha
now that I think about it, air con probably should have been my first investment
thats another accessory for HTC to sell.
- Better headset with earphones
- wireless
- portable headset air con
hah yeah that game was bloody annoying with that.
i was playing with my rift over the weekend for the first time. didn't realise how crazily hot that headset gets compared to the vive actually. starts giving me a headache after like 20 minutes even though the headset itself is more comfortable
Yeah
I was at a jam the other day and I thought the same thing
it seems to push the heat into the set
unlike the vive that pushes it out the front
feel the front of a Vive and it gets quite hot
yeah but I have had the vive running at events for 10 hours straight and its not even as bad as the rift after half hour
Yeah
well I only used it for about 10 minutes before I wanted to throw up
seated experiences are terrible
unless your character is physically sitting with you
yeah i don't touch controller based or seated VR anymore. but i just felt hugely restricted with the front facing only of the rift and small space to use compared with the vive.
Yeah, thats why I went for the Vive straight away
tried playing arizona sunshine on it and was pretty crap at it since I can't even turn around to shoot a zombie behind me. have to teleport away and rotate the teleportation direction to have the zombie in front of me. takes more focus than just shooting things
yeah i was trying out robo recall at epic a couple of months ago and i just kept losing tracking constantly
Yeah
thats such a good demo, to bad its a Rift exclusive ๐
Had to get ReVive to play it
especially since they will only develop with front facing cameras in mind since that's the majority of users setup and what oculus supports
nah this was the proper robo recall. not the train 1
ohh
few changes to it but very similar
im more interested in the knuckles controllers. seem like they are way better than both touch and vive wand
yeah
oh Zoltan, sorry just saw your question
checked myu amazon, it was 29.90 USD
after demos I've had people that wanted to keep wearing it, I see why, looks pretty fresh
@limber rose are they wanting to keep wearing it for a ninja costume or something?
lol, yeah, we call them "nina masks" when demoing to make it more fun ๐
Are you in a hurry or?
lol
id say slide and TP are the top two but the thing is its all personal opinion
the worst is forced movement
Yeah, I get the complaints about heat. I don't operate without my ceiling fan and AC on ๐
Which sounds wasteful, but actually it's better for energy, because the fan is 15 watts are full bore (it's a good fan), and the A/C is 1000+ W at full bore... so you run the A/C a little bit, and get the fan helping to improve the cold air circulation and do some wind chill.
Without at least the ceiling fan, VR would be unusable for me! (well, at least difficult to use).
Yeah I'd kill my machine if not for A/C at certain times
Well maybe not kill it - maybe shorten it's potential life span.
For the Vive foam pad... I've been using my Gear VR foam pad. It's pretty great. It's less sweat absorbent than the Vive one, but also dries quicker (I don't get the sensation of putting it on my face after I've set it down and having cold wet sweat pressing into my forehead). It's also thinner (gives more FOV) and it blocks light leakage from around the nose.
Yeah, my PC is a bloody 1000W space heater.
Ok, maybe not running at 1000W all the time, but it's definetly eating 100-300W pretty consistently.
Plus the monitors.
My own body heat. Big ass windows where sun shines directly in for a good portion of the day.
No insulation.
Or poor insulation.
So you work in a furnace
Nah ๐ it's pretty good with the fan/ac combo.
Without it, yes.
On the flipside, I don't need a heater during winter.
Can even set the fan in reverse to blow warmer air back down.
What ya working on now Zap?
Improving my locomotion stuff.
Doing a comfort mode system that users can tweak.
It's working well. I think I'll have it on by default.
As opposed to the current public release, where the comfort mode is... well, it works, but it's not great.
Yeah, a few tricks to help reduce vection
That's a seperate issue; I'll be doing a calibration function so that users can dial in their initial settings.
You can already tweak it now
But people not navigating to the menu and playing around with it to find what works for them.
That's an important part too - because it seems the CAOTS work really well for some people, and for others the walking stuff is almost broken.
Because they walk funny. Or at least they walk on the spot without much head motion.
you got a new demo out of your locomotion yet @clever sky
@pearl tangle Not yet. Still gotta update a few things. Hopefully get it out next week. Then work on Rift compatibility and do a relaunch on Steam.
you got a rift yet? Im going to bring mine back to the office and take a vive home instead for multiplayer gaming. can't handle the heat on the rift and the small tracking space
Yeah, I do. Haven't used it that much tbh.
Mainly because I spend most of my VR time actually developing ๐
But I suspect once I'm messing around with the Rift version, the Vive will sit unusued for a bit.
you got the touch with it too right? Shouldn't make too much of a difference to your stuff really
Yeah.
Well, I'm going to make sure the Rift version is optimized for front facing.
So users will have to get used to grab turning a lot more.
Maybe also include an alternative turn function.
yeah i found that really annoying playing arizona sunshine yesterday
too used to having full freedom with the vive
just need to tape 1 of the vive trackers to the rift controllers I think :p
I hope for the sake of the Rift, Oculus get on board with lighthouse tracking.
seems highly unlikely
Even just screw mounts as an option
https://www.youtube.com/watch?v=Ku9gjx5ECuY inside out tracking is probably going to be their goal
Because damn, once tracked accessories start taking off in the ecosystem
And the Rift is left behind...
It'll be difficult to look past the range of options afforded by the Vive
well it also means spending a lot more money on stuff with the vive
definitely whichever good gun controller comes along first will steal a lot of the market share. the tracker is quite interesting too in that it actually transmits commands from the controller it's connected to so things can add extra buttons and sensors and whatnot but use the 1 api
Nice. Yeah, once people start buying into the ecosystem
They get locked in.
Which is the same strategy that Oculus is trying to employ.
But kinda almost more cleverly - by making the lockin through tangible technological reasons.
yeah it would be interesting to see how Oculus is going with the store sales compared to steam. they almost had the right implementation with it. definitely smoother and easier than steam to have things going but their store is just too annoying and lacks too many features that people have become reliant on in steam
I still kinda wish someone would do a Playstation Home style connective portal
I mean, HTC kinda had the idea, but they didn't really commit. Just half assed chill out/launch portals.
yeah that all seems cool but when you make it more effort to do something just because it's cool then it doesn't really work that well. clicking on a screen is easy and people are used to it
having to walk down a hallway and open doors and shit takes a lot more effort
That's true. Needs to be completely optional.
Mainly as a way of making VR feel more metaversey/social.
we are trying to figure out a way to do something like that for our showreel type demos. but since we have built things in different versions of unreal, or want to just play a video or maybe a unity application it's tough. need to just build a software launcher type thing but haven't figured out a solid way to do it yet. the Steam VR playlist thing is the closest so far
Funnily enough, Playstation Home was actually a profitable enterprise for Sony, even though it only ever ended up appealing to a niche of users.
Selling crap for your avatar and virtual (not VR) houses was compelling for enough people.
So I can only imagine how well that'd do for actual VR ๐
thats the whole reason second life exists
and why dota 2 and tf2 and all those things make a shitload of money. people put a lot of money into hats and crap
Absolutely.
thats why valve doesn't need to even bother making games anymore. billions in hats
Well, I think the thing we're talking about is kinda inevitable, as far as a low-rent metaverse goes ๐
Precedent already established. Just need to connect it up to a marketfront. Or maybe if third party, multiple marketfronts.
facebook will come out with it soon enough im sure
Not sure how the back end would work though... loading from the home style app to another VR app - probably unload the home app, leave a background process up, and execute the new app normally.
Then when you unload, you load back into the home app. Sounds like a bit of a hassle. But you could also have a stay resident in memory option for people with a lot of ram.
i think some steam modification stuff will be the way to pull off what i need for my "portfolio app" type thing. they allow for integration with big picture and stuff for 2D 1s, just need a hub that works like the vive home thing for it
Yeah.
just looks like a tech demo for $6
and without gameplay?
and more on obtaining speed.
There's about 10 levels
About the same state that Climbey was in when first released.
But with inferior presentation.
And some critical basics missing.
(i.e. a menu that lets you quit back to the level select after you've started a 'mission').
clever
At that comment about it looking like a tech demo for $6, most VR games do
@void parrot most other games will actually put a game part to it though
True
but most of them look like tech demos and are quite boring, which is what ive seen be the reason people wont buy HMDs
yeah thats where oculus had a bit better go at it with the touch launch. I only purchased the climb and superhot on there since they were the only 2 non free games that seem any good
oculus funded it's development so probably at least a 6 month deal before coming out on steam
still a dick move
why?
becuase the one thing a system so small doesnt need is exclusivity
its what fucks consoles
and what will destroy VR if they keep it up
Valve - "Well fund, you pay us back for the HMD's on a certaint percentage. Release on Rift as well!"
Oculus - "Well fund you... but you cant release on any other HMD for X amount of time"
developers need money to make money somehow, everybody bitches about the exclusivity stuff but its only timed exclusives for most things anyway so it's not that bad
better to have the stuff being developed at all, which probably wouldn't happen for a lot of stuff if they weren't paying for it
that doesnt matter, exclusivity at all is a terrible idea. They do need funding and i'd be happy to Kickstart, or they could go to an indie publisher that lets you keep the IP... theres so many other choices over Oculus
Splitting such a small market is stupid
kickstarter is dead. nobody is going to give somebody a million bucks to do a good vr game like a publisher can
and they are trying to get people onto their store, they don't care as much about the hardware. not really sure how else oculus is going to survive if they don't get people coming to the oculus store
i will still use steam personally but i can't think of any way of oculus to compete
how else will oculus make money then? they make next to nothing on hardware
Why try compete with the biggest PC gaming market? just integrate with it
then they dont make money
By forcing users to use their system apparently
yeah they make money from the software sales. but they can't do that if everybody uses steam instead
I can understand them using their site, but I will never understand the exclusivity. Its such a small market, splitting it into a 75% vive, 25% Rift community is such a bad idea
Give vive support but lock the game to the Rift store...
"Has Vive support - Must buy via Rift Store - Steam Release (6 months from now)"
thats what they have done now. they removed the hmd lock for revive on there. but then they only make the sale at all if its an exclusive, otherwise all vive owners would purchase through steam
I have to agree. Both companies should not be looking to kill the calf.
@void parrot Valve says they'll help fund devs. They actually haven't funded any devs yet - unless you call letting the Budget Cut guys and the Onward guy work at the Valve HQ for a few months to be funding.
Simple reality is, most of the exclusives that Oculus fund either wouldn't exist, or wouldn't exist with the degree of content and polish that they're been released with as early oculus exclusives.
So I guess when it comes down to - would you rather have some timed exclusives, or would you rather not see the content...
That's a more difficult choice to make.
I mean, it'd be great to see quality VR content for all major systems on relative parity, so that consumers get the best choice of what system to go with and what games to buy. But consumers aren't digging deep into their pockets to fund that stuff.
And Valve appear to be too busy creating their own first party VR titles.
working at valve hq sounds great 0-0
I'm not shilling for the Rift here. I'm just saying that the situation is the way it is because there are economic realities to contend with. Oculus subsidizes development for the hope of securing a larger bit of the VR market pie.
Isn't there Vive dev grants too?
Vive X accelerator.
Not quite a dev grant. They ask you to go to a few select cities to get help and mentorship
if you qualify.
Yeah just googled it
not something imma especially go after
There's always the hope of getting an Epic Grant.
Plus lots of games (Elite, Star Citizen, etc) have been funded through kickstarter
The only grant out there that's 'pure' and unconditional is the Epic grant.
well, pure and unconditional for an Unreal dev.
But that's not a VR specific grant.
Have you checked for grants in your local area?
Yeah. They stopped doing them a few months ago.
Now they do things like accelerator programs. Might be worthwhile, but I probably don't meet the requirements yet.
i.e. mulitple founders, seed funding, etc.
Also not VR specific.
You might broaden your search to just general Video Game Grants
If Australia offered something like that, that'd be awesome.
I'm doubtful though!
The city I live in isn't exactly known for been tech oriented, much less gaming oriented.
The bloody VR meetup here shut down after 2 meetings.
victoria and nsw government did before
it's actually what got indiedb/ moddb off the ground before
there is still quite a bit of stuff going around for it but it's tough to find
kickstarter is pretty useless now. vr is too niche of a market to get decent funding through there. i personally wont touch anything on kickstarter anymore after too many failed hardware backings which have wasted me thousands
I agree with everything Zaptruder has said. We have been looking for funding for 2 months now. Our only hope is Oculus exclusive and maybe Unreal dev grant. Most are not interested in VR at all. Supposedly Vive Studios was built to also partially fund projects, but there is no way to contact them at all.
yeah vive is more focussed on china at the moment. its a bigger market than the rest of the world combined
^ add localization and you've just reached a huge market
yeah more investment is going into VR in china than anywhere else in the world
Yeah, I'm going to have to pitch hard to the right people to get traction ๐
Side question: Is there anyway to make 3D widgets not depth test?
thats the idea behind the stereo layer stuff right?
Hmmm. Is it possible to make stereolayer interactive?
Actually nope. I'm not going down this road again.
I'm going to let stereolayer mature.
Just live with occludable menus ๐ which is kinda nice
Because they don't break your eyes.
i made stereolayer interactive
Nice
by rendering a Widget into a texture, and using that texture as the renderlayer
but it didnt have alpha
sooooo
Oh
yeah, i couldnt make it do alpha
for transparency
so those rendered into texture widgets were black background
and a hud without alpha is not that much useful
well if its a 3D widget then it can work
๐ฎ
ive allways thought of how cool, can a D&D game be if the players arein VR and they are AS the characters
the DM can possess random NPCs, or talk with "voice of god"
technical illusions has their thing too. the ex valve guys doing the augmented reality stuff
in fact, its one of the ideas ive been thinking about
but its too big for me to do alone
some RPG coop game where one of the players acts as the master
and mimics classic D&D/neverwinter stuffs
i had played around with those concepts for multiplayer type stuff. 1 I wanted to build was a VR bomberman which was 5 player. 4 people in omni treadmills playing as regular bomberman guys and a 5th player as god who would see the topdown view and be able to mark things on walls with pen or lean in and whisper in peoples ears
@pearl tangle - I am really looking forward to CastAR
will be interesting to see how they compete against microsoft
Totally
looks like they are getting a lot of good staff in there
Just uploaded a few findings on 3 seperate videos if anyone find them usefull: https://www.youtube.com/watch?v=3RLy19G1vcc
Btw, anyone else had a chance to test out my demo project and found some bugs?
@eternal inlet Thanks
uw ๐
Guys
I have a curious bug in packed game in VR
When i pack a project to VR the screen is only black. But is still running because I can hear the audio.
In editor I can use VR anytime.
In packed VR I can't see the console, and in normal mode I can.
Thats occured today.
Anyone knows why could be?
hey guille, when you're using VR preview the game does some stuff for you, which it doesnt do when packaged
try running the console command "stereo on" when your first map launches
put it in the level blueprint beginplay event
consolecommand, "stereo on" (without quotes)
should do the trick
I do all this
but I solve this
Was that
Initially Loaded, I set to true and stop working in packed
@eternal inlet Hey thanks for the videos, gonna check them all. just a quick question :
I'm trying to make this FOV tunneling for my BP_Pawn and I saw that you did that in one of your WIPs but didnt see the blueprint. would like to know how you made that ?
@wicked oak how is dungeon crawler going ?
@dusky moon i use Stereo Layers with a material rendered on to it using a canvasrendertarget2d. The material is super simple with just a radial-something node (forgot the name) and a parameter to control radius. @clever sky also did this, but uses an even simpler and maybe better approach, by using a plane in front of the camera with a material that ignore depth. Havent recreated this myself so cant get more specific than that
Hope that will get you started
@wicked oak i had a quick go at rendering a widget to a stereo layer. As i recall, they had transparency. However i could not get them to replace the stereo layer, and match up. How did u do that?
@mighty carbon im trying other ideas. I really have a cool thing on the dungeon crawler, but i need a game that can be done on PSVR
its where the money is
anyway i dont really have the budget or the team to do the dungeon crawler justice
๐ฆ
@wicked oak but when you're used to vive roomscale, isn't PSVR feeling very... limiting?
yes
but $$$
im preparing VRmultigames "definitive" edition, for PSVR, to pitch it to publishers
but I don't think I would have fun making a game where I would constantly feel limited by the tech
its still better than DK2, remember that
I started VR with the vive
DWVR PSVR version is equal to PC version, just at lower FPS and you cant turn around
but i made DWVR to be playable as that, so no issues
I once tried a DK1 on cebit, but that was the only time I used VR before I got my vive
but no joysticl ๐ฆ
that is really missed
both vive and oculus have joystick or trackpad
that work similar
has sony any plans on improving tracking stuff?
nope
so, releasing new move controllers?
but they have said that PSVR "can be improved"
so gen 2 might actually even happen
the headset is solid
i have tried it with insane render resolution
and it looks better than vive or oculus
just worse FOV and lenses
but the "center"
does look better
there is NO screendor
it has more subpixels, so it has to look better
Guys I want to make a Spline Track that my VR Pawn can only go Forward/Backward on it ... Any Blueprint Suggestions ?!
By March 1st 2017, every title in the Oculus Store will be assigned through the International Age Rating Coalition (IARC) rating process. IARC is a globally streamlined age classification process for digital games and mobile apps. In a recent entry on their Developer Blog, the Oculus Team announced that the Oculus Store has moved to โฆ
hmm
ahh, it's free !
@wicked oak https://www.youtube.com/watch?v=bGn4e8k2_pM another competitor
That comic book style looks pretty cool. Reminds me a bit of Borderlands. There was this cool comic like shooter game that came out in the early 00's I forget the name of it though. XIII
yeah
@mighty carbon engine content
play what?
@mighty carbon where can I buy that chair ๐
I have 2 left in stock
I couldn't find any info on that site on how much they cost or if you could buy them as a consumer
I'd love to play DCS World in one of those
Those gotta be at least like 10k though
no age ratings before?
so we missed the chance to beat zombies to death with dildos
@wintry escarp nah you didn't miss that. You can play this which is pretty close http://store.steampowered.com/app/547850/ ๐
Sorry linked to wrong game I meant this one http://store.steampowered.com/app/572000
has anyone tried 4.15P1 with VR?
I just updated, and only the left eye renders anything close to how it should look like
right eye is rendering in a strange monochrome way
fix commited an hour ago. and I spent the last 40 minutes with trying to figure out why its broken ๐
ooh monoscopic far feld rendering could be an interesting improvement. they mentioned that in the answerhub response and said they were looking into it, didn't expect it to come so quickly
aww its only as an alternative to multi-view
@granite jacinth whats the motion controller replication bug that you mention on there?
@pearl tangle Where the server controls all controllers
oh right network replication
Yeah, I guess I should have been more specific
for some reason my brain just jumped to it physically replicating this morning hah
need to have my coffee
I think most people knew what I mean though
hah i would assume so. once i have my coffee I wouldn't have been that stupid either :p
There are workarounds, but it would be nice if they just freaking fixed it properly
(would have been fixed had they had a VR multiplayer game)
i know they have been doing some work on a multiplayer VR template but robo recall is just single player so they haven't focussed on it too much. I think in the enterprise space a couple of clients are needing it though