#virtual-reality

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pearl tangle
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Also don't count on that note 8 information being accurate btw. Just a hint

mighty carbon
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ouch

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I wonder when we will hear the verdict

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good thing Samsung has been working on Gear VR and not Fb/Oculus

full junco
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@mighty carbon ha, I read $48 ๐Ÿ˜›

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I hope they have to pay the $4B

mighty carbon
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why so much hate?

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I pro-Oculus, but I don't want for Fb to destroy Zeni if Zeni loses the case

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(I want to play idSoftware games ๐Ÿ˜ƒ )

full junco
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@mighty carbon it's not hate, zenimax is just right

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and Facebook has enough money

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redistributing money Facebook has is always a good idea ๐Ÿ˜ƒ

mighty carbon
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read the article

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none of the code for Rift/GearVR was from Zenimax

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(e.g. from D3BFG or Rage VR)

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and, Zenimax is not right

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they sue every single dev if it smells like money

full junco
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why do you like Facebook so much?

mighty carbon
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they shut down Doom RTS project, sued Notch for using "scrolls" in the title, etc. etc.

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I like Oculus

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I don't like Fb per se, but I don't hate it either

full junco
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oculus basically equals Facebook now

mighty carbon
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lol, in your book maybe

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If there is Devil in game industry, it's Zenimax

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(they have always been, even before VR)

pearl tangle
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zenimax is a bit like apple with the sueing but yeah pretty sure they have a decently solid case against Oculus. It's quite likely that anything Carmack worked on while employed by them they own it. Hard to prove he did anything but if he provided consulting advise to Oculus then that was essentially Zenimax giving the consulting advise and not getting re-imbursed for it

snow raft
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I think Zenimaxs argument is that Facebook wouldnt have paid that if Oculus didnt steal their shit

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I dont see much of a case on either side from this article tbh but I guess the Jurys out

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Lets hope they dont seal the court documents when theyre done

wicked oak
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this can be a huge blow to VR if zenimax wins

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and zenimax just wants to cash in

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Carmack wanted to make VR with zenimax

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zenimax didnt want to

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carmack left

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now they are jelly and want some of the pie

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and carmack part is not THAT big on the early oculus

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palmer did the hardware, carmack only a bit of software, wich in fact was from his rocket company

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the rest was oculus/valve cooperation

dusky moon
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I have both Oculus and Vive connected to my pc and I want to set my default VR preview headset for UE4 to Vive but it always stick to Oculus ... any thoughts ?

clever sky
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Wonder what will happen to Carmack if Zenimax wins.

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Is he going to be 'quietly let go'? ๐Ÿ˜›

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Be a bit short sighted from Facebook if they do. They've just paid a 4 billion sunk cost on hiring Carmack, whether or not they keep him ๐Ÿ˜›

wicked oak
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i havent tried to plug the 2 headsets at once

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i dont think its a good idea

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what i do use is the vive extender box with oculus

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and i allways keep the cameras connected

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so switching oculus/vive is basically just swapping them at the extender box

dusk vigil
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I've tried the HMDI switch thing but seem to have problems with it, usually have to sign out and sign back in for stuff to work

mighty carbon
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seems like someone solved sword mechanics in VR

wicked oak
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no he didnt

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look at the lag when he moves the sword

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that is a simple velocity attachment

mighty carbon
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I mean, combat with swords

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looks fine on the screen

wicked oak
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in fact, probably not a velocity attachment, but a simple "add offset" that puts it on place

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ah, but his sword has a massive collision

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wich is why the enemy bounces

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check how when blocking, the enemy bounces back

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and every little touch kills him

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check how the enemy doesnt block the player

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i have that same stuff in my own DWVR

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its still not on the public version becouse it wasnt ready

mighty carbon
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I watched it again and I don't see any lag you are talking about

wicked oak
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and the slightest touch kills the enemy

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wich is exactly like how DWVR does it

mighty carbon
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it took 2 touches to kill AI ๐Ÿ˜‰

wicked oak
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the hard mode is to make the ENEMY block it

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doing what he does is easy

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making the enemy able to block your sword, now that is hard

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he also didnt try to clip the sword into the ground

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wich is another problem case

mighty carbon
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well, clipping is not solvable unless you have tracked prop in your hand

wicked oak
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clipping is solvable in some ways

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what ive tried is to make the sword "rotate"

mighty carbon
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it's just likein any non-VR games - limitations that has to be accepted

wicked oak
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so if you point it directly against a wall, it rotates to one side

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let me draw you in paint what i mean

mighty carbon
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if you do that, there is disconnect between what you see and what you feel

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our hand doesn't rotate, but sword does - why? So, it's not a solution in VR

wicked oak
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but thats WAY harder to solve

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wich is why i still didnt get it to work

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the idea is to make that to work against enemy shields

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so your sword wont clip the enemy shield

mighty carbon
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I know exactly what you mean - we did that in ToM, which worked very well. It's just not acceptable in VR.

wicked oak
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and letting the sword pass everything is?

mighty carbon
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yeah, it is

wicked oak
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the video above is essentially the easiest way to make a sword

mighty carbon
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because it doesn't create disconnect between physicality and visuals

wicked oak
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blocking the enemies is SUPER easy

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and he keeps the enemy so he is out of reach

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but in my game you can teleport front and just slash him

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if the enemy bounces back like that it can fall out of a ledge

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(it has happened to me)

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in his game it would hit the wall, or fall and die, but my case is much more complex

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damn, PS4 build time is horrendous

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instead of compiling code, it has to compile the whole engine

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every time

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im going to spend a while creating a psvr debug menu on a few debug maps for testing, so i can do more at once

mighty carbon
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how is your game more complicated when it comes to sword fight ?

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I think AI falling off the ledge when bounced back when blocked is cool

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๐Ÿ˜ƒ

dusk vigil
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Storngly recommend people look at how Wii Sports swordfighting worked. Basically a blocked sword would be sent back a bit, and despite the disconnect between reality it worked really really well

wicked oak
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my game is more complicated becouse its not 1 on 1

dusk vigil
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Feels so much better than the free 'real' movement

wicked oak
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and not just sworfight enemies in a corridor

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also you have a shotgun on the other hand and things like that

mighty carbon
wicked oak
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and i have shields

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on the enemies

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those are a goddamn nightmare

dusk vigil
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I think the same concept would still apply. All the close combat games I've tried so far felt like shit, you can just wave sword about, or keep it stuck in an enemy

wicked oak
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if i had no shiedls, i would have the same thing as the one in the video

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ive tried to make velocity based damage

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no good

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it feels super bad

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it also feels bad to hit an enemy twice to kill him

dusk vigil
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Why wouldn't the same effect work? Hit a shield, sword gets knocked back

wicked oak
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disconects

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heavily

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you need to minimize the disconect all you can

dusk vigil
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Yeah, but it worked in Wii swordplay

mighty carbon
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yeah, player's sword shouldn't get knocked back

wicked oak
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thats why i have tried to rotate the sword

mighty carbon
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AI should

wicked oak
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keep the sword attached to the hand, but rotate it a bit

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not good

mighty carbon
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Wii isn't VR

wicked oak
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ive tried to use a ghost hand/sword

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when you disconect, a ghost hand/sword appears, wich is your real tracked one

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the other one follows it

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it also doesnt feel very good

mighty carbon
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I'd just transition material into ghostly material when sword goes through solid

wicked oak
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nope, not good

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also tried

mighty carbon
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well, not good for who?

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a lot of times we, as devs, are too critical of solutions

wicked oak
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doesnt feel that good

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im doing some things to the DWVR sword, one of the stuff im testing is to lower its damge, but make it knockback enemies

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thats why i say that they can fall from the map XD

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also, i made it fully deflect bullets like a lightsaber

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and stop enemy attacks

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like that video

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still goes through everything tho

dusk vigil
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I stand by my word : ) I guess I just have to make it myself to convince others

wicked oak
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just make it fully become a laser sword and fuck it

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XD

mighty carbon
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it can not not go through everything, it's not Matrix after all ๐Ÿ˜‰

wicked oak
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its a lot of fun, but backing the player like that is not an opition

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and wii remote was absolute TRASH

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its just a gyro and an accelerometer

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this game uses the gyro for the sword angle, and the accelerometer to detect blows

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you cant do a piercing attack for example

clever sky
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I quite like Raw Data's sword play.

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It's trashy. But I feel powerful ๐Ÿ˜„

dusk vigil
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As long as we don't have rooms with super robotic fully physical dummies simulating the environment for real... well, compromises will have to be made. It's one reason Superhot felt good to me, you have to slice through things, and they die with one hit, as do you

wicked oak
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that one is like the one i have in my game, if swords didnt instakill

clever sky
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Dash teleport with swords extended into enemy heads is my standard operating procedure ๐Ÿ˜›

wicked oak
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but the htrowing is great

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and the enemies have some small physical reaction

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wich is great

clever sky
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Like I'm doing a dashing charge ๐Ÿ˜„

wicked oak
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you do that in DWVR XD

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its a fully valid way of playing

clever sky
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Makes me feel like a real cyber ninja.

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Yeah. But I guess it's a ludo narrative dissonance thing.

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They crafted this character in which that sort of play makes sense ๐Ÿ˜ƒ

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Wouldn't work for everyone (or even most sword play in general)

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The other one where it works well with is Sairento

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Because it's basically the same deal; you're a cyberninja with phenomenal dashing speed.

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And the enemies are expendable hordes.

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But it's not particularly suitable for where the enemies need some resistance.

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I say that... but it's kinda fun to fight the big mechs in Raw Data too. Even if it does amount to repetitive slashing and poking at the head ๐Ÿ˜›

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At least it requires some speed to your slicing to register as a hit, not just waggle waggle

wicked oak
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it has a time limiter

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i found that

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it only hits once every X time, if the velocity is more than Y

clever sky
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Ah. Well that's a simple but effective solution.

wicked oak
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yes

clever sky
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Essentially forces you to move your arm a certain distance

wicked oak
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raw data does it great due to the local damage and hit reactions of the enemies

clever sky
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If you try to cheat it, you'll find the issues.

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But if you swing it like a sword, it doesn't occur.

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Like, I get that some players are going to do what they can to exploit the game, because those are the rules by which they play ๐Ÿ˜›

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But in VR, it really does help a little to pretend just a little! As long as the rule set helps to reinforce that pretending

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After playing some enter the gungeon today. I wanna build this in VR with my locomotion system.

mighty carbon
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VentureBeat

Samsung is preparing to unveil a pair of Galaxy S8 smartphones significantly different from past models, according to someone familiar with the company's plans. Because they lack the traditional navigation buttons found on handsets in this line's first seven years, they will both feature displays even larger than Samsung's traditionally oversized second-half flagship, the Galaxy Note.

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hopefully FOV will be larger on new Gear VR

barren rose
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But... wheres the navigation buttons :0

mighty carbon
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on the screen

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no physical buttons

mighty carbon
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not too shabby

wicked oak
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wow

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60k people is massive

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Sony was smart to pay for that morpheus integration

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very smart

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it makes PSVR get headlines everywhere

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and spooky games on VR have been there since the DK1 days

mighty carbon
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60k ppl is not massive.. Not even big.

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How many people played Raw Data ?

wicked oak
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less

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in comparable timeframe

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its also opt-in

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so the real number is bigger

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10% of players is insane for something like RE7

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Elite dangerous also had a lot of people playing in VR, but more in the hundreds

mighty carbon
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SteamSpy - All the data about Steam games

Steam Spy automatically gathers data from Steam user profiles, analyzes it and presents in simple, yet beautiful, manner. Steam Spy is designed to be helpful for indie developers, journalists, students and all parties interested in PC gaming and its current state of affairs.

wicked oak
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and players total is in line

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but remember, opt-in

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and recently released

mighty carbon
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that's what Steamspy is for

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for a console and AAA game, 60k users is nothing

wicked oak
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oh, also the "data not reliable cuz free weekend"

mighty carbon
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not to mention 60k of PSVR headsets is ... very low number

wicked oak
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dude its not even a week

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come after 1 month or so, it will reach 100k for sure

mighty carbon
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we'll see

wicked oak
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its kind of the first truly AAA game for vr

mighty carbon
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exactly

wicked oak
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the ones that seem to adore PSVR its the japanese

mighty carbon
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so numbers should be through the roof, considering how well PSVR sold (unless those were inflated numbers)

wicked oak
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all around i see articles of "its sold out" and "queues to buy one"

mighty carbon
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well, that could be false statements

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just like Vive outsold Rift 2:1

wicked oak
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but they only talk about japan, on the west we have good sales too

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in america it sells really well

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on spain is very meh

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but its easily 10-20 times more than oculus/vive

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NOBODY buys oculus/vive here

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we are a bunch of casuals

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cheap casuals also

mighty carbon
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@wicked oak what about Gear VR in EU ?

wicked oak
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i have no idea, but i know a lot of people that got a gearVR for free and dont even use it

mighty carbon
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in Spain ?

wicked oak
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yes

mighty carbon
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well, teach them how ๐Ÿ˜ƒ

mighty carbon
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sounds like he is working on inside out tracking

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don't tell me new Gear VR will do inside out tracking ๐Ÿ™€

dusk vigil
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inside out is the key to happiness it seems

fresh laurel
full junco
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I consider it stupid to put place cameras somewhere that are directly controlled by facebook...

fresh laurel
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Same @full junco

digital marlin
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heh

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Here's a question

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Do you think Zuckerberg just went, "Man VR Is cool. I'll buy that." or did he actually think it was a good business move?

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Because if I was Zucks, I'd be buying all sorts of insane shit.

raven halo
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he knows facebook will die eventually, so he wants to get in on the next "platform"

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whatsapp, instagram, oculus

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I think he knows what he is doing

clever sky
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Zuck's a smart guy, irrespective of whatever else you want to think of him.

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He's a forward looking technologist that looks towards synergistic acquisitions

digital marlin
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Oh yeah for sure.

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And I don't think FB is going away any time soon.

wicked oak
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im with @raven halo

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he knows facebook wont be here forever

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so he tries to think forward

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he bought oculus becouse its hella cool, and becouse he wants to make the metaverse

pearl tangle
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hopefully facebook starts to dissapear by the end of this decade. im giving twitter till end of 2018 before they shut down

mighty carbon
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why so much hate toward social media ?

zinc violet
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curious about the oculus vs zenimax outcome

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I think they said the verdict would be out 30th so in 2 days

mighty carbon
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on Monday, yeah

wicked oak
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oh, last 3 days my oculus sales dropped hard

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and i got a bad review so RIP

mighty carbon
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๐Ÿ˜ฆ

granite jacinth
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@wicked oak well, there's always DWBY2

still frost
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So I was messing around with Unity VR and it seemed pretty nice and neat to use. Started to understand a few things quicker. So Im like ok I wan to look at shader stuff. cost 90 dollars.. I could buy nice beautiful assets in unreal market place.. or youtube and make my own

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thats expensive man..

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Id rather take the learning curve of VR in unreal

barren rose
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If someones gonna spoof your rift driver

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For b/w image...

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There are sooooo many better ways to get your face <_<

noble crater
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@still frost free version lets you write custom shaders no?

full junco
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4 messages here in a whole day? wow, you were active! ๐Ÿ˜›

subtle island
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Just managed to get the htc vive working with a uni project today by following guides, it's pretty cool seeing your work in proper full 3d dudes

real needle
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@subtle island Welcome to the club!

full junco
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I got runtime distance field generation and injection working, so I can now use DF stuff ๐Ÿ˜„

real needle
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@full junco Isn't that pretty heavy? The process takes a while in editor

full junco
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@real needle I'm not using ue4s generator, I wrote my own for my stuff

real needle
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cool

full junco
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I have not yet profiled, but I don't feel any difference to before, so its fast

real needle
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Any new games one should check out? I'm not playing nearly enough

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Includes EA updates that came w some good stuff

real needle
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Yay! I got mixed reality in ue4 finished!

clever sky
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Whoa

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Nice work. Working on a vid to show it off? ๐Ÿ˜ƒ

clever sky
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Nice

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Sweet. Looks pretty great.

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What camera are you using?

real needle
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kinect

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but any camera will work - not using the depth

clever sky
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Cool.

real needle
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just already had a kinect and adapter

clever sky
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Green screen needed?

real needle
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yeah

clever sky
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Ah. But you have some depth going on in there?

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Or do you designate background/foreground?

real needle
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yup casting a plane based on location and rotation of headset

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anything in front is foreground

clever sky
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Ah. Still pretty convincing.

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Wouldn't be able to tell without you saying ๐Ÿ˜ƒ

real needle
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yeah i mean you can even walk through the table and it looks like you're walking through it

clever sky
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Nice nice. Bloody great stuff.

real needle
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it fails if you try to reach forward and put your hand through something, though

clever sky
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So are you going to put this on the marketplace or something?

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Would be a great way of showing off my stuff too ๐Ÿ˜ƒ

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Said everyone working on VR ever ๐Ÿ˜›

real needle
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probs release the code and do a tutorial

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i feel like it'll help the community more if its free

clever sky
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Fair call!

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C++?

real needle
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only to output rendertargets as the viewport

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everything else is bp and material based

clever sky
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Nice.

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Looking forward to trying this big time!

granite jacinth
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@real needle Tutorials OP

real needle
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haha will do

real needle
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@real needle Awesome, how are you calibrating the location of the camera?

pearl tangle
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definitely keen to have a play with your version of mixed reality @real needle looks like a pretty good solution to it, also curious on @real needle 's question

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also as an FYI to everybody here, had a good chat with HTC on Friday about a few bits and pieces. Seems like the wireless solution does not like playing will with others. So can't use it for shared space multiplayer VR annoyingly

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not yet anyway and not for the foreseeable future

full junco
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I think mixed reality videos without moving camera are kinda lame

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but of course moving camera setups are expensive to do right

real needle
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@pearl tangle That makes it hard to use while developing in an area with several devs

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@royal anchor if @real needle is using a steamvr tracker of some sort then all you need is a longer usb cable

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you also need a second person to record :b

clever sky
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@pearl tangle Dang @ solo wireless. I suspected something like that might happen, given that the other issue with the none 60GHz version of the wireless tech shown by other companies is that it was interferring with the standard wireless networks. So even though the 60GHz tech that TPCast are using has much less deflection... it's still LOS and would quickly saturate the usable bandwidth in the area.

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But... does that mean it doesn't play well with just more wireless HMDs, or anything else in general, including the pucks and phones running VR apps?

pearl tangle
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oh @real needle I also got some code off the UDN for adding on the steam trackers or extra controllers. apparently with a steam controller wireless connector you can use that to connect a third vive controller wirelessly

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seems like that haven't figured out a modularisation method to be able to have them not interfere with each other. they are very different frequencies to wifi and whatnot so i don't see that causing any problems

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interested to see what the intel version and stuff are like because the shared space multiplayer is my main reason for wanting wireless

real needle
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@pearl tangle YES I've known that since dev days, can you share that?

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@clever sky VRCade here in Seattle is running up to 4 in one space, but they're running at 60hz, and possibly lower res panels

clever sky
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@real needle Is that 4 wireless TPCast units?

real needle
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No, they have a proprietary solution

clever sky
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Ah ok. Tried it out yet?

real needle
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Yes, I've tried it over the past years actually

clever sky
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Does it work well? Like flawless tracking/latency?

real needle
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I can't get around the 60hz myself, but it's a good experience for people who haven't tried vive/rift

clever sky
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Fair enough. Wonder how they're dealing with bandwidth saturation. Maybe a direct LOS aiming thing?

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Or a multiplexing solution a bit like Artemis PCell...

real needle
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I am also one out of many where their distortion shader makes me see cross eyed if I play for more than 15mins

clever sky
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Dang :p sounds bad.

granite jacinth
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Someone give me trackers

real needle
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@granite jacinth We signed up already

granite jacinth
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Yeah, us and a million other devs

clever sky
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Wait. When did the signups open?

granite jacinth
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days ago

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good luck

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They only have 1000 for devs

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And max is 4

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so... if devs have been asking for 4

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that's only 250 devs

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GGWP

clever sky
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Is there a link around?

granite jacinth
clever sky
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cool

granite jacinth
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not sure why that says uk

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I just noticed that

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ok

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I just retyped it

clever sky
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I got an ANZ link

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australia new zealand. Wonder if they have preallocated to regions.

pearl tangle
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you just put in the country when you pick. just goes to whichever team handles that country and they pick

granite jacinth
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probably

pearl tangle
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i got on the phone to HTC instead to get some extra help to push for them ๐Ÿ˜‰

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@real needle I will dig it up when im in the office tomorrow for you, new years public holiday here today

granite jacinth
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Oh yeah

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Chinese New Year

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I want to see some dragons

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What year is it anyway?

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Boar?

real needle
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@pearl tangle Thanks, I'll put it to use immediately, have a couple of controllers at the office

granite jacinth
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Rooster

clever sky
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Crap. You gotta upload more information.

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That's gonna eat a bit of time preparing a doc or something ๐Ÿ˜›

full junco
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distance field shadows are great

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regular shadows 1.2 ms, DF shadows 0.34 ms

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and this is still 4.15, recently there was a commit to master that made DF shadows twice as fast as before

real needle
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India isn't an option in the list of countries! ๐Ÿ˜‘

digital marlin
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I wonder if there's many Aus / NZ devs getting about

clever sky
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@digital marlin Aussie dev here. Where you from?

digital marlin
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Brissy

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Working out of a dev shop here - trying our best to get clients to fund our other bullshit.

clever sky
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Ah yeah ๐Ÿ˜ƒ

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What kinda dev? Game or app?

digital marlin
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Both actually

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But really trying to justify doing some client stuff to help justify the game stuff

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and then all the usual web dev / app dev bs.

clever sky
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Fair call. Chasing the dream while paying the bills!

digital marlin
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heh. More like trying to not strangle clients and doing something fun.

clever sky
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Hehe

digital marlin
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What about you, where you based?

clever sky
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Perth

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Solo dev.

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Not sure where to go find other unreal devs ๐Ÿ˜›

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Probably have to move to pursue this line of work.

digital marlin
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Yeah Perth must be isolating.

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Though there's very few actual 'devs' a lot of people who like to talk about VR but very little delivery.

clever sky
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Well, not sure if I'm a dev dev yet, or just a talker ๐Ÿ˜›

digital marlin
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Ah I mean more like marketers and shit.

clever sky
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Well, I got something out there!

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Ah ok ๐Ÿ˜ƒ

digital marlin
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Ah well there we go.

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That's more than 90% of most people

clever sky
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Yeah. You heard about it right? ๐Ÿ˜›

digital marlin
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No, what'd you do?

digital marlin
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oh

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fuck you're huge robot?

#

wtf

clever sky
#

Hahah ๐Ÿ˜›

digital marlin
#

lol

#

PERTH REPRESENT

clever sky
#

Yay! So many VR devs here that our tiny meetup group shut down after a couple meetings D:

fresh laurel
#

awww

clever sky
#

I was like "Hey guys, I made an amazing VR locomotion thing!" and they were like "Awesome! Tell us all about it next time we meet!"

#

and we never met again.

digital marlin
#

l;ol

#

I gotta try this

clever sky
#

Nice. Well... I'll be updating it soon.

#

Just making a calibration function.

#

A lot of people complaining about walking not working as well as they'd like it to.

#

Because I have a floaty sort of walk that exaggerates HMD movement, and used it as the default.

#

But I've fixed that now, so that you can use a fairly stock standard walk on the spot and still get good motion out of it.

#

I just gotta finish up the menus.

#

Also fixed up a number of other things like climbing and some falling bugs.

digital marlin
#

So how does it work with a typical player VR pawn?

clever sky
#

It replaces it.

#

It's just a proof of concept right now though. Gonna work on refactoring the whole thing so it's easy to use for developers

digital marlin
#

C++ or BP?

clever sky
#

and offer it up via the marketplace.

#

It currently relies on a C++ plugin.

#

But I'm planning on moving it all to BP

#

the plugin for the collision handling.

digital marlin
#

Well let me know if you want a hand or a tester or something

clever sky
#

Yeah, that'd be great. ๐Ÿ˜ƒ

#

Of course you're welcome to try it now, but I'll also let you know when I've updated it. Should be a couple days.

digital marlin
#

That's great. We're doing everything in BP at the moment but I'm keen to start shifting to C++

clever sky
#

Yeah, C++ can be useful. But I think BPs are probably more desired on the marketplace?

#

I could be wrong there.

digital marlin
#

oh yeah

clever sky
#

But if you're not doing marketplace stuff, C++ is useful, especially if you got a real programmer on the team ๐Ÿ˜ƒ

digital marlin
#

I mean, I'd have to think so. BP equates to accessibility for not great devs (such as myself)

clever sky
#

Yeah. Plus the performance is good once the packaging is done converting it

#

Maybe not 100% native C++, but certainly not the 1000% native C++ that BP in their editor forms take ๐Ÿ˜›

digital marlin
#

Yeah

#

How does your physical well being go when doing this?

clever sky
#

In what sense? When doing the walking in place stuff?

digital marlin
#

Yeah

#

I can't imagine you'd get too tired?

clever sky
#

Feels good. But if you're running longer distances, it's definetly exercise.

#

And you can try that for yourself running the mountain trail ๐Ÿ˜›

digital marlin
#

benefit

#

not a bug!

clever sky
#

Yeah absolutely.

#

Intended feature ๐Ÿ˜„

#

One of my big missions is to make gaming a free exercise thing.

digital marlin
#

That'd be really cool

#

How much you thinking of selling it for on the market?

clever sky
#

"he works out" -> "He must play a lot of VR games"

#

Not sure yet. I'm going to buy some of assets and compare the amount of work in those to the amount of work I've done.

digital marlin
#

I really want to see this really huge, fit guys who are actually massive nerds

clever sky
#

I'm figuring there's a pretty fair amount of value in what I'm offering though.

digital marlin
#

"Nice muscles nerd"

#

Oh for sure.

clever sky
#

Some people have mentioned they'd pay 100-150 for it, so that'll be my starting anchor for figuiring out pricing.

#

Although that'll mean I'll end up buying like a couple $100 assets to see what's in there ๐Ÿ˜›

digital marlin
#

Could it be in teirs?

#

Like, $29 is just walking or something?

#

DLC - Running!

clever sky
#

Eventually. Long term plan is to make it like... really full featured.

digital marlin
#

yeah fair enough.

#

Yeah after a demo I'd drop $100 - $150 for it pretty easily.

clever sky
#

So it becomes an awesome base to start building VR anything off.

digital marlin
#

Yeah. Then Steam just buys it 8D

clever sky
#

And then... then, I'll see who wants to partner up with me! muhaha.

#

Want to build a couple games that showcases the whole gaming as exercise ethos.

#

As opposed to gaming tech used for thinly disguised exercise.

digital marlin
#

I'd love to do a VR Double Dragon rip off

clever sky
#

Like Wii Sports ๐Ÿ˜›

digital marlin
#

heh

clever sky
#

I mean to be fair, the kinda stuff I'm talking about already exists, even in the VR space. Like Thrill of the Fight

#

and Sword Master, Audio Shield, Space Pirate, etc.

digital marlin
#

ahhhh

#

Thrill of the Fight is -okay-.

clever sky
#

But the common point among all those is that they're room scale high intensity games

#

That don't have variety or variation to what you can do.

digital marlin
#

Yeah.

#

Well my big bugbear is that most VR experiences are just these arcade games

clever sky
#

Yeah.

digital marlin
#

Nothing against them, but I'm looking to build something that requires a save file

clever sky
#

Short repetitive without much of the modern gaming hooks.

#

Yeah, exactly.

#

Actually, I've been playing a shit load of Enter the Gungeon in the last few days.

#

Dream would be to build a game like that in VR.

#

Bullet hell rogue like with lots and lots of running around ๐Ÿ˜„

digital marlin
#

add in the ability to jump off a wall

#

do a back flip

clever sky
#

I did physical jumping -> virtual jumping a few days ago.

#

Was pretty awesome.

digital marlin
#

I'll have to make sure my ceiling fan is off

clever sky
#

Jump 20cm in reality, jump 1.5m in VR. ๐Ÿ˜„

digital marlin
#

ha

#

Neo

clever sky
#

And I could dunk!

clever sky
#

But won't include that in the update - difficult to get it working robustly.

#

So will have to put more work into it when I can.

#

Also, my calves were on full pump after that night! hahaha.

digital marlin
#

It'll be interesting to see if there's any physical rehab traction

clever sky
#

Yeah, with the range of options I'm putting into it... it'll probably be useful for that too!

#

Like you can play seated if you want.

digital marlin
#

Get that medical money

clever sky
#

Oh yeah. I should talk to researchers too.

#

The stuff I'm working on is actually a huge boon for them. Just all the options.

digital marlin
#

Well developing a very specific step-by-step instruction.

#

not to mention the data points too

clever sky
#

Yeah. Get some data integration going so it'll be more useful for them. Charge that government contractor money ๐Ÿ˜›

digital marlin
#

$$$$$$$$$$$$$$$$$$$$$$$$$$$$

clever sky
#

Haha... I think the most difficult part of it all will be relocating myself to a more pro VR city...

#

I've lived in Perth pretty much my whole life D:

digital marlin
#

Maybe Perth is the VR city

clever sky
#

That'd be a hellavu surprise to me ๐Ÿ˜ƒ

digital marlin
#

heh

#

There's a festival in Brisbane called the IRL festival

#

I reckon it's worth the trip to showcase your stuff there

clever sky
#

Yeah? Big tech thing?

#

When's that going off?

digital marlin
#

Honestly not sure how big it is.

#

Especially with regards to VR

#

But I think it'll be the big drawcard.

#

Big fish. Little pond.

#

I think it's in August

clever sky
#

Fair enough ๐Ÿ˜ƒ might be worth it if the people are right - people looking to invest in VR space, or VR companies scouting around.

#

I'll have a bit of a research ๐Ÿ˜ƒ tcheers

digital marlin
#

Yeah check it out. I think it's early days for VR in general but it's not a bad place to start

clever sky
#

That's depressing. A quick google search reveals that most of the people working on VR in perth are doing 360 photo and stereo tour kinda stuff.

digital marlin
#

yeah, same here

#

Worse, people get VR and 360 confused

clever sky
#

Yeah... there's a VR 'arcade' here. Wonder how they're doing :p

digital marlin
#

hrmm

#

If it gets more people buying VR sets I'm all for it.

digital marlin
#

heh

#

I've played that racing car one in Japan

#

It was badass, TBH.

clever sky
#

Was it on a motion platform?

#

Haven't seen it

digital marlin
#

It moved left and right.

#

But it rumbled and would spin a little. It was pretty good

#

That with VR would be epic.

clever sky
#

Ah yeah ๐Ÿ˜ƒ

#

There's like an industrial scale motion simulator out there.

#

Trying to find a vid of it.

digital marlin
#

Actually you're a smart guy. Is there any way to take in-game screenshots with VR that doesn't have the Stereo look?

#

Was thinking of adapting the Automation Screen Shot

clever sky
#

Er... stereo as in distorted

#

Or stereo as in both eyes?

#

You can easily mirror one eye ๐Ÿ˜›

#

Not the one I was thinking of, but pretty damn badass ๐Ÿ˜„

digital marlin
#

lol holy hell

#

Fuck that lopl

#

If I freak out at a cardboard zombie this thing would destroy me.

clever sky
#

Haha ๐Ÿ˜„ would be a hellavu ride tho.

digital marlin
#

Stereo as in what you see when you take a SS of a VR POV

#

imagine BF in that

clever sky
#

Well... for my vids, I somehow got a fullscreen view happening for the mirror on launch.

#

And to be honest, I'm not even sure what I did. One of my console commands maybe? Set screenpercentage

#

Because otherwise it starts letterboxed.

#

And for my screenshots, I've been faking them.

#

I hear that's what a lot of devs are doing.

digital marlin
#

Yeah I wanted to integrate it into it at runtime

clever sky
#

But I'm sure you could set up a screen capture component. Render to screen on command.

digital marlin
#

Yeah that's what I'm thinking

#

I've kinda got something working

clever sky
#

I'd investigate that direction - like how they do fake mirrors.

#

Ah ok.

#

And then there's a render to canvas function

#

But I haven't explored how to save that data as a .jpg/.png or something else useful.

#

Although I'm sure there's something out there!

#

Actually, I'm pretty sure there's a marketplace plugin that can handle that sort of stuff for you, if you're interested in shelling out about 20-30 for it.

digital marlin
#

Yeah there's a "shot" exec

#

that'll save a screen shot in my folder

clever sky
#

Nice. I wonder if that'll take a canvas render as the input.

#

The goal is to render like... a large screenshot not in native VR res right?

digital marlin
#

yeah exactly.

clever sky
#

Yeah, that'd be handy.

digital marlin
#

The end end goal is so people can take SS of their VR experience and share it on social media etc.

clever sky
#

A big shot would probably tank performance for a second or two though.

#

But use some sort of shutter blackout effect? ๐Ÿ˜›

digital marlin
#

Yeah exactly.

#

And it wouldn't need to be super high res.

clever sky
#

But higher than 1080 x 1200.

digital marlin
#

I'd take it even at that res tbh

#

Depends on how it impacts performance.

clever sky
#

Yeah fair enough. ๐Ÿ˜ƒ

digital marlin
#

Alright, git erased the last 24 hours of change so I gotta redo what I did last night

clever sky
#

D:

digital marlin
#

ugh

#

Should've gone Perforce or Plastic

#

Er.. are the default UEVR settings the best for AA?

dusk vigil
#

I'm having some weird problem: MotionController(R)Trigger not getting called with Touch controllers.
I've been sanity checking pretty heavily:
) Tried to remake the input action
) Checked that no other code is calling it so it is not blocking
) L trigger works, R grip works...
hmmm

#

) checked that it works in other software like Medium

digital marlin
#

So the MC R trigger isn't firing at all?

dusk vigil
#

Yeah, I made some basic checks, tried both the TeleportR Event and the raw MC(R)Trigger events

clever sky
#

And dumb question, but you've confirmed the trigger works?

digital marlin
#

dumb q but have you tried quitting UE, and rebooting the vive?

dusk vigil
#

Yeah, just tested it with Medium and I guess it's just time to reboot everything : )=

#

fingers crossed

digital marlin
#

Yeah that's the hail mary

dusk vigil
#

re antialiasing, I think somebody mentioned that a good safe way might be just to pump up the basic AA higher

#

not my area of expertise tho

digital marlin
#

yeah I see that in a few places but where is the actual setting?

dusk vigil
#

no idea : ) rebooted, still same. hmmm, more sanity checking time

digital marlin
#

dang

dusk vigil
#

guess I download the starter vr template again and check against that to verify it is project dependent

real needle
#

@Fantasifall#5059 the camera is tracked with another controller and I'm setting the fov on a scene capture component

#

@full junco camera is fully movable! Just had it on a tripod to record the video ๐Ÿ˜‰

digital marlin
#

I just tried to optimise my shit

#

Unreal wasn't having a bar of it.

clever sky
#

What kinda optimizing? And what happened? ๐Ÿ˜›

digital marlin
#

heh

#

Ah, to be honest, I'm not sure.

#

Trying to wrap my head around how lighting works

clever sky
#

Ah ok.

#

Static baked = most efficient. Dynamic lights 1 for forward shader, more for deferred.

#

And stationary is close to dynamic in cost?

#

Those are the rules of thumb I've learnt here ๐Ÿ˜›

digital marlin
#

I'm reading up on how static meshes themselves need to have their lighting turned off?

#

or changed or someting of that nature?

clever sky
#

Hmm. Not sure. Do they mean emissive materials on the mesh? Or prebaked lighting?

digital marlin
#

I think prebaked

#

ah I'll check out a few tuts

#

right now, I gotta sleep

dusk vigil
#

Hmph. Made a clean test project with VR Template, problem persists, right trigger is out of commision in UE PIE

#

oh dear

clever sky
#

@dusk vigil But it works on packaged?

dusk vigil
#

hmm will give that a quick spin

#

packaged also borked... Interesting day

mighty carbon
#

well, today is the judgement day

#

for Oculus anyway

mighty carbon
mighty carbon
#

Lunch time already and still no news on verdict ๐Ÿ˜ฆ

brittle crystal
#

Does anyone else have problems starting projects with forward shading? The launcher always gets stuck at 39%, even with empty projects.

#

Ok nevermind. It was the shader compiler

green fractal
#

Anybody got their hands on the htc trackers yet?

dusk vigil
#

Mid-March is the schedule for situation update

#

on the trackers for people who are not already hands on

pearl tangle
#

@green fractal applications close up end of feb I think

real needle
#

@full junco Your DF works on moveable objects? How's the shadow res?

pearl tangle
#

@mighty carbon you are never going to give up on mobile vr are you? hah

#

I just don't see any of those kickstarter things taking off. The STEM tracker was another promising 1, that still hasn't shipped at all but now with the vive trackers coming along it's pretty much lost it's opportunity to break into the market. especially since OSVR will just start working with the lighthouse and whatnot soon id say

mighty carbon
#

@pearl tangle Mobile VR will lead VR field until desktop VR becomes affordable. That will take years. It already has larger market. Plus at this moment it's easier to develop for mobile VR, content wise at least. So, yeah, don't plan on giving it up yet ๐Ÿ˜ƒ

pearl tangle
#

it might have the larger "market share" but the actual metrics that matter are "daily/weekly usage"

mighty carbon
#

no data on that subject

pearl tangle
#

well you think that ๐Ÿ˜‰

#

oh also don't hold your breath on getting an S8 any time too soon btw

clever sky
#

It'll be funny when motorsep finally gets hold of a Vive or a Rift with Touch.

"Oh my god. I've wasted all this time on mobile."

pearl tangle
#

haha. some mobile VR stuff can still be good. but yeah after you work with motion controllers and positional tracking there is no way you can go back :p

full junco
#

@real needle I think distance field stuff always works with movable objects, in my case the objects don't move though

#

the shadow resolution is way higher than with CSM, I think theres actually not any limit for that with DF shadows, it looks like infinite res the shadow has

mighty carbon
#

@pearl tangle why not ?

#

@clever sky oh, I don't doubt desktop VR with motion controls and positional tracking is much cooler and more immersive. It just much harder to develop for and the market is small (and too picky).

pearl tangle
#

expect something more like May rather than March

#

It's actually easier to develop for I think since you make natural interactions with things. Want to shoot something, then just pick up a gun and point it

mighty carbon
#

complexity of code and level of details for assets is what I mean

#

I see how many people struggle with those controllers and such :/

full junco
#

you cant struggle with the controllers, ue4 is doing it all for you

pearl tangle
#

mobile is tougher still with that since you need to focus a lot more on optimization. was much more of a headache doing the stuff to release on gear vr and cardboard/daydream than desktop

limber rose
#

sure, but VR on the Vive is much more impressive, hard to go back after you experience it ๐Ÿ˜„ we have a rift and two vive HMDs here, and I have to say I'm pretty spoiled on this, hard for me to look at mobile, but we just got approached by a museum to maybe do their VR program and they will need some sort of 'mobile' solution, I am just starting to do research

#

I see that mobile fills a huge gaping hole in the "road to VR"

mighty carbon
#

And I get that.. From business perspective mobile VR right now is what Steam used to be - money making machine for small devs without PR budget

#

(1-2 people teams)

limber rose
#

yeah, totally true

mighty carbon
#

Desktop can be a pinnacle of current VR. Yet, how many people own it vs how many people own Gear VR ? Vblaco reported his sales numbers on Steam and Oculus Home here.. It's nothing from business perspective. It's basically selling as badly as any average indie PC game in 2016/17, e.g. outright badly.

#

also desktop people are picky, myself including ๐Ÿ˜›

#

on Gear VR anything with coherent art style and some essence goes

limber rose
#

hehe, will find out soon myself as well, we're releasing on Steam in June

#

I need to look into Gear VR

mighty carbon
#

good luck ๐Ÿ˜ƒ I have non-VR PC project in works and I have no clue how it will be selling on Steam :/

limber rose
#

cool, got a link? would like to bookmark and track

mighty carbon
#

it's still in works, no links available yet ๐Ÿ˜

#

I don't even make any posts about it until I am 100% sure programmers finishes his part of the deal

#

(had already a few projects tanked because of programmers dropping out)

limber rose
#

no worries, I still look forward to it ๐Ÿ˜ƒ

#

we're cautious about any announcements as well, have to be

mighty carbon
#

I think I managed to get my inventory working, finally. Now can collect unique items, stackable items, gold/currency, ammo, etc. ๐Ÿ˜Š

pearl tangle
#

have you got store stats on the gear vr stuff @mighty carbon ?

#

nobody else on here really seems to have released anything on there to provide any other insight

mighty carbon
#

nah, I just go by conventional assumption that 1% of the total number of target users might buy your product

#

I need to finish my "experience" and release it to get stats ๐Ÿ˜ƒ

pearl tangle
#

i think its a major major overestimation to have 1% sale if you are assuming that on the 5 million number they released

mighty carbon
#

well, that's if all 5M are my target audience ๐Ÿ˜‰

#

(which isn't)

#

anyhow, off for today o/

pearl tangle
#

yeah id say depending on the application of it then maybe 10% of the full audience is your target then 1% of that or more conservative would be 0.1%

pearl tangle
#

anybody good with 3D and effects and wants a job in singapore working on VR stuff? I have to make a new hire. bunch of new projects coming in

granite jacinth
#

$$$$$$

pearl tangle
#

hah yes, but maybe remove some of those dollar signs since we are an agency not a huge game company :p

#

not that game companies pay people much either i guess

raven halo
#

I'm not sure where to ask, is anyone here from europe or australia and has had to go through the process of becoming a Sony partner?

#

the form claims that if you live in Europe, Australia, New Zealand, Middle East, Russia or India, you don't need to submit any forms to take advantage of the tax treaties. Which is strange to me, as I've had to fill out W8BEN form for Valve in the past for this very same reason, now all of a sudden it's not necessary?

wicked oak
#

"Significant" is one way to put it -- less than 10% is an even more accurate way. This for one of the most well-known hardcore gamer franchises with a VR option. But if only 1 in 10 hardcore gamers are opting into VR, how much less will the rest of population opt in?

#

oh god that website @motorsep#8292

#

10% of playrs playing with a 500 dollar peripheral sounds low?

#

90k players playing in PSVR is fucking huge

#

as i linked here, raw data was 65k, and arizona sunshine 55k or so

#

(arizona sunshine not counting oculus, add a bit more sales there)

#

Elite Dangerous also has a lot of VR players, but i think they dont reach 10%

#

that was written by a VR hater, of the (vr is nothing but 3d tv again) kind

raven halo
#

I read a few days ago an article by one of these analysis firms that claimed that one of the main reasons VR wasn't blowing up was the fact that there are not enough OLED screens being produced.

#

Heck, even Apple has trouble getting them!

wicked oak
#

no, its price

raven halo
#

well... getting OLED screens = price.

#

there are bidding wars between companies

wicked oak
#

even the subpar(compared to pcvr) PSVR is 400 dollars + camera sold separate

#

and psvr is normal led, not oled

raven halo
#

is it really?

wicked oak
#

yes

raven halo
#

wow, I had no idea

wicked oak
#

PC vr has no future, at least that i see

#

becouse its way too hard and way too expensive for average joe

#

and half the population is even worse at tech than average joe

#

PCVR will be the premium option, for enthusiasts

#

Oculus is smart going for all-in-one headsets

#

PSVR is a halfway option, as a much more approchable thing

#

wich is why its selling more than oculus and vive together

pearl tangle
#

yeah don't think the screens are the main cost factor in there. needing the expensive ass gaming pc is never going to be something everybody does thats for sure

#

I would be curious to see how many people actually went and bought a PS4 purely for VR vs those that already had the PS4 and got the PSVR to go with it

wicked oak
#

50 million ps4s already around

#

i think people just got the PSVR

#

at least a huge percentage

pearl tangle
#

still be curious to see what percentage that is just for shits and giggles

wicked oak
#

becouse if you are building from new, you can spend more and getan Oculus + pc pack

pearl tangle
#

vive is actually doing very well in China and they have no competition from Oculus there and they also control the app market for it too

wicked oak
#

there are ones aroun for 1200$

#

becouse htc is chinese

#

oculus is american

#

they have no plans for china that i know of, while vive has viveport

pearl tangle
#

Tiwanese but yeah close enough

wicked oak
#

steam isnt allowed in china i think

pearl tangle
#

bigger market of gamers in china than the rest of the world combined pretty much and it's ignored by Oculus.

#

yep steam is not used much in china so Vive really took advantage of it there

wicked oak
#

too bad they are huuuuuuuuuge pirates

#

and love their f2p

#

for arcades, hell yes

pearl tangle
#

they have the benefits that Oculus gets with their store for taking % cut (they even have a mobile store too) and they get the hardware sales where they actually make a decent profit

wicked oak
#

my game got pirated in tons of chinese sites riht after publishing it

#

i also have more reviews on asian sites, than on western sites

#

a cuarter of my players are asian, half are american, and the other quarter is european

pearl tangle
#

yeah and then people bitch about DRM. I have been playing Tales of Berseria over the weekend. so many posts on the forum bitching about denuvo. doesn't make any difference to playing the game really

#

You running Google Analytics in your stuff or another tracker?

wicked oak
#

i have it disabled due to ps4 stuff

#

but im going to re-enable it with enhanced stats

#

and ill add stats if it cant do steam subsystem or oculus subsystem

pearl tangle
#

ah yeah you need to do the opt in for data collection stuff with ps4

#

GA is the way to go, then create yourself some fancy looking dashboards with data studio. Looks nice up in the office

wicked oak
#

any tips for higher quality stats?

#

i have them on VRMultigames

#

so i can get things like average score

pearl tangle
#

I throw event tracking on everything. Just post out an event whenever some kind of interaction happens and setup your sessions properly and you can easily track things like
games played per session
kills per session
average play time
total shots fired
etc etc

wicked oak
#

i think i was using custom events for that

pearl tangle
#

yeah grab the google analytics plugin on the marketplace. just adds a few extra nodes to the analytics stuff already in unreal

wicked oak
#

thats what i use

pearl tangle
#

for this 1 I did for Fiji Airways. That 1 is just a GA dashboard not a data studio 1 but you can do fancy looking things with data studio

#

i was firing events on the spawn of every different thing in the level. tracking for collision to see if people were standing up or sitting down, if they walked to the windows etc. Checking the different species of birds, fish, butterflies spawned

wicked oak
#

how do you do that?

#

so just events with some values in the game, and then some fancy graphs?

pearl tangle
#

yeah that stuff is all just built in with Google analytics.

#

on that 1 I have 1 which is also showing how many for different hours of the day and stuff. better ways to demonstrate that in data studio

wicked oak
#

i knpw, but i didnt know how to get good graphs in one place

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mine are all around and that

pearl tangle
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create a custom dashboard in GA

#

pull in all the different metrics you want. But you can only show 12 different things on the page at once

#

I think it's still currently free to use but might be going into the enterprise 1 only but Google Data Studio you can customize much better

#

super simple dodgy 1 i put together for the above data but you can get the idea

wicked oak
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i ddint knew about that data studio

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now thats exactly what i was looking for

pearl tangle
#

yeah can pull data from a lot of different places into there. but yeah I have a feeling it might be becoming only available in GA 360 which you wont be able to access

#

worth checking out. just don't become reliant on a software which you might not be able to use for long hah

wicked oak
#

ima try it on VRMultigames,where i stopped using GA as i updated to 4.14

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and the plugin wasnt updated

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then check how it goes with fancy graphs and stats

#

both oculus and steam at the same time

pearl tangle
#

yeah you should be able to split out the data between the headsets easily too. Just make sure you post across the HMD type at some point

#

give me a shout if you need any help with it. I should point out that I own an Analytics/ Data company and resell GA Enterprise so I have access to all the tools

raven halo
#

I've been told china has a lot of standalone VR devices as opposed to gearVR type devices

#

I know of some friends who are trying to get their hands on SDKs but they are stuck in customs for a month lol

mighty carbon
#

for lone devs like myself (or even a small team), PSVR is out of reach (unless you have a lot of disposable income to get dev kits and pay for ESRB rating and such)

wicked oak
#

not that expensive

#

you can actually get loaned devkits

#

esrb is 800 dollars

#

still better that launching into the black void that its steam

mighty carbon
#

what's "loaned devkits"? free?

wicked oak
#

yes

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they lend you a free devkit

#

it has a waiting queue and can take a lot of time so...

mighty carbon
#

interesting

mighty carbon
#

oh, f@cking USA.. No static IP for residential Internet and business account costs a way more than residential.

#

So, no PS4 development for me until who knows when

wicked oak
#

you need a registered company too

mighty carbon
#

yeah, that's not of a big deal since it's a one time registration fee

#

Situation with Internet is bizarre here

cobalt relic
#

@mighty carbon To be fair you'd have the same issue (dynamic IP) in many countries, though US do appear to have insanely high Internet prices

mighty carbon
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can't upgrade upstream for residential, can't get static IP with residential

#

apparently Spain doesn't have such issue

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I know Russia doesn't either

cobalt relic
#

I'm positive all french operators have had dynamic IPs like forever

#

But yeah, maybe that's not universal

#

At least we have dirt cheap connectivity

mighty carbon
#

yeah, but can't you just pay extra for static IP in France ?

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(without having to pay for business account)

cobalt relic
#

Well some providers might offer that, yeah

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But I just checked for the biggest one and it's a pro feature

wicked oak
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i pay 20 euros extra to get the ip

cobalt relic
#

Okay, it's not, but it doubles the cost of the Internet plan

#

fuck that ๐Ÿ˜„

wicked oak
#

lets me put a content server and access ps4 stuff

mighty carbon
#

Funny thing is we have only like 2 Internet providers for entire country. Bizarre situation. We had 3 (major ones; to my knowledge), but then one got swallowed by another :/

cobalt relic
#

Yeah

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Also you don't even, really

#

Like if you're in a city you have only one of them, right ?

mighty carbon
#

yep

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and if you are not in the city/metro area, you might be shit out of luck and have to use 4G on your smartphone (and a lot of times connection is so crappy that you can't really do much)

cobalt relic
#

Nice

#

I hear someone wants to fix your infrastructure though, so it's all good

mighty carbon
#

so, Gear VR is the least expensive VR platform with higher ROI

#

Fb wanted to fly drones to provide Internets, but if they get slammed in court today, it's unlikely to happen any time soon

mighty carbon
#

funded!

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I am sure it's due to the girl with tattoos present in the gifs ๐Ÿ˜

clever sky
#

I'd get depressed developing for Gear VR.

mighty carbon
#

why?

#

it's like modding Quake, except you have awesome tools now.

#

Yeah, optimization sucks, but if you plan ahead, it's not that bad

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(if you ever modded old games, it should come natural ๐Ÿ˜ƒ )

clever sky
#

@mighty carbon Because I'd have to design for the little touchpad interface.

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Would basically end up making something basic like an adventure game.

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Myst style adventure game.

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I'm not doing VR to make slide shows! Even though it'd probably do alright in sales.

mighty carbon
#

that's a common misconception

#

you can make FPS with just using touchpad

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(with gamepad support for normal folks)

#

I already brainstormed how touchpad controls would work with action oriented FPS gameplay and in theory it should work really well.

#

although I'd still prefer playing it with gamepad. Note that if the game is good, people will purchase gamepad.

#

(Minecraft and Dreadhalls require gamepad)

#

as a matter of fact, actual gamers already have gamepads

clever sky
#

Limit your vaunted 5 million users significantly though.

#

Also touchpad is just a bad fit for FPS, even if you can 'make a FPS work with it'.

#

It's worse than touch screen for FPS.

#

Nonetheless. The main point to my initial comment was that - going from full VR to half VR would be depressing.

wicked oak
#

touchsceen is not bad for frps

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you played NDS shooters like the metroid one?

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they work at PC accuracy(with stylus)

mighty carbon
#

well, it's nothing like touchscreen FPS - you aim with you head and shoot/swap weapons with touchpad. Much more comfortable than aiming with your finger dragged over the small screen (or worse - using virtual d-pad)

#

and sure, it's not the same as literally aiming weapons with your hands.

#

however, unless you are making your project for you and a small audience, you should think of mobile VR as full VR for 5M users as that's all they have experienced

ember comet
#

Not trying to be spammy btw, I think it's relevant, and hopefully somebody here wins a pass.

wicked oak
#

you copypasted the right touch 2 times, instead of at least inverting it

ember comet
#

oh crap, I didn't notice. Easter egg!

#

lol

#

I have them sitting right here on my desk too, damn that's ridiculous ๐Ÿ˜›

granite jacinth
#

Has anyone done any HRTF audio work?

mighty carbon
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I use FMOD with Oculus spatializer on Gear VR, if that counts ๐Ÿ˜ƒ

granite jacinth
#

I think the audio guys are using WWise

#

but, I am talking about actual implementing in engine

#

Is it pretty straight forward?

mighty carbon
#

FMOD is the only system that works on Android

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I haven't done much. Just basic point sounds with attenuation. Haven't done reverb yet.

#

Simple enough to work with. Setting it up is a bit cumbersome.

#

I also like licensing model of FMOD

ember comet
#

So, anyone going to gdc?

wicked oak
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not me

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2 expensive

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and i mean FAAAAAAAAR too expensive

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could easily run into the 3k dollars expenses

#

and im going to go there when it will take more than 3 times the budget of the game i would show XD

mighty carbon
#

price you have to pay for PR ๐Ÿ˜ƒ

ember comet
#

well, I mean just to visit I guess

#

Are you far away from SF?

mighty carbon
#

me or vblanco or every single active person in this chat? ๐Ÿ˜›

wicked oak
#

on the other goddamn side of the world in Europe

ember comet
#

ah, I see

mighty carbon
#

on the bright side you only need 20 EUR to get static IP, @wicked oak ๐Ÿ˜‰

ember comet
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well, I'm speaking generally, but that question was for Vblanco

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You guys developing VR projects?

wicked oak
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i am

ember comet
#

Nice, got a site?

mighty carbon
#

I am in TX, but still, going to GDC makes no sense to me (and is pricey regardless)

wicked oak
#
ember comet
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Oh nice, so FPS

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it's like, perfect for my controller ๐Ÿ˜ƒ you should consider grabbing a devkit when we get them up.

wicked oak
#

if you send me one for free, then maybe

ember comet
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Ah, no

#

I don't have any reason to do that.

#

Anyone have the touch controllers, or do you all use the Vive instead?

wicked oak
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i use both + PSVR

ember comet
#

nice

#

how're sales going?

real needle
#

@ember comet What's your controller?

ember comet
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Fantis, it's called SprintR, lets you walk/run/jump around in VR hands free www.sprintRVR.com

real needle
#

@ember comet I've tried such devices, like 3drudder and a bunch of others. I don't really see why we need such a device. It doesn't solve motion sickness, requires games to be wasd, and can't really be used for roomscale. It's too niched of a product to develop a complete "hands free" input solution, each dev would need to support regular wasd on any handheld controller as well

#

For archviz walkabouts and such maybe

#

I developed the same thing w o any hardware necessary, just using the positional tracking of your HMD

#

I'll come try it at GDC if you were planning to demo there. Are you demoing sitting or standing?

ember comet
#

actually, it's nothing like 3d rudder

real needle
#

it's the same fundamental idea

ember comet
#

really, it's not. I've tried the 3d rudder

real needle
#

your execution might be better, but it still requires wasd movement

ember comet
#

yea, booth PL4935

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games require wasd movement mate

#

it's not like it's something I invented.

#

and while roomscale is fine and all, it's limited to....roomscale and teleportation

real needle
#

but you're limiting the user to one spot

ember comet
#

And I think you're thinking about it the wrong way... for example

real needle
#

essentially making roomscale games incompatible

ember comet
#

this loads as a standard gamepad, so you don't really have to do any work to include it. What it DOES do for developers is allow them to divorce movement from the hands

#

which means you don't need to use a gamepad or controller to move the player, you can have it holding an item and be used as hands alone

real needle
#

we don't really dev for standard gamepads, unless you do mobile

ember comet
#

it works on mobile as well

#

You can try for yourself, so far the crytek and HTC reps have loved it

#

It also has the added benefit of letting them port existing games to VR, games which are wasd

#

and given the massive lack of content for VR, I think that's a big win for the consumer.

real needle
#

I think porting regular games to VR is a big fail for most consumers, but I haven't seen the fallout port yet so we'll see

#

using existing content to speed up development however, that's fair

ember comet
#

k, I disagree with you.

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respectfully.

real needle
#

well it also seems like you want to use a mouse and gamepad for vr so... we disagree on a couple of things ^^

ember comet
#

these "VR experiences" are the big fail.

real needle
#

and "these" are?

ember comet
#

yea like all of them

#

and consumers generally agree with that sentiment, considering the constant noise about lack of quality content.

#

not to mention the survey my company ran showing 76% of respondents wanted their existing games in VR

real needle
#

ofc they do

ember comet
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so, gamepad + gun stuck to head for them then? No thanks.

#

Fantis: DId you watch the videos on our site?

real needle
#

so financially, you think I would be able to develop an input solution for a FPS WITHOUT adding support for movement on touchpad/thumbstick on the motioncontroller?

real needle
#

and I think you're in a bit of a bubble

#

yaw turning

#

is a no

#

you turn using your body

ember comet
#

To be honest...

#

you could be right, but lets hope not.

real needle
#

how much roomscale VR have you done?

ember comet
#

I've been working in VR for a long time. Done some projects for Google and others so far.

#

Roomscale is limited

mighty carbon
#

eeh, this is sooo wrong. Why turn with this controller when you can turn entire body?!

real needle
#

Roomscale is wide of a term. It can mean standing

#

@mighty carbon that's what I'm saying

#

I've tried similar solutions

#

They work for sitting

ember comet
#

I think you're very confused.

real needle
#

But I would never consider it for standing

ember comet
#

turn your body and then what? Go where?

#

you're limited to the size of you're little box

mighty carbon
#

You can turn in swivel chair (that's what I do with gear VR)

ember comet
#

you're so focused on turning, what about locomotion ?

mighty carbon
#

it's been shown times and times again that linear motion in VR as in conventional FPS games causes motion sickness.

real needle
#

@ember comet lol, I'm really wondering how much recent stuff you've played. turn your body and maybe say, push touchpad down to move forward in direction of controller?

#

ala Onward style

#

if we're talking any type of "standard" movement in VR

ember comet
#

Yea, this is where we differ

real needle
#

I'm trying to design around all of it, so that no1 becomes sick from playing

ember comet
#

walking with hands = not cool for me

mighty carbon
#

you turn around and you dash or teleport. you don't physically walk anywhere. "Room scale" doesn't mean you have to literally move in a physical room ๐Ÿ˜‰

ember comet
#

thing is, just like VR has to be actually experienced for someone to "get it", I think our controller is the same way.

real needle
#

so you're actually expecting people to stand up, and use your controller to yaw turn?

ember comet
#

if you're going to GDC, come try it out, then we can talk more earnestly about it.

mighty carbon
#

Play Serious Sam in VR.. It has good set of locomotion mechanics.

ember comet
#

You really think that's preferable ?

#

Sorry, I can't agree

#

clickmove? wow, nope

real needle
#

you didn't answer my question

mighty carbon
#

market will prove you wrong

ember comet
#

Motorsep: You should concentrate really hard and pray it does, that way you can feel good about yourself that another developer spent a ton of time , money, and effort trying to solve a big problem and failed. that will make you a big man.

real needle
#

we're all for innovation here, but we also like to help