#virtual-reality

1 messages ยท Page 74 of 1

mighty carbon
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@raven halo what are you working on ?

raven halo
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a short GearVR project and also another bigger project that we are trying to find funding for

mighty carbon
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got something to show ?

raven halo
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not yet

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but by the end of February I should be allowed to start sharing some stuff ๐Ÿ˜„

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I can't wait

full junco
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@raven halo have you tried the bloom changes from konflict?

raven halo
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I haven't

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so what happened was that I added these parallax corrected reflections and performance wasn't good anymore, even with bloom off

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so I had to pick between reflections or potentially a cheaper bloom

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so I said fuck it

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I need the reflections more than I need the bloom

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(in my particular case)

full junco
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ok

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@wicked oak have you tried it already?

wicked oak
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no

mighty carbon
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it still boggles my mind how can static mesh instancing be so screwed up for mobile platform :/

full junco
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does the hardware support instancing?

mighty carbon
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so, yeah, it does

full junco
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ok

eternal inlet
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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?

dusky moon
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@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

eternal inlet
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But theres gotta be a way to preload it? To avoid that pause?

dusky moon
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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

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that's pretty annoying and it happens in most of the VR experiences.

eternal inlet
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Odd..

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Im prettt sure it was working better uesterday

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I'll experiment some more tmr

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Thx for the input ๐Ÿ‘๐Ÿผ

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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

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I'll post again tmr if i come up with something usefull @dusky moon

dusky moon
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@eternal inlet yes please! my VR projects are totally based on Streaming levels and I'm becoming super sensitive to have a smooth experience

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and True , packaging is a whole new paradigm in dev lol

granite jacinth
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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.

real needle
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how long does a hardware request from oculus take to get a response?

still marsh
wise thunder
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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 ๐Ÿ˜ฎ

dusk vigil
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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

wise thunder
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He said he had 2 vives in the video, guessing he had 2 controllers on his feet

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I was just wondering for the in-between ๐Ÿ˜›

dusk vigil
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Ahhh

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I missed that bit

wise thunder
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But looking at some of the replies, it would seem they aren't, which is cool

dusk vigil
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Processing power is so crazy nowadays.

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I went to Helsinki's first VR arcade today

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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

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"Less is More"

wise thunder
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Yeah, some of those gloves they were showing off at CES actually look really cool

digital marlin
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hrmm

wise thunder
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And the lighthouses being passive means you can pretty much put whatever you want into play ๐Ÿ˜„

digital marlin
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yeah vives on his feet?

dusk vigil
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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

digital marlin
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I think full body opens up a lot more possibilities commercially.

unique notch
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yeah - first thing that our clients do in VR is try and kick something

digital marlin
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this guy gets it ^

dusk vigil
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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

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Anything with hit points, further continuity feels like you are just wiggling hands/feet/weapons in thin air

clever sky
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@dusk vigil Which melee combat games have you tried in VR?

dusk vigil
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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

clever sky
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Fair enough.

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I quite enjoyed Raw Data sword fighting.

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Although it's less sword fighting and more just... bashing.

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Melee fighting stuff is one of those areas that I'd like to figure out after I get this locomotion stuff sorted.

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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.

dusk vigil
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noted, will put it on my shopping list

pearl tangle
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@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

clever sky
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Fair call.

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What's the worst bit? Lack of tactile contact?

pearl tangle
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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

clever sky
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Or do you think it just hasn't been done right?

pearl tangle
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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

clever sky
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I remember strapping my Vive controller to a bokken for ZenBlade.

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That was good fun!

pearl tangle
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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

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oh yeah zen blade was good fun

clever sky
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But yeah, the physicality of the controller itself isn't conducive to good swordplay.

pearl tangle
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my mum was shit with it so i took her outside with my real katana to teach her how to use it hah

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i tell people to use 2 hands with it like a proper sword and they start to go better

clever sky
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Hahaha. Alright mum, you're going to use this real katana as practice for virtual katana! ๐Ÿ˜„

pearl tangle
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i play it by putting it back in the sheath every swing

clever sky
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Hahah. Nice. Do you attach the controller to a boken or similar too?

pearl tangle
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similar...

clever sky
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The real one. hahaha

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Just hope you've got plenty of clear space!

pearl tangle
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my katana's are all back in australia but I have this nice hand made burmese sword over here which fits rather nicely hah

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it's a bit more like a straight wakizashi so its ok

clever sky
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Yeah. As long as the balance is roughly there.

pearl tangle
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good to train muscle memory when you can't actually see the sheath hah

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not something i would advise to do at home :p

clever sky
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But yeah. I tried to make my swords good in Freedom, even though it's not really about that.

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The angle and speed of attack matters (causing more damage)

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Can't just waggle it.

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And would definetly need a way to emphasize appropriate zoning and distance for a melee game.

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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).

digital marlin
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weight is the issue I think.

pearl tangle
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yeah its more like playing a wii game

odd garnet
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I just have a delay on my sword

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That way they can't "spam" wiggle it

pearl tangle
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a delay on the effective hits of it you mean?

odd garnet
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Yeah

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Not an overall delay lol

pearl tangle
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hah yeah i was thinking that would feel very weird

odd garnet
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It works tho. Multiplayer is coming along despite bugs

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If anyone else is using Mordentrals OpenVR plugin and are doing networking let me know

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I'd like to riff ideas on how to get it to work with you

tawdry dragon
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it offsets the controller meshes, but the pivot/rotation point stays correct on the client

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while everything is perfect on the server

native cedar
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does forward renderer work with distance field? Anyone tried that?

wicked oak
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i havent tested it

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i avoid distance fields like the plage

mighty carbon
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maybe Epic can do something about it

urban shell
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instances never worked on mobile to begin with

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you have to create groups of foliage and combine them into a single static mesh, and then create lods

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it's a hardware limitation from what i understand

mighty carbon
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bs

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Open GL ES2.0+ supports hardware instancing

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Unity does it

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It's just broken and Epic never bothered to fix it

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Even Oculus reported it to them and they just shrugged it off

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because, you know, it's not used in Paragon

urban shell
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but if i ever enable hmd or metal, my phone overheats, so i stay away from that, lol

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errr....not hmd, i mean mobile hdr or metal

mighty carbon
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that's false info

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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

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and not because hardware doesn't support it

urban shell
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ok, well, my iphone 5s overheats. i guess newest generation does?

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didn't protostar demo use metal, gpu accelerated stuff, etc?

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bah...looking back and confusing all my mobile stuff...coffee still kicking in. note 4. gearvr with a note 4. not iphone.

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which is old in today's measure of tech time anyhow.

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but anyway, logged in to ask a question. anyone using the vr template?

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crickets

mighty carbon
urban shell
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we could already do that with a kinect integrated

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imo the sensor should do the work. shouldn't require more controllers

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@mighty carbon you have a second for quick question about the vr template?

mighty carbon
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I don't use it

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I used FPS template to create my own Gear VR specific template

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(and I don't have desktop VR hardware anyway)

urban shell
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i didn't either. was trying to implement some code from it, but was running into issues. all good anyhow

mighty carbon
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I think it was designed for desktop VR

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maybe that's why you are having issues

clever sky
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Hey sp0rx, you're not from neogaf are you?

urban shell
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@clever sky nope, why?

clever sky
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No worries. There was a guy there for years and years called sp0rks

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He was a photographer though.

urban shell
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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

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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

mighty carbon
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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 ...

eternal inlet
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lol i have a super weird packaging issue with vr

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(still have that issue yes)

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but figured out a way to make it work, but no idea why it works

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so i was doing these switches between possessed pawns during level switching with streaming levels

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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

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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

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if i replace that dummy pawn with an instance of my main pawn, it loads perfectly as it should

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i have absolutely no idea why this would change anything... anyone got ideas?

eternal inlet
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heh, found the reason

storm vortex
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@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.

mighty carbon
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yep

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but, you can get unlocked Pixel from Google (GSM) and use it with AT&T or T-Mobile

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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.

wintry escarp
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of course sales are disappointing, almost no phone runs nougat yet or is certified

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main thing next gear vr should drop is having to plug it in

odd garnet
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Developing

mighty carbon
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@wintry escarp so, how are you going to access IMUs and other stuff they put into HMD ?

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you have probably read that Daydream drifts and that you have to reorient it from time to time

eternal inlet
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@mighty carbon you were dealing with load delay during streaminglevel switching too for packaged game?

mighty carbon
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yep

mighty carbon
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I am still dealing with it ๐Ÿ˜›

wintry escarp
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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

wicked oak
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nope, that stuff uses a lot more energy

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its just wasteful

mighty carbon
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@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.

wintry escarp
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Bluetooth dongle for what?

eternal inlet
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i think i found a solution... totally farfetched though

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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

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so for me, i have a loading level with a dummy pawn with just a camera

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but if i on that pawn add a variable that points to some random other blueprint actor, then it loads fast

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if i take it away, it dumps me in the default screen for 2 secs before proceeding

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completely and utterly random if u ask me

paper hawk
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does anyone know if unreal is going to port their blueprint system into VR

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something like SoundStage? (not audioshield)

granite jacinth
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@paper hawk what?

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Like VR Editor?

paper hawk
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err

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sorry soundstage

granite jacinth
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But BPs in VR?

paper hawk
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not audio shield

granite jacinth
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Why

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VR Editor is already bad

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I don't want them wasting anymore time on dumb shit

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9/10 VR Devs Approve

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We are already at the point where the community devs are doing more for the editor than the actual devs that get paid do.

paper hawk
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I see, I take it you would very much like your opinion to be the dominant one, then.

granite jacinth
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Nah, just facts.

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If we were to poll VR devs today, it will show that very little of them use VR Editor in any normal capacity.

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Then, to bring Blueprint creation into that mix...

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Like, why?

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Can you give me any good reasons?

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What are your pros?

paper hawk
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"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."

granite jacinth
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And can you state any cons?

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Dumb quote by some dumb guy

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Who is dead

paper hawk
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I dislike the guy, the quote is good.

granite jacinth
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Nah

paper hawk
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I came here for information. This is an unproductive. Happy trolling.

granite jacinth
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He was just a really good communicator

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Like, so good, he could sell you anything.

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Same with Tim Cook

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He mastered it good.

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You came for information on a fake system that you wanted information on that would be stupid to implement.

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I just happened to be the first one to see the message

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ยฏ_(ใƒ„)_/ยฏ

pearl tangle
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nfc cant transfer data

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ah new messages that discord didn't load in till later hah

granite jacinth
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lol @pearl tangle

limber rose
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hmm, damn, I don't know anyone who uses the VR editor either lol

pearl tangle
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i use it for blocking out spaces. it's great for that

limber rose
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I guess the truth is the headsets just aren't comfortable enough yet for long term use like that, all-day

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yeah, I could imagine

pearl tangle
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but it still needs a lot of work. the unity vr editor actually looks a bit better. more like playing a vr game

limber rose
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and I definitely would like to see the features developed more for VR editing

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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

pearl tangle
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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

granite jacinth
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Heh

limber rose
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cool, I've barely messed with Unity

granite jacinth
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The idea would have very very niche use

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You are intentionally slowing down your dev time using VR Editor

pearl tangle
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i think there are a lot of uses for it once you get into it.

limber rose
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well, I'm open minded

granite jacinth
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And then add a BP Editor

limber rose
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I'll invest a bit more time and get more familiar with it

granite jacinth
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What about hotkeys?

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I mean, really, you are severly limiting your workflow

pearl tangle
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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

granite jacinth
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TBH, I rather UE4 get Live Editor working first

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Live Level Editor, or whatever it's called

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Then I could see potential use in VR Editor

limber rose
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you mean like Simulate but with logic?

pearl tangle
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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

limber rose
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not sure what that is

granite jacinth
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Unity has a plugin I think. Basically, you can be inside playing the editor, while the dev is actually making it up.

pearl tangle
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you mean like co operative level editing? so have 3 people in vr building a level together

limber rose
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ah, I see

granite jacinth
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Right

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So, if they expanded upon that

limber rose
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I think there is already a plugin for UE4 for that

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never used it though

granite jacinth
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Having coop VR Editing, that would be interesting and faster.

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But just having one guy sitting in an HMD?

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Also, non-VR users can still help out

pearl tangle
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yeah there is a multiplayer plugin type thing for object placement but the guy hasn't updated it in a long time

granite jacinth
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Which would increase efficiency

limber rose
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eek, I can only imagine all the sync issues ๐Ÿ˜„

granite jacinth
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But just locking it to one PC/HMD for Editing in VR Editor?

pearl tangle
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it only works for object placement essentially

limber rose
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it'd have to be built like a proper "game" with robust netcode

pearl tangle
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nah its nothing to do with vr

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all it's doing is sending the position changes of objects its not that tough. just runs over a node server and uses sockets

limber rose
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ah, and actors are locked while being edited? I could see that

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would be interesting, I still look forward to some fancier version control // collab tools for UE4 someday

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using Git is slightly cumbersome sometimes

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but I guess it is solid

pearl tangle
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gotta use git lfs

limber rose
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the large file one?

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yeah we do

granite jacinth
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Plastic man

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It's all about that Plastic

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limber rose
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OoO

graceful junco
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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.

granite jacinth
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You should

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It's the next best thing in VSC

limber rose
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oh wow

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fantastic, and that plugin already exists

granite jacinth
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Aye

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TRy it out

limber rose
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I think that is the guy who did the Git for UE4 plugin

granite jacinth
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You'll probably fall in love

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He did all the plugins for source control

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Because...you know..Epic

limber rose
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lol

granite jacinth
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At least they took his PRs...

limber rose
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perforce is very 1991 to me, but hey what do I know ๐Ÿ˜„

granite jacinth
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I think they might not take this for awhile if they have a contract with Perforce

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But hopefully not

pearl tangle
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never heard of plastic but i do like that diff display

granite jacinth
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Yeah, it's pretty badass

limber rose
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damn

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what are the pros over git for example?

granite jacinth
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Everything?

limber rose
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haha

granite jacinth
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Think of this as Perforce and GIt having a baby

limber rose
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oOoO

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that sounds good

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I love it already haha

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omg

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I just understood

granite jacinth
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Plastic Gluon is probably one of the best features

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Yeah

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I just said that

limber rose
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I just saw a diagram

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I understand now ๐Ÿ˜„

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this is super rad

pearl tangle
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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

granite jacinth
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I wish more people heard about it, but it is going to be awhile before more people incorporate it into their workflow

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Because Perforce licenses...

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Are so expensive

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So, most game studios are not going to convert

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It would be a lot of money wasted.

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But newer ones

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If they start out using this, then we'll start seeing a rise in popularity

limber rose
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definitely very interested, going to look at this in detail tomorrow, for now back to working ๐Ÿ˜„

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omg

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the branch GUI is gorgeous

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and way more informative than what most git clients have hehe

granite jacinth
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Most Beautiful Baby Eva

pearl tangle
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i tend to use sourcetree and gitlab for our stuff still but definitely open to alternatives

granite jacinth
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Aye, I use SourceTree as a supplement

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I heard GitKraken was decent too

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But they charge...

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ah, they have a free version now

pearl tangle
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yeah sourcetree has some annoyances with git lfs still too which can be a prick

wide sluice
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Noob question here but is there a way to visualise chaperone bounds in editor (not in play mode)

clever sky
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@wide sluice Yes. You can grab the code for chaperone bounds from the VRTemplate

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in 4.13

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Because my bug report got it killed in 4.14

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It's in the BPMotionController and it's one of the initialize commands/functions.

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But you can use that in your actor as appropriate and set the mesh to be hidden in game.

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Otherwise you can just put a box of the appropriate size into the VR character you're using and do the same thing.

wide sluice
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Thanks @clever sky ๐Ÿ˜„

clever sky
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๐Ÿ‘

pearl tangle
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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 ๐Ÿ˜ƒ

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finally giving my rift + touch a go now

clever sky
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Yeah ๐Ÿ˜ƒ

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Cool. Give us impressions when you're out

pearl tangle
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oh ive used it before. just never actually set my own up hah

clever sky
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Ah yeah

pearl tangle
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wow that is hot compared to the vive

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its more like wearing a gear vr

granite jacinth
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So, who's got RIP motion working and want to be awesome and give me some tips to get started?

pearl tangle
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@clever sky is the guy you want to talk to about that @granite jacinth

clever sky
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RIPmotion? That's not mine ๐Ÿ˜›

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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.

granite jacinth
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Yeah, I'm more worried about the math

clever sky
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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.

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Oh that. Well, that's something I'll leave up to other developers ๐Ÿ˜› I know VRTK as an implementation.

pearl tangle
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its the velocity and distance change that you are interested in

clever sky
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Yeah. It's not hugely difficult. Just requires a lot of testing to dial in the right numbers.

granite jacinth
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Damn, I thought it was the left controller doing the work

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Turns out it's the head

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Controller only does the direction

pearl tangle
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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

full junco
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@pearl tangle VSTS is great for git with git lfs

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unlimited git and git lfs size and free for teams of less than 5

pearl tangle
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running everything through microsoft?

full junco
#

@pearl tangle what you mean with everything?

pearl tangle
#

i mean vsts is the visual studio stuff right?

full junco
#

@pearl tangle yes, its from microsoft, VSTS is visual studio team services

mighty carbon
#

@wintry escarp BT dongle to connect phone to your PC

#

meau

noble crater
#

anyone know if mixed reality movies are in 4.15?

paper hawk
#

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?

granite jacinth
#

?

#

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 ^^^

paper hawk
#

err, yeah, pawn isn't right. Still not yet clear on actor vs pawn

wicked oak
#

make non-vr games

#

you are just complicating everything more

paper hawk
#

I'll take that under advisement?

granite jacinth
#

lol @wicked oak

#

But the most truth ever

#

I thought VR dev would be easier than reg dev

#

And sometimes, it is.

wicked oak
#

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

granite jacinth
#

But most of the time, especially, when you're experimenting new "locomotions" or gameplay features....hard op

wicked oak
#

they are like regular games, but you have to deal with motion control trigger/physics/stuff

granite jacinth
#

Oh, @paper hawk You just opened up UE4? wtf

#

Why are you even here?

wicked oak
#

he doesnt know the difference beetween actor and pawn. he is clearly a newbie

granite jacinth
#

Go watch Basics Tutorial first

wicked oak
#

yeah

storm vortex
#

I don't think it's horrible doing VR for your first game, but definitely should do tutorials. That's how I learned.

granite jacinth
#

Just get yourself a quick feel of the engine

#

Then dive into VR

wicked oak
#

just follow the basics a bit to get your bearings

storm vortex
#

I don't see much of a difference between VR and not aside from minor things

granite jacinth
#

?

wicked oak
#

once you know how to do stuff with basic blueprints and simple imputs, try VR

granite jacinth
#

There is a huge difference between VR and Non-VR dev

wicked oak
#

except VR is much harder to debug

storm vortex
#

I watched lots of tutorials on how to do stuff in non VR to get basics though

granite jacinth
#

Especially when you add things like Multiplayer

storm vortex
#

That is true

wicked oak
#

and the iteration cycle is longer

#

oh god VR multiplayer

granite jacinth
#

I am doing a 1v1 MP Vive game now for school

storm vortex
#

I have a VR pawn and a non vr pawn I use depending on what I'm working on.

granite jacinth
#

I want to do RIP motion Locomotion

storm vortex
#

Anything that doesn't require VR like AI in most cases I test with the non VR pawn

granite jacinth
#

It's not going so well so far lol

wicked oak
#

im building a DWVR patch that increases performance by 30%

granite jacinth
#

The MP/VR part is fine...

#

But no one wants Teleportation

wicked oak
#

my DWVR AI is similar to the one i had when DWVR was a normal PC game

granite jacinth
#

And everything else but RIP makes me ew

#

Except Climbey

wicked oak
#

i find run in place gimmicky as hell

granite jacinth
#

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

storm vortex
#

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

wicked oak
#

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

granite jacinth
#

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.

wicked oak
#

still a few years off

#

but we see progress

#

hololens and stuff

#

might be consumer ready in 2-3 years

granite jacinth
#

Hololens is a joke

wicked oak
#

of course it is mate

granite jacinth
#

Consumer ready?

#

Like, at what price.

wicked oak
#

thats why i say 2-3 years

granite jacinth
#

I like stuff like Meta 2

#

Already sub-$1000

wicked oak
#

so basically hololens by not microsoft

granite jacinth
#

Right

#

But better also

#

wider FOV

wicked oak
#

looks good

#

lets see in 2-3 years when that kind of thing is ready

granite jacinth
#

Yeah, in a few years, we'll be seeing "consoles"

wicked oak
#

i want to go full steam ahead on AR once its nearer to consumer release

granite jacinth
#

AR consoles

wicked oak
#

btw, it allways surprises me how sword art online stays relevant somehow

granite jacinth
#

Yeah, I think I'm jumping on that also.

wicked oak
#

they releasing an AR movie soon

granite jacinth
#

VR has been fun, but it's just....eh

#

I am tired of seeing all the same type of games for VR

wicked oak
#

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

mighty carbon
#

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

still frost
#

how do i turn off unreal from auto starting steam vr

#

when i even launch new project

#

or a UE4 downloaded demo / game

digital marlin
#

I think Niantic made something like a billion dollars from Pokemon Go

trim python
#

Anyone know how to emulate vr?

digital marlin
#

Though Pokemon's IP was very much aligned with the whole AR game. It was a perfect fit.

trim python
#

@thedudefonz I don't know lol. I tried to

restive blade
#

Best way to think about VR ATM is how TV's were in the late 80s lol

digital marlin
#

It's very early days, that's for sure.

restive blade
#

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 :/

digital marlin
#

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.

restive blade
#

Totally agree

digital marlin
#

And I'm no product genius at all.

restive blade
#

Also hitting 90 fps is beyond hard

digital marlin
#

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?

restive blade
#

Driving those resolutions is beyond any current gen gpu

digital marlin
#

Ah

#

Well, maybe Nvidia or someone can sort it out quick-smart

#

For a reasonable price

restive blade
#

Eye tracking and adaptive resolutions might help

#

Also.. nasty godray effect on current headsets due to lenses

#

My current VR project

digital marlin
#

fuck me

#

ugh

#

And here I am happy to have my materials use Lerp twice.

restive blade
#

?

digital marlin
#

Your textures / materials look great, is what I'm saying.

restive blade
#

Oh.. heh

digital marlin
#

That in-game?

restive blade
#

Of course

digital marlin
#

Well yeah now I'm depressed

restive blade
#

90 fps super sampling 200%

digital marlin
#

What's the gist of the game?

restive blade
#

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

digital marlin
#

lol

#

LOL altermind, shrooms.. I get ya

restive blade
#

It only took couple weeks while learning ue4... I'm newbie

#

It's only cool because it glows and is purple

digital marlin
#

Yeah, well that's what I'm really shite at.

#

I've neglected learning materials and textures. My other mate handles that

restive blade
#

Well... Feel free to download and learn :)

#

Lol.. I barely knew what a lerp was when I made that

digital marlin
#

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 .

trim python
#

Any way to emulate vr?

pearl tangle
#

what do you mean emulate vr?

mighty carbon
#

i-m-a-g-i-n-a-t-i-o-n (c) SpongeBob

clever sky
#

@trim python Best way to emulate VR is to wear a pair of snow goggles.

trim python
#

Like put it on my screen, so I don't have to buy a htc cice

odd garnet
#

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

pearl tangle
#

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

eternal inlet
#

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)

#

๐Ÿ˜‚

dusk vigil
#

@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.

trim python
#

I know

#

I'm just asking

mighty carbon
#

Start with Cardboard VR

#

If you have Galaxy S6 or S7, start with Gear VR

restive blade
#

yeah.. developing for VR is hard without a VR system... but it is do-able to some degree

granite jacinth
#

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

wicked oak
#

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

dusky moon
#

@eternal inlet did you manage to fix the loading thing with Level Streaming ?

eternal inlet
#

yes

dusky moon
#

how ?

eternal inlet
#

sec

dusky moon
#

fade to black ?!

eternal inlet
#

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?

dusky moon
#

Wow thanks man for putting them all here ! I'm so noob about particles sorry

eternal inlet
#

no worries i'll figure something out ๐Ÿ˜ƒ

#

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

dusky moon
#

cool , fingers crossed ... I was hoping to avoid Fade to black but seems like its nothing we can do about

eternal inlet
#

don't need Fade to black really

dusky moon
#

ah but was it smooth ?

eternal inlet
#

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

dusky moon
#

yeah but when you package a loading thing should pop up right ?

eternal inlet
#

for reasons totally unknown this took away that 2 sec loading break i was fighting with

dusky moon
#

hmm

#

should try then.

eternal inlet
#

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

dusky moon
#

lol that workaround sounds absurd

eternal inlet
#

where i load a new part without hiding anything

#

yes i know

#

seriously weird stuff

dusky moon
#

chill man it's funny though ๐Ÿ˜„

eternal inlet
#

hehe

wise thunder
#

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

eternal inlet
#

sorry no, but if you figure it out, im also interrested in that ๐Ÿ˜‰

shell frost
#

@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

graceful junco
#

I might check it out later. maybe tomorrow. Any particular thing you want to have tested?

eternal inlet
#

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

graceful junco
#

K, I'll give you some feedback after I've tried it. Not sure when that'll be though.

eternal inlet
#

np, thanks again... no hurry ๐Ÿ˜ƒ

#

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

zenith charm
#

Hey @eternal inlet trying it out in just a few

eternal inlet
#

@zenith charm awsome thanks man ๐Ÿ‘

void parrot
#

Bit offtopic but does anyone own those Vive Waterproof VR covers from vrcover.com? If so are they any good?

weary dawn
#

so i tried launching my game in vr and it was all wrong, lmao

#

glad it hooked up steamvr instantly though

odd garnet
#

might have to enable the HMD

digital marlin
#

Waterproof VR covers?

#

Like to block sweat or something?

void parrot
#

Basically

digital marlin
#

oh ok

void parrot
#

easier to clean as well

#

you just wipe the sweat off instead of having to basically wash it

digital marlin
#

Yeah I do a lot of demoing. Something like that would be good.

void parrot
#

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

pearl tangle
#

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

void parrot
#

Yeah

#

in arcades I think they would have to becuase of the sweat and if you dont wash your face regularly etc

digital marlin
#

yeah some bulk filth getting around

void parrot
#

Thats why I dont like letting friends of friends use my vive

pearl tangle
#

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

limber rose
#

we have a lot of those, they work pretty well

pearl tangle
#

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

void parrot
#

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

pearl tangle
#

hah yep, im based in singapore so it's pretty much like living in a steam room

void parrot
#

Yeah haha

#

now that I think about it, air con probably should have been my first investment

pearl tangle
#

thats another accessory for HTC to sell.

  1. Better headset with earphones
  2. wireless
  3. portable headset air con
void parrot
#

hahaha

#

Dont give them any ideas

#

at this point its like Payday 2 DLC

pearl tangle
#

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

void parrot
#

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

pearl tangle
#

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

void parrot
#

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

pearl tangle
#

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.

void parrot
#

Yeah, thats why I went for the Vive straight away

pearl tangle
#

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

void parrot
#

ohh wow

#

yeah I thought the Touch would be a bit restrictive

pearl tangle
#

yeah i was trying out robo recall at epic a couple of months ago and i just kept losing tracking constantly

void parrot
#

Yeah

#

thats such a good demo, to bad its a Rift exclusive ๐Ÿ˜

#

Had to get ReVive to play it

pearl tangle
#

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

void parrot
#

ohh

pearl tangle
#

few changes to it but very similar

void parrot
#

I cant wait for Valves VR title

#

I mean, we will probably be waiting till 2018

pearl tangle
#

im more interested in the knuckles controllers. seem like they are way better than both touch and vive wand

void parrot
#

yeah

limber rose
#

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

pearl tangle
#

@limber rose are they wanting to keep wearing it for a ninja costume or something?

limber rose
#

lol, yeah, we call them "nina masks" when demoing to make it more fun ๐Ÿ˜›

digital marlin
#

yeah QLD heat - ya gonna want A/C

#

Last Saturday was horseshit.

granite jacinth
#

Top 3 VR locomotion systems?!?!

#

Top 3 worst ones?!?!

digital marlin
#

Are you in a hurry or?

void parrot
#

lol

#

id say slide and TP are the top two but the thing is its all personal opinion

#

the worst is forced movement

clever sky
#

Yeah, I get the complaints about heat. I don't operate without my ceiling fan and AC on ๐Ÿ˜›

#

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).

digital marlin
#

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.

clever sky
#

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.

digital marlin
#

So you work in a furnace

clever sky
#

Nah ๐Ÿ˜› 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.

digital marlin
#

What ya working on now Zap?

clever sky
#

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.

digital marlin
#

comfort mode?

#

So not as vigorous?

clever sky
#

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.

pearl tangle
#

you got a new demo out of your locomotion yet @clever sky

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.

pearl tangle
#

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

clever sky
#

Yeah, I do. Haven't used it that much tbh.

#

Mainly because I spend most of my VR time actually developing ๐Ÿ˜›

#

But I suspect once I'm messing around with the Rift version, the Vive will sit unusued for a bit.

pearl tangle
#

you got the touch with it too right? Shouldn't make too much of a difference to your stuff really

clever sky
#

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.

pearl tangle
#

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

clever sky
#

I hope for the sake of the Rift, Oculus get on board with lighthouse tracking.

pearl tangle
#

seems highly unlikely

clever sky
#

Even just screw mounts as an option

pearl tangle
clever sky
#

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

pearl tangle
#

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

clever sky
#

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.

pearl tangle
#

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

clever sky
#

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.

pearl tangle
#

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

clever sky
#

That's true. Needs to be completely optional.

#

Mainly as a way of making VR feel more metaversey/social.

pearl tangle
#

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

clever sky
#

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 ๐Ÿ˜ƒ

pearl tangle
#

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

clever sky
#

Absolutely.

pearl tangle
#

thats why valve doesn't need to even bother making games anymore. billions in hats

clever sky
#

Well, I think the thing we're talking about is kinda inevitable, as far as a low-rent metaverse goes ๐Ÿ˜ƒ

#

Precedent already established. Just need to connect it up to a marketfront. Or maybe if third party, multiple marketfronts.

pearl tangle
#

facebook will come out with it soon enough im sure

clever sky
#

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.

pearl tangle
#

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

clever sky
#

Yeah.

pearl tangle
clever sky
#

Tried it.

#

Kinda fun.

#

It's arm swinger locomotion though.

pearl tangle
#

just looks like a tech demo for $6

clever sky
#

Well, it's basically climbey

#

Except less focused on verticality

pearl tangle
#

and without gameplay?

clever sky
#

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').

pearl tangle
#

clever

void parrot
#

At that comment about it looking like a tech demo for $6, most VR games do

pearl tangle
#

@void parrot most other games will actually put a game part to it though

void parrot
#

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

pearl tangle
#

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

void parrot
#

yeah

#

any eta on Superhot not being HMD locked?

pearl tangle
#

oculus funded it's development so probably at least a 6 month deal before coming out on steam

void parrot
#

still a dick move

pearl tangle
#

why?

void parrot
#

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"

pearl tangle
#

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

void parrot
#

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

pearl tangle
#

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

void parrot
#

they shouldnt

#

its like the bloody Vive store

#

No one touches it

pearl tangle
#

how else will oculus make money then? they make next to nothing on hardware

void parrot
#

Why try compete with the biggest PC gaming market? just integrate with it

pearl tangle
#

then they dont make money

void parrot
#

By forcing users to use their system apparently

pearl tangle
#

yeah they make money from the software sales. but they can't do that if everybody uses steam instead

void parrot
#

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...

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"Has Vive support - Must buy via Rift Store - Steam Release (6 months from now)"

pearl tangle
#

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

digital marlin
#

I have to agree. Both companies should not be looking to kill the calf.

clever sky
#

@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.

odd garnet
#

working at valve hq sounds great 0-0

digital marlin
#

It'd be pretty cool

#

Though probably not for everyone

clever sky
#

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.

odd garnet
#

Isn't there Vive dev grants too?

clever sky
#

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.

odd garnet
#

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

clever sky
#

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.

odd garnet
#

Have you checked for grants in your local area?

clever sky
#

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.

odd garnet
#

You might broaden your search to just general Video Game Grants

clever sky
#

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.

pearl tangle
#

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

raven halo
#

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.

pearl tangle
#

yeah vive is more focussed on china at the moment. its a bigger market than the rest of the world combined

odd garnet
#

^ add localization and you've just reached a huge market

pearl tangle
#

yeah more investment is going into VR in china than anywhere else in the world

clever sky
#

Yeah, I'm going to have to pitch hard to the right people to get traction ๐Ÿ˜›

#

Side question: Is there anyway to make 3D widgets not depth test?

pearl tangle
#

thats the idea behind the stereo layer stuff right?

clever sky
#

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 ๐Ÿ˜ƒ which is kinda nice

#

Because they don't break your eyes.

wicked oak
#

i made stereolayer interactive

clever sky
#

Nice

wicked oak
#

by rendering a Widget into a texture, and using that texture as the renderlayer

#

but it didnt have alpha

#

sooooo

clever sky
#

Oh

wicked oak
#

yeah, i couldnt make it do alpha

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for transparency

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so those rendered into texture widgets were black background

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and a hud without alpha is not that much useful

pearl tangle
#

well if its a 3D widget then it can work

fresh laurel
#

๐Ÿ˜ฎ

wicked oak
#

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"

pearl tangle
#

technical illusions has their thing too. the ex valve guys doing the augmented reality stuff

wicked oak
#

in fact, its one of the ideas ive been thinking about

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but its too big for me to do alone

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some RPG coop game where one of the players acts as the master

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and mimics classic D&D/neverwinter stuffs

pearl tangle
#

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

fresh laurel
#

@pearl tangle - I am really looking forward to CastAR

pearl tangle
#

will be interesting to see how they compete against microsoft

fresh laurel
#

Totally

fresh laurel
pearl tangle
#

looks like they are getting a lot of good staff in there

fresh laurel
#

Yep

#

๐Ÿ˜„

fresh laurel
#

@eternal inlet Thanks

eternal inlet
#

uw ๐Ÿ˜ƒ

tough jungle
#

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?

steady lava
#

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

wicked oak
#

-vr on shortcut

#

as launch parameter

#

also "start in vr " in configuration file

tough jungle
#

I do all this

#

but I solve this

#

Was that

#

Initially Loaded, I set to true and stop working in packed

dusky moon
#

@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 ?

mighty carbon
#

@wicked oak how is dungeon crawler going ?

eternal inlet
#

@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?

wicked oak
#

@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

mighty carbon
#

๐Ÿ˜ฆ

full junco
#

@wicked oak but when you're used to vive roomscale, isn't PSVR feeling very... limiting?

wicked oak
#

yes

#

but $$$

#

im preparing VRmultigames "definitive" edition, for PSVR, to pitch it to publishers

full junco
#

but I don't think I would have fun making a game where I would constantly feel limited by the tech

wicked oak
#

its still better than DK2, remember that

full junco
#

I started VR with the vive

wicked oak
#

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

full junco
#

I once tried a DK1 on cebit, but that was the only time I used VR before I got my vive

wicked oak
#

but no joysticl ๐Ÿ˜ฆ

#

that is really missed

#

both vive and oculus have joystick or trackpad

#

that work similar

full junco
#

has sony any plans on improving tracking stuff?

wicked oak
#

nope

full junco
#

so, releasing new move controllers?

wicked oak
#

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

full junco
#

it has more subpixels, so it has to look better

wicked oak
#

at all

#

0

#

i think its due to the RGB

#

yup

dusky moon
#

Guys I want to make a Spline Track that my VR Pawn can only go Forward/Backward on it ... Any Blueprint Suggestions ?!

mighty carbon
#

hmm

#

ahh, it's free !

storm vortex
#

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

mighty carbon
#

yeah

mighty carbon
#

does anyone have 3D model of Oculus Touch ?

#

(preferably in 1:1 scale)

full junco
#

@mighty carbon engine content

mighty carbon
#

thx

#

btw, can one play using only 1 Touch controller ?

full junco
#

play what?

storm vortex
#

@mighty carbon where can I buy that chair ๐Ÿ˜›

mighty carbon
#

I have 2 left in stock

storm vortex
#

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

wintry escarp
#

no age ratings before?

#

so we missed the chance to beat zombies to death with dildos

storm vortex
full junco
#

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

full junco
#

fix commited an hour ago. and I spent the last 40 minutes with trying to figure out why its broken ๐Ÿ˜›

pearl tangle
#

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?

granite jacinth
#

@pearl tangle Where the server controls all controllers

pearl tangle
#

oh right network replication

granite jacinth
#

Yeah, I guess I should have been more specific

pearl tangle
#

for some reason my brain just jumped to it physically replicating this morning hah

#

need to have my coffee

granite jacinth
#

I think most people knew what I mean though

pearl tangle
#

hah i would assume so. once i have my coffee I wouldn't have been that stupid either :p

granite jacinth
#

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)

pearl tangle
#

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