#virtual-reality

1 messages · Page 77 of 1

ember comet
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been making games 17+ years and I never told anyone "haha, fuck you you're going to fail"

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this new batch is impressive.

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K, well, I appreciate your opinion Fantis. Hopefully, there's a place for my controller in the market. I've used it, and so have 100+ other developers at GDC last year, and they seemed to love it.

real needle
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well, can you understand our sceptisism and respect that at least? If there is anything I want you to leave our conversation with is that yaw turning is not how we do things anymore

ember comet
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"we" isn't you

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"we" is the bigger community

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you personally don't get to say , this isn't how "we" do things. And that's what I think you don't get

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You haven't tied it, and you're making wild speculations.

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mate, how long you been making games?

real needle
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uhm, out of what, 800 released games for vive on Steam, how many has yaw turning?

ember comet
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Like, what experience are you standing on?

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They don't have yaw turning because there's no useful controller that doesn't make you sick.

real needle
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You never answered my question: are you expecting people to stand up, and use your controller instead of actually turning their body around?

ember comet
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No, I wasn't

real needle
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So it's for sitting games

ember comet
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its mostly used seated , as you can see in the video

real needle
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That works fine and all, but as a VR enthusiast I find it holding back innovation by keeping VR seated

ember comet
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so, what are your thoughts on the Omni for example?

real needle
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You're right that there's room for seated experiences as well, but it's not what I'm developing for

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It sucks

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And I've actually tried it

ember comet
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phone, 1 sec

real needle
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Your product doesn't seem to be developed with motioncontrollers in mind, which makes it a little 2015

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Or mobile, but we've seen plenty of motioncontroller solutions for mobile as well

ember comet
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gotcha. Thanks.

real needle
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@ember comet For your success, atleast showing the concept of how a user would use your product and motioncontrollers would make your page more interesting

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Gamepad and mouse isn't how most of us play VR, atleast not on PC

ember comet
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👍

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Fantis: I think it would take too much time for me to explain the whole thing to you.

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You know when someone has ideas about stuff, and changing those ideas would require too much effort?

real needle
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Nah I know exactly what it is, still can't get around yaw turning

ember comet
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Like I said, you'll be at the show, come try it.

real needle
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When you actually have your body/swivel chair

ember comet
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if you don't like it, don't buy one.

real needle
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What will you be selling it for?

ember comet
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A lot less than the medical bills when you choke to death from cables wrapped around your throat swiveling your chair to all hell and back.

real needle
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sure

mighty carbon
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lol, nonsense

ember comet
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right, cuz cable's don't exist

mighty carbon
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they do, but no one strangulated themselves with HMD cables

ember comet
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Yea, it was meant to be a joke you see...

mighty carbon
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some one can fall when operating you pad and hit their head and die..

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well, I saw no emojies there

ember comet
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Although, I'm really interested to know, you guys are hobbyists, or you work for studios?

mighty carbon
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what difference does it make? P. Luckey was hobbyist, Notch was hobbyist, etc. etc.

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gotta start somewhere and starting in the garage can be very beneficial

ember comet
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The difference is this: Fantis keeps talking about how "we" do things and how it's done these days. I'm really wondering what his basis is for making claims like that. Is the basis that he's working at a studio of 50+ people funded by a publisher who researches this sort of thing extensively, or is he taking his opinion and spreading out across lots of people where he has no real basis to do so.

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So, it's got nothing to do with looking down at anyone. I just want to know the perspective being presented to me.

real needle
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The SeattleVR community?

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There's more VR here than anywhere else in the country

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Probably the world

ember comet
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k, loading the website up. You sayinf you work there?

real needle
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I co-founded the studioo

ember comet
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k, site's not loading...

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got an alternate URL?

real needle
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By your standard, I'm probably considered a hobbyist, but no1 was making this stuff so I did it myself

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err

mighty carbon
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well, for once there are plenty of things are being researches and talked about. So no need to go too far to see what solutions work and what solutions don't work. I believe even Carmack said that turning with controllers is 100% wrong in VR. Just because you say "every one is making round wheels, but I will make a square wheel" doesn't mean your solution works for majority of people.

real needle
ember comet
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okay, cool

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that loads

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k, anyway, thanks for your opinions. Hope you'll give it a shot if you're ever able. ttyl.

mighty carbon
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🖖

glossy agate
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Has anyone tried RE7 for PSVR? I think that may have yaw turning, but I havn't heard if it worked well or not. For me any camera take over doesn't feel good on fast rotation. Eve Valkyrie wasn't bad, but its not real locked camera yaw.

wicked oak
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it does

mighty carbon
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well, I am guessing no verdict will be reached today either

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btw, PSVR costs $517 in Walmart

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$500 on Amazon (from Amazon)

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$533 - $550 from other sellers

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  • shipping
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sooo, not to different from Rift

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(those are just HMD prices, nothing else)

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Rift is $599 + free shipping

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the only difference I guess that more people have PS4 than VR-ready PC

wicked oak
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and psvr is easier to use

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but that looks too much mony for me

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maybe becouse its on really high demand?

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we got plenty of unsold psvr here in spain 😃

mighty carbon
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heh, don't know really.. But with those prices PSVR no longer looks like affordable option

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I wonder if S8 can handle better graphics than S7. Maybe it can give Gear VR better footing against PSVR

pearl tangle
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it's a bump up on the CPU but it's nothing major

clever sky
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Oh, I missed the puck controller dude.

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And I think I get how he ended up making the puck controller too 😛 wouldn't take no for an answer.

pearl tangle
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how did you miss the puck controller??

clever sky
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I was asleep 😛

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Wait, you're in the same timezone. You were also asleep!

restive blade
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hey peoples 😃 I've got a bit of a rush request... is there a BP template that I can throw into my scene that lets me teliport around the place (not using the default ue4 navigation system) like.. definable areas and teliport locations... Rift compatable would be best

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also.. having problems getting ue4 to recognise the occulus remote for anything

clever sky
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@restive blade You're describing the VRtemplate in the unreal engine.

restive blade
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no.. I'm really not... 😛 it use's the navigation system

clever sky
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You mean the navmesh?

restive blade
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yeah

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I have nothing but problems with that thing (don't have a lot of time to fix my scene)

clever sky
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Oh... you want something nav mesh independent, but still definable in where you can go?

restive blade
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yup!

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or an easy way to fix nav mesh

clever sky
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... but navmesh is how you define where things can go 😛

restive blade
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teach me o wise master!

clever sky
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What's wrong with yours? You can just use multiple nav mesh volumes

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and or nav mesh blocking volumes

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to shape the defined area.

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Also the larger you make the nav mesh, the longer it'll take to update on change.

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You can hit 'P' on the keyboard in the editor to see where the nav mesh has defined

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But.

odd garnet
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Hi everyone

mighty carbon
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heya

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@pearl tangle but.. but.. S8 sounds like a beast on the paper (compare to S6/S7)

pearl tangle
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Yeah minor upgrades though not like the 900 to 1000 series GPU update

mighty carbon
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oh, definitely not

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I wonder if it will be powerful enough to allow dynamic lighting (a few stationary lights that cast dynamic shadows)

pearl tangle
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nah definitely not. much better to fake shadows in any VR regardless of what platform it is

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@restive blade you just have to disable the check for navmesh and tell it to work on any static mesh or whatever else you want it to check against

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it's literally changing 1 blueprint node in the teleport function. pretty sure epic points out which 1 it is in a blog post or something somewhere

limber rose
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@pearl tangle check for normals, 90 degrees or so as a limit I think

pearl tangle
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Yeah that's if you only want to go on flat ground or something

limber rose
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right

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I guess he figured it out lol

clever sky
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Looks like they updated the SteamVR stuff... so it doesn't dump you back into compositor on load.

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That's nice.

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Although not entirely smooth in operation yet.

pearl tangle
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so whats the loading show then?

clever sky
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It's a blue gradient background

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with a window of the application that's loading.

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and a little loading device to show it's loading.

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Sometimes it turns into a black background. Not 100% sure.

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(not 100% sure as it could've been the specific application doing its own thing, but somehow mixing up the compositor loading background)

pearl tangle
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sounds terrible

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definitely overriding it with level streaming and custom load screen is the way to go

clever sky
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Well. It's not ideal. But chiefly, it shows players that the game hasn't crashed.

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Which is better than what it was before.

pearl tangle
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yeah gotta be a better way for sure

eternal inlet
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hi vr people, im about to try implement a mechanic where you can push yourself around in a vacuum (no gravity environment) with your hands. Right now im trying to detect collision with hands and surfaces, and allow you stop movement with hands, but also push off surfaces and kinda move yourself forward as if your hands had friction if touching surfaces

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anyone done something similar to this?

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im currently having a bit trouble finding the movement vectors reliably and making sure the hands dont end up in walls

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so my idea right now is to use physical animation on top of the full body solve, which obv will cause some disconnection between real movement and avatar movement

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but this also has some problems since then i wont always have completely predictable collisions and those collisions will only be brief then because the physical animation will push off the collision bodies and make it hard to determine direction and speed to move

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so right now i lean towards trying to implement a physical approximation of this mechanic myself, rather than relying on actual physics simulation... how does that sound?

digital marlin
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We won't know until we try it.

pearl tangle
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I wouldn't disconnect the location of the controllers from the actual location, that would throw people off pretty badly. Maybe some kind of ghosting mechanic to show real position vs model position

carmine gulch
pearl tangle
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yep. had a chat with them last week about sorting out the unreal stuff and got some updates from Epic on the UDN to do with it

clever sky
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So who's to blame for the fact that Unreal games are still not properly detecting left/right controller?

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Basically makes Unreal games look a little dumb every time.

wicked oak
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it actually follows steamVR

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so blame steamvr

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and it works perfect on oculus

clever sky
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@wicked oak So what is unity doing differently?

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Because unity games match the controller icons in the Steam VR menu 100% of the time whereas Unreal VR is basically a crap shoot

pearl tangle
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oh yeah i have noticed that sometimes it comes in screwy

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I think that bit is a fix for it

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From SteamVRFunctionLibrary.h:

 /
  * Returns an array of the currently tracked device IDs
  *
  * @param    DeviceType    Which class of device (e.g. controller, tracking devices) to get Device Ids for
  * @param    OutTrackedDeviceIds    (out) Array containing the ID of each device that's currently tracked
  */
 UFUNCTION(BlueprintPure, Category="SteamVR")
 static void GetValidTrackedDeviceIds(ESteamVRTrackedDeviceType DeviceType, TArray<int32>& OutTrackedDeviceIds);

 /
  * Gets the orientation and position (in device space) of the device with the specified ID
  *
  * @param    DeviceId        Id of the device to get tracking info for
  * @param    OutPosition        (out) Current position of the device
  * @param    OutOrientation    (out) Current orientation of the device
  * @return    True if the specified device id had a valid tracking pose this frame, false otherwise
  */
 UFUNCTION(BlueprintPure, Category = "SteamVR")
 static bool GetTrackedDevicePositionAndOrientation(int32 DeviceId, FVector& OutPosition, FRotator& OutOrientation);
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this is the bit that should make it handy the different tracker objects since it has a DeviceType in there now. Just need to make sure it's pulling the device ID from steamVR rather than generating it itself

clever sky
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Cheers @pearl tangle Will have a poke at that in a bit

pearl tangle
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Not sure if it will change anything on the controller type but maybe they spit out a left hand controller or right hand controller since it should handle the touch controllers

wicked oak
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i cant get tooltips working with 3d umg using the umg pointer interaction

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has someone manage to get it working?

green fractal
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Is the signup for the vive tracker over?

hard light
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Does anyone know how to access the daydream laser pointer?

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I want to do line tracing along said pointer, but have no idea how to get the start position / orientation

carmine gulch
granite jacinth
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@hard light oh, thanks for reminding me about daydream...I have a Google Pixel XL now and Daydream HMD, how are you finding dev for it so far?

hard light
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it's an absolute fucking nightmare to set up

granite jacinth
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lol

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Well, that does not sound promising at all

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Have you done any market research on Daydream users by any chance?

hard light
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I would really not recommend it to anyone - getting the android SDKs etc in the proper configuration (which is incorrectly documented) was no small feat and took quite a lot of effort

granite jacinth
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I am just curious what the stats are if any are out

hard light
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then there's the fact that Google aren't keeping their plugin up to date, so I had to compile my own version for 4.14

granite jacinth
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Ah damn

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That's a shame

hard light
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now that I've got that far, I can't work out how to access basic information about the motion controller (because it is all entirely self-contained within their plugin and the blueprint nodes are a bit lacking)

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but no, I had no data because I'm not interested in developing for mobile VR

full junco
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@hard light I think 4.15 has daydream stuff updated

hard light
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well, I'm 4.14 and 4.15 isn't stable, so it isn't very helpful, heh

full junco
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4.15 is stable

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previews are usually very stable already

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I am on 4.15 since November (then it was master) and it was stable all the time

granite jacinth
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?

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Previews are usually NOT stable

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Maybe before 4.12

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but 4.13+ it's been shitstorm after shitstorm

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And then release is just as bad

full junco
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you seem to use a different software than I do

granite jacinth
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Nah

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We just use it differently

full junco
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ue4 was really buggy before 4.10 and 4.11, but since then it is solid, including previews

granite jacinth
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?

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4.10 and 4.11 were very stable

full junco
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yes, I said before

granite jacinth
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oh, I see what you said

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I misunderstood

hard light
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4.11 was the last solid release

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everything since has been pretty sketchy even outside of preview

granite jacinth
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Yup

full junco
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give me an example?

granite jacinth
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?

hard light
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but either way, it isn't my choice, so it's irrelevant

granite jacinth
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How many hotfixes for 4.12?

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4?

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5

hard light
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4.13 crashes and freezes on me on a regular basis

granite jacinth
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5 hot fixes...

full junco
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hotfixes make it more stable, so hotfixes are good

granite jacinth
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4.13, 2

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4.14 3

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and those two crash on me so hard

hard light
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non-preview releases shouldn't need hotfixes, that's kind of the point of 'stable release' branches

granite jacinth
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The point is...

full junco
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what are you doing for making it crash?

granite jacinth
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WTF are they doing out in release if they aren't stable?

hard light
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just using PIE is enough to cause it to crash sometimes

granite jacinth
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^

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My editor freezes 7/10 times on using new editor/standalone

hard light
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yup

granite jacinth
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I have to rush back to editor and stop playing around with shit in there

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to stop it

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but I usually forget

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So they freeze

full junco
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strange

granite jacinth
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But yeah @hard light , to stop it, you just alt tab back to editor and start touching BPs or whatever

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and let the new window open up

hard light
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that sounds bizarre

granite jacinth
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that's how I've been "mitigating"

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It's so stupid

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It's probably a windows/ue4 bug

full junco
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I havent really used versions like 4.13 and 4.14 I think, I was most of the time on master

granite jacinth
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some conflict with resources

full junco
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but master should be less stable than stable versions

granite jacinth
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?

full junco
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so if I dont notice any crashes in master then I would have thought the official releases are even better

granite jacinth
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master has the latest fixes though

full junco
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yeah, it has

granite jacinth
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along with latest features

full junco
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but also new bugs it might have

granite jacinth
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so, I think it's more stable

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imho anyway

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right right

full junco
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it might be

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I saw it being quite stable

granite jacinth
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But before we get too off topic, @hard light so current Daydream implementation in UE4 is poop and you wouldn't recommend at all?

hard light
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not for serious projects, no

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getting it set up is quite the hurdle

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I blame the reliance on codeworks etc for that

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by the time you're in UE4 you're using a plugin on top of the engine on top of an SDK on top of another SDK

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and if something fails in that stack, the whole thing topples and most of the time you get a fairly useless generic error message

granite jacinth
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damn

full junco
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well, daydream is still new

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so some old engine version like 4.14 doesnt really need to support it perfectly yet

granite jacinth
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So

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I have a shitton of art in my damn project. I already told the artists to look into ISMC whatever they can for environment art.

What other suggestions are there for this multi-storied (this is going to be 2-3 times taller) "arena" platformer/shooter?

https://gyazo.com/adbcda6b6bc8c5c98b0670bbaadba426

mighty carbon
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is it for mobile ?

granite jacinth
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It's usually 90FPS, but there's been some drops down to 50 when the full scene is in view, shader complexity is stupid.

mighty carbon
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nm

granite jacinth
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Nah, vive

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90FPS 😉

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Anyone have any suggestions on how to get this to a manageable point?

mighty carbon
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what kind of materials you have there?

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any transparency/translucency ?

granite jacinth
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Hmmmmmmmm, I checked most of the mats

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It's about 500 instructs for the heavier ones

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I don't think we have any transparencies

mighty carbon
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that's quite a lot for VR

granite jacinth
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probably so

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I'm an art newb

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"newb"

mighty carbon
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basically in VR it's better to have atlased textures and simply use straight images for diffuse, normal, etc. Don't make some crazy noodles in materials.

hard light
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the geometry looks fine, but 500 odd instructions is really heavy

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I would take a look at the VR quick start guides and set up your ini config like they suggest (geared more towards mobile rendering)

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also, avoid dynamic lighting and bake as much as possible

mighty carbon
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but Robo Recall uses dynamic (stationary) lighting :/

full junco
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500 is way way way too much

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a regular material has something like 35 pixel shader instructions

wicked oak
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2 small lights for spells can take 3 ms of rendering in my game

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i have to make sure to not have A SINGLE ONE dynamic light

clever sky
wicked oak
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check this out

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red is Base Pass, turquoise is 2 lights

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TWO

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i disabled those

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btw, no shadowcasting

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lightgreen is the reflection capture

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wich takes way too much btw

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and then the postprocess stuff

mighty carbon
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bizarre

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sounds like UE4 has unoptimized lighting :/

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Remember that Doom 3 BFG runs 90 fps in VR

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and it's all real-time. There are no baked lights at all.

full junco
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lights are slow, yeah

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I wish they were faster

mighty carbon
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but why?! You'd think lighting is the first thing to be optimized :/

full junco
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because unreal engine was traditionally an engine for static stuff I think

mighty carbon
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@wicked oak do you have performance issues with lighting in deferred or forward ?

wicked oak
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deferred

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i cant handle the forward basepass

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with the amount of drawcalls i have, the depth prepass takes too much

mighty carbon
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I see.. I recall seeing something about dynamic lights being more performant in forward

cobalt relic
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What kind of hardware are you running on ?

mighty carbon
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(assuming they don't overlap much and there only a few in the view and only one or two cast shadows)

full junco
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@wicked oak forward is slower for you? depth prepass is so relevant?

wicked oak
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in my case, yes

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ive profiled it

mighty carbon
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sounds like you are going backward about this 😃 gotta optimize your art and use forward 😉

full junco
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I think forward is way faster in my case...

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haven't tested too much though since I still have to wait for ssao support

wicked oak
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Forward works best when you have simple-ish geometry

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if you have massive amounts of drawcalls, there is too much overhead on the depth prepass

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and i do 😦

tawdry dragon
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Anyone here got any ideas for optimizing heat/battery life when doing stuff for the GearVR? We have made a simple 360 stereo panorama viewer using unreal. Using it on a Galaxy S6, it overheats/runs of battery incredibly fast

mighty carbon
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how fast?

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and I bet such optimization requires deep engine dive

tawdry dragon
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yeah that was my thoughts too. It's an external developer we had inhouse doing the app - now the client complains about it and they've given me the task to see if there is anything we can do besides upgrade to a Galaxy S7 which should be much better

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What confuses me is the Oculus native 360 stereo viewer runs at a much higher quality than we can achieve with UE4, but with much lower energy/heat costs

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but might be because they build their own engine/renderer for that viewer

mighty carbon
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yep

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how do you view 360 images using UE4 ? Sky sphere ?

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@tawdry dragon ^^

tawdry dragon
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yeah. We have a single sphere. A material that switches between 2 jpgs depending on screen position(hence getting stereo effect)

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we are pushing 2x4k jpgs though, but anything under that is an unacceptable quality - especially compared the 18k we use in Oculus Stereo Viewer

mighty carbon
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you should use Stereo Layer of cubemap type instead of sky sphere

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it's timewarped and should provide exact the same quality as Oculus' native 360 deg. pics viewer

tawdry dragon
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Hmmmm!

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interesting

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You got any link for some documentation? Seems like the only I can find is some blueprint API calls

mighty carbon
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it's Stereo Layer component

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unfortunately as with everything VR it's a limited documentation, but enough to get you started

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also check Oculus dev forums

tawdry dragon
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that is very interesting

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seems like people are also using it for HUDs inside the Rift/vive

mighty carbon
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yeah

tawdry dragon
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Thank you very much! I will have to dive into it and see if we can get it working 😃

mighty carbon
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np 😃

full junco
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@tawdry dragon sounds quite heavy to use the full ue4 just for showing a 360 panorama

tawdry dragon
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What do you mean by Full UE4?

full junco
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well unreal engine 4 has many features and many are enabled by default without any way to disable them, but you surely dont need them for a 360 panorama viewer

tawdry dragon
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well, there is also some interface/product selection stuff going on top of viewing 360 images

full junco
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ah

tawdry dragon
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But we needed to use a platform that allowed us to make a custom app for the client and also add products/functionallity later. External devs suggested Unity, but update costs were simply to high. Since I know a bit of unreeal, the idea was that we got an external dev to create the base system and then we would do app updates inhouse

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If Motorseps suggestions works out, then I will send him hugs and kisses!

mighty carbon
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🙀

tawdry dragon
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or maybe just a beer!

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😄

mighty carbon
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👍

wraith sky
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@hard light I've roamed the forums, and somehow people manage to use it with 4.14

hard light
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yeah, getting the plugin to work was not a big deal

tawdry dragon
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Hopefully I am allowed to show off the Oculus/Vive thing we're doing for a client atm, as soon as its done of course 😃 It's gonna be used in some large conferences in Las Vegas and New Orleans 😄

hard light
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I just want to know how to get the relevant transforms so I can actually do stuff with the laser pointer, since Google's plugin is very heavy-handedly self contained

sturdy coral
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does nvidia post in any forum threads or anything on status/plans for the vrworks branch?

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is it just dead at 4.13? I'm sure 4.14 had a ton of merge conflicts due to the forward renderer

mighty carbon
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they posted an article not to long ago about how to integrate lens matching shading into UE4

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sounds like Robo Recall will be free

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hah, that's cool

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Ha, Nolo VR raised double of what they asked for in 2 days

wicked oak
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new DWVR update

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gonna record a video now

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as the new sword mechanics are really cool, but might be slightly unbalanced OP

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but who cares at the moment, let the players blow skeletons into orbit

mighty carbon
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YESSSS! Oculus wins!

zenith charm
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Oooh dang!

mighty carbon
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but they agreed Palmer violated NDA

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so I am guessing Palmer's new job was to be a scapegoat

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I am guessing money will exchange hands anyway

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hopefully not even 2B

mighty carbon
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$500M is what Oculus will be paying Zeni :/

subtle island
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hopefully get some of that facebook money to help pay for it so it doesn't hit vr too hard

barren rose
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Palmer: Make DK1, get ton of money, haters gonna sue, still gg

mighty carbon
#

$500M is still a lot of money to pay for violation of NDA, especially since trade secrets were not misappropriated

#

I bet Fb/Oculus will appeal

#

I could have gone into dev grant if anything 😦

raven halo
#

oh wow

#

500M

#

that's a lot

mighty carbon
#

maybe it will shut Zeni for good and they won't do any lawsuits against Fb/Oculus afterward

mighty carbon
#

"Of the $500 million, Oculus is paying out $200 million for breaking the NDA and $50 million for copyright infringement. Oculus and Luckey each have to pay $50 million for false designation. And Iribe has to pay $150 million for the same, final count."

raven halo
#

oh boy

mighty carbon
#

so as a company, Oculus loses "only" 250M

#

Carmack is cleared (unless some other news come out later) and that's important !

#

Well, I'd like to say I am going to sleep well and continue with Gear VR development since now Oculus is out of the woods with the tech 😃

#

STATS!

subtle island
#

What's zenis angle with the case? they just want some money?

fresh laurel
#

SprintR: Truly natural VR control SprintR is a wireless footpad that lets you easily walk, run, and jump in VR hands free. What is SprintR about? The problem: Game-pads and handheld controllers offer limited

mighty carbon
#

cash grab

odd garnet
#

HDRF sound?

mighty carbon
#

FRDH sound

mighty carbon
#

WTF?!

#

how is that possible from legal perspective ?!

hard light
#

this could be enough to do some serious damage to the Rift

eternal inlet
#

lemme know what you think of the idea

mighty carbon
#

@hard light but if it was decided that Oculus did not misappropriate technology and didn't steal anything, how can someone make sales of Rift stop ?

polar field
#

@mighty carbon they said the jury found that John did take source code and files

hard light
#

You may want to read the article again - the court awarded Zenimax half a billion dollars because Oculus infringed on copyrights and broke NDA - but it suggests they still believe Zenimax VR or game code may be in use within Oculus software. I suspect they may be forcing an audit

mighty carbon
#

They used "DOOM" trademark early on

#

that's all

#

so, Oculus did violate that trademark and copyright

#

for DK1

#

not for CV1

#

not even for DK2

#

so, jury's verdict doesn't count I suppose, if jury said they didn't steal the tech, but ZeniMax still saying they did

hard light
#

"the jury also found that id Software co-founder and current Oculus CTO John Carmack took Rage source code and thousands of electronic files on a USB storage device which contained ZeniMax VR technology when he left the company."

#

they haven't awarded any damages in this instance, because it has yet to be proven that Oculus is using it - the next step is to stop Rift sales and audit Oculus

#

Oculus are in trouble

mighty carbon
#

hmm.. sucks

hard light
#

if you don't play by the rules, you run the risk of getting caught and having it fuck you over

#

¯_(ツ)_/¯

polar field
#

So what you're saying is I should hurry up and buy an oculus before they stop sales? lol

granite jacinth
#

?

#

Why buy inferior hardware number one

mighty carbon
#

well, if they can order Oculus never sell Rift, then why on earth would you ever buy it

granite jacinth
#

Why buy something that may die number two

mighty carbon
#

eeh? Oculus is not inferior hardware

granite jacinth
#

Why contribute to closed source eco

#

So many cons

hard light
#

Vive > Rift

granite jacinth
#

Just get a Vive and be in bliss

hard light
#

better tracking solution and the hardware is evolving more quickly

granite jacinth
#

And know that Vive had everything from the start

mighty carbon
#

because closed source encourages higher quality products and now quick dorky tech demos Steam is swamped with

granite jacinth
#

Closed source encourages higher quality products?

#

Says who?

mighty carbon
#

walled garden that is

granite jacinth
#

That seems the opposite IMHo

hard light
#

Rift and Vive games largely operate on the same open platform, which is why most Rift games can be hacked to work on the Vive

mighty carbon
#

says life.. Look at Steam and how much shit is on it

granite jacinth
#

Open Source would have more competition

#

And would expand on ideas already well established

mighty carbon
#

open source is utopia

granite jacinth
#

Steam is not open sourced?

mighty carbon
#

it works in some cases, and not in other cases

#

Steam is a dump

granite jacinth
#

I don't get your argument

mighty carbon
#

when it was walled garden it was soooo much better

#

Steam is not open source - you don't get to see Steam's source code. Only API is exposed

granite jacinth
#

Hmmm, when only triple A shit came out?

mighty carbon
#

also, open source != walled garden

granite jacinth
#

I know, we were talking about open sourced and you said Steam.. so

mighty carbon
#

what does open source have to do with hardware ?

#

OSVR is open source and such a shitty VR system

#

Steam VR is open source and is inferior to Oculus Software

#

open source doesn't encourage competition - it encourages being lazy and borrowing from existing solutions

#

look at AMD and Nvidia. Nvidia has closed source state of art drivers, while AMD has open source garbage drivers.

wise thunder
#

...as well as the other way around?

#

(see: Nouveau, Catalyst)

heavy tiger
#

Hey VR folks, has anyone had any success layering cameras in VR?

granite jacinth
#

@heavy tiger layering?

heavy tiger
#

Using multiple cameras to render different parts of the scene.

pearl tangle
#

as in you want to place a camera for each eye?

#

or are you just saying you want them to be able to see the output of another camera like on a monitor or gun scope or something?

heavy tiger
#

@pearl tangle A camera for each eye

#

Or however it would be possible.

pearl tangle
#

why would you want to do a camera for each eye? That's already what the Oculus and steam plugins do but they have convergence properly figured out and whatnot

mighty carbon
#

man, I am not gonna sleep well without knowing if Zeni can halt sales of Gear VR :/

polar field
#

@hard light I agree vive > rift but rift's controllers destroy vive's

mighty carbon
#

how Vive beats Rift ? The only thing that is going for Vive is better 360 deg tracking (room scale)

#

vblanco is the one who put a breakdown here (and on Fb) for all 3 systems

#

Rift has better ergonomics, better software, better controllers and better support than Vive.

#

(and I can vouch for support part personally)

#

and of course for open source fanatics Vive is better simply because of Steam VR being open source

#

actually, Open VR, not Steam VR

#

just looked for Open VR and Steam VR and both have only API code open to runtimes. Runtimes are closed source.

green ice
#

With a third tracker for the Rift their 360 deg room scale tracking feels just as good as the Vives.

mighty carbon
#

there ya go

polar field
#

but then you have to buy two additional trackers to get the same functionality of vive out of box

clever sky
#

Rift unfortunately is plagued with reliability issues for room scale tracking.

green ice
#

You only need three with the Rift

clever sky
#

It'd be nice to say that 3 camera Rift would get you equal Vive functionality... but it's really a gamble.

#

Some people yeah, no probs. Others... well... maybe 4th ones a charm?

polar field
#

yea 3 with rift vs 2 with vive. but doesn't rift only come with 1 tracker?

clever sky
#

1 for the HMD, 1 for the controllers

green ice
#

Ahh true, I think it does

clever sky
#

And 1-2 more you have to buy seperately.

polar field
#

Are you sure the trackers for for separate use?

clever sky
#

As a developer though, you simply can't assume that Rift users will have room scale. Which is a bummer.

#

On the flipside, having a turning solution is useful for everyone.

mighty carbon
#

I don't have room for room scale VR, but I can turn 360 deg 😃

clever sky
#

You can't or you can?

mighty carbon
#

So even with Gear VR + Nolo VR I could only stand in place

clever sky
#

And why can't you turn 360?

mighty carbon
#

I can, sorry

#

I can't walk around, not even make a full step

#

no room

clever sky
#

Yeah fair enough.

#

Well, at least you can walk on the spot!

green ice
#

Haha

clever sky
#

Particularly relevant because I'm working on a walking on the spot method of locomotion 😃

#

It'll work well with the PSVR too!

mighty carbon
#

I am fine with teleporting. I'd walk if it was natural walk, like on those omni-threadmills

clever sky
#

It's a pretty natural walk. Truth of the matter is, either solution (in place or treadmill) is going to require some time to get used to.

#

Like you might think treadmill is good because you get full hip swing. But then you're not accounting for the weirdness of the harness and the feeling on your feet (sliding, and possibly sliding along a concave dish).

mighty carbon
#

true, but if I use treadmill, I am not going to walk into anything by accident 😉

clever sky
#

With the boundary stuff, it's pretty hard to accidentally walk into stuff as well.

#

Either the custom boundaries I use, or the normal guardian/chaperone boundaries that the Rift/Vive uses.

green ice
#

I still manage to punch almost every thing around me with the boundaries up, haha.

clever sky
#

@green ice Fair call - but one of the main problems with normal chaperone/guardian boundaries is that they draw over everything irrespective of depth.

#

my custom boundaries are actually occludable in game.

#

So you can still tell when your hands are infront the boundaries. Also, they can be altered independently of the chaperone stuff, so you can use them as 'advanced warning' (i.e. set them back a foot from the wall).

green ice
#

Ahh cool, I haven't had a chance to test the system out on full room scale, stuck behind a desk with about half a step each way.

#
  • Normal system that is.
clever sky
#

😃 need a link to the demo, or have you already downloaded it?

green ice
#

Which demo?

clever sky
#

My locomotion demo 😃

green ice
#

Ahh won't be able to test it out, moved over to Rift for now. But that walking actually looks pretty cool.

clever sky
#

Cheers. But yeah, going to start working on Rift compatibility

green ice
#

Just flicking through the vid, that movement where you are kinda jolting forward, wouldn't that make you feel really sick?

clever sky
#

Jolting?

#

What time code?

green ice
#

around 3:51, I think I spoke too soon though.

clever sky
#

But also, not really - walking in place solutions cause stimulation of the vestibular system

#

which adds a lot of noise and in many users drowns out the expected signal of forward motion.

#

The system has a direct relationship between how much you move and how much you move forward in VR - so that the more you physically move and push your vestibular system around, the more you move in VR.

#

It doesn't work as well for some people as others. But I recently added a comfort mode that should help to further reduce the worst of the motion sickness that might occur.

#

Oh sorry.

#

You're talking about Dash Step!

green ice
#

Yeah, that's the one.

clever sky
#

Yeah, Dash Step operates on the basis of vestibular lag.

#

i.e. it takes time for your vestibular system to kick in and detect the mismatch.

#

If you have visual motion under this window, the vestibular system doesn't kick in.

green ice
#

Oh, that's cool.

clever sky
#

It varies from person to person. But generally I think 50ms should cover most people.

#

But you can alter it in the demo.

pearl tangle
#

vive/ htc support is way better than Oculus. Oculus has absolutely terrible support. Doing a project for Samsung about their Gear VR even and can never get any proper support from Oculus. whereas I was on the phone for an hour with HTC's head of VR in europe last week just talking shit. Epic gets way better support from HTC than they do from Oculus as well

clever sky
#

HTC treats its VIP customers well.

#

But their normal customers are like poop!

pearl tangle
#

i don't have any business headsets or anything. just consumer 1s

clever sky
#

Is the impression I'm getting.

#

But you did let them know you're a developer right? 😛

pearl tangle
#

i had major issues with their general support when i was buying the headsets thats for sure. their support was just as bad as oculus.

clever sky
#

I can't imagine a random guy getting in contact with a VP.

#

My own experience with HTC support was - eh. They seemed relatively polite and prompt via the web chat service I went through.

pearl tangle
#

epic just put me in touch with their guys and they were great. the oculus 1s were no help. was trying to do a project for a client to release on Gear VR, dozens of emails with support. I needed to check if I could actually release something on the oculus store since the client was Johnnie Walker. their best response was "just build it and try and publish it and see what happens"... that would really go well with getting hundreds of grand from a client to build something on the principle of wait and see...

clever sky
#

But they did manage to send back the same controller with 0 fixes, so I had to send it back. Also had 1 week delay in response time, prompting me to contact them again (they said they'd call back).

pearl tangle
#

oh their web stuff and phone support stuff was horrible, but the Vive stuff directly, not HTC is quite helpful now

clever sky
#

Yeah.

#

So it seems like their dev outreach pretty good. Direct consumer customer service kinda crap.

mighty carbon
#

@pearl tangle I actually got a lot of help from Oculus with Gear VR stuff

#

at the beginning it was shit, but now it's pretty good.

#

haven't experienced publishing side of it yet

#

btw, do you think Zenimax can also halt Gear VR sales/support if they manage to do that to Rift ?

full junco
#

@mighty carbon sure, they will have to halt everything 😈

#

for this fight with oculus I now love zenimax. even if they don't win, they greatly damage the reputation of oculus and that's great for the vive

green ice
#

But the Vive needs the oculus so they are forced to keep making better stuff.

pearl tangle
#

gear vr is using Oculus hardware and software so i guess that would be possible

#

it would only be in the US though anyway if something like that happened

mighty carbon
#

😦

#

Vive will die if Oculus Rift dies

#

simple as that

full junco
#

@green ice yes, but oculus won't die, they will still want to improve the vive

#

@mighty carbon bullshit

mighty carbon
#

no competition - lack of progress

#

you can see it everywhere in life

full junco
#

a good company can make progress without competition

#

SpaceX had no business reason to spend money on developing landing rockets, but they still did, just because of Elons vision

#

and steamvr is an open platform, so there's automatically competition between different hardware manufacturers for that

mighty carbon
#

eeh, SpaceX has a business reason - to reduce cost of flight

#

not because Musk just wanted to make it happen

full junco
#

they are already the cheapest by far

odd garnet
#

how is babby formed?

clever sky
#

@odd garnet By putting in the peepee with the poopoo

odd garnet
#

On it

polar field
#

need to do way with instain mother

pearl tangle
#

@mighty carbon spaceX is actually doing all of their visualization with Unreal engine btw. They are also using the vive to actually do a lot of industrial design and test out all their spaces and everything

#

also pretty sure microsofts open standard for VR and AR will easily eclipse Oculus sales within the year.

heavy tiger
#

How do you guys test your game without access to the VR headsets and controllers?

clever sky
#

@heavy tiger Make a non-VR pawn?

#

Kinda hard for me given that everything I do is related to the pawn 😛

pearl tangle
#

if you are doing a VR game with motion controllers you can't just fake it during dev and assume it will work

clever sky
#

@pearl tangle Depends on the thing you're testing. But yeah, not advisable to fake too much of it.

#

Only for basic convenience

pearl tangle
#

anything with motion controls you can't really just assume

#

even sizing of objects and stuff i na scene you can't build it like a normal game either, things are very different for VR dev. that's why so much of the stuff just hacked in for VR is absolute shit

clever sky
#

Yeah, there's really no way to develop for VR without having access to VR gear and regular use for it.

pearl tangle
#

just signed off another Vive project with a client 😉 if 1 of the other 3 proposals sitting on my desk goes through definitely hiring a new 3D guy if anybody feels like moving to singapore 😃

hard light
#

sounds like VR is booming out your way, hehe

#

over here not so much, I suspect because there's so much hardware out here now that everyone and their aunt has their own and does their stuff internally now

clever sky
#

I've got a background in 3D! I want to be in Singapore.

#

But dammit, I'm doing my thing!

native cedar
#

I forgot how to import movies all of a sudden

restive blade
#

Lol... I'd be happy to be a 3d guy for you..But Singapore might be to strange for me

zinc violet
mighty carbon
#

Old news comrade @zinc violet

#

Now we wait for injunction filings (not) happening

dusk vigil
#

Spent the day working out how to fill in textboxes from keyboard while in VR ( to facilitate naming GestureTracker gestures during development, not for end users )
Pain Is Fun, managed to work it out

clever sky
#

@simrak#0804 Do you mean typing into a physical keyboard, or typing into a virtual keyboard with motion controllers?

dusk vigil
#

Going with physical keyboard for this one since we will have a 'controller' coordinating the thing.

#

I figured out how to make a virtual keyboard but didnt see a need for it for the moment

clever sky
#

Fair enough 😛

tawdry dragon
#

anyone has any examples on MotionController replication that works? I had a prototype working using "Get Hand Transformation" - but for some reason that doesnt work with Oculus Touch

#

Im currently using one that reads the motioncontroller location locally and then uses RepNotify to send it to a server and update the location on all other clients - however for some reason it bugs out now and adds some wierd offset to your controllers on the local client, but not on the network

mighty carbon
#

@tawdry dragon Did Stereo Layer work for you?

tawdry dragon
#

@mighty carbon hadnt had the time to try it out yet - will do in the weekend

mighty carbon
#

ah, np

tawdry dragon
#

right now I simply cant get my head around that replication problem

wicked oak
#

i just update with the motion controller component transform

#

i make sure to keep the player index to -1

#

unles its the locally controlled pawn

#

then its 0

wicked oak
#

and then on clients i just interpolate to the last transform

mighty carbon
#

Carmack's outlook on the trial

tawdry dragon
#

And how do you update the transforms and send them to the server?

#

RepNotify?

wicked oak
#

RPC

#

from the local pawn into the server

#

the server just updates the replicated_transform variables i have

#

and then every other client just interpolates to that

#

btw the transform is on local space

#

not world space

#

could be improved by storing it in a more compact way

#

not a full trasnform but a simple 16 bit location + low precision rotation

tawdry dragon
#

hmm, will have to try it out

#

atm I am loosing my hair :p

#

we have a milestone dilevery tomorrow and for some stupid reason, it stopped working

dusk vigil
#

Nothing like that 'something breaks the day before' feeling

silk lodge
#

@tawdry dragon I have a thing that does mulitplayer vr stuff

tawdry dragon
#

@silk lodge BP or C++?

silk lodge
#

blueprints!

#

I don't know much about it

tawdry dragon
#

@silk lodge Can You show me the graphs where You replicate motioncontroller transform?

silk lodge
#

yeah

#

skype or google hangouts?

#

@tawdry dragon yo yo yo

mighty carbon
#

is there a good virtual keyboard system available for VR ? (marketplace maybe)

#

or is it easy enough to make it from scratch ?

tawdry dragon
#

@silk lodge Sorry, something just came up and have to go. Maybe I Can catch You another time

silk lodge
#

ill be around!

tawdry dragon
#

Sweet, thanks 😊

eternal inlet
#

anyone figured out a good way to grab items not using physics handles?

#

but still respecting collisions

#

conceptually i want to grab an item and move the item using physics, and have my hands follow the held item perfectly (without lag)

#

kinda like with attachtocomponent just the other way around (Attach players hand to item)

#

is there a way to do this reliably using some kind of chain of attachtocomponent?

#

im thinking that if i recorded the grab offset (which will be a delta in worldspace), i would somehow have to convert that offset into a local space

#

and then move the item offset by that grab offset

#

but math is killing my head

graceful junco
#

Check out mitch's VR demo. Sweep the object each frame to the location of the controller.

eternal inlet
#

hmm i'll try that out, i guess it will just stop if it hits something otw

graceful junco
#

That depends on the masses of the grabbed actor and hit actor. It's still doing physics collisions.

eternal inlet
#

i'll try and see how it behaves

#

oh nice i see he already did all the hard work with the manual calculation of custom physics, so nice of him 😃

dusk vigil
#

Is ' Mitch's VR demo ' something different from the VR template, or is it referring to his youtube series?

eternal inlet
#

different

#

you can find it on the ue4 forums

dusk vigil
#

"Mitch's VR Lab, an introduction to VR in UE4" ?

eternal inlet
#

sounds right yes

#

@graceful junco u know if Mitch hangs out in here?

graceful junco
#

No idea.

#

haven't seen him here

eternal inlet
#

i just wanted to thank him 😃

#

... and ask some math questions 😛

#

i see he still allow the rotation to change due to interaction with the world

#

so he doesn't snap back to the original grab rotation

#

but should be possible with the stuff he did

graceful junco
#

Yeah, I noticed that too. I changed that for my project. My grabbing is based on his logic

eternal inlet
#

ah i see cool

#

how'd u do it?

graceful junco
#

Same as for the location. Save the initial rotation, then set the rotation each frame.

eternal inlet
#

but i go blackout and faint when i see Quats 😄

#

do u interp or something to the initial rotation using those Quats?

graceful junco
#

Nope, just setting it to what it's supposed to be. You never notice it rotating, no interping/lerping needed.

eternal inlet
#

just reading through the code

#

so when the object is picked up, he's using AttachToComponent with an object that has simulate physics on

#

and then move it manually too in the "Handle Bounce Back"

#

technically i thought if you used AttachToComponent u couldn't use Simulate Physics = on too

graceful junco
#

It gets attached to a scene component. IIrc that's different than attaching it to a primitive component

#

I don't think attaching is obligatory in this case. You could just save a reference to the "attached" actor in a variable instead of attaching it.

eternal inlet
#

true, looks like it

#

will have to try that out

#

seems kinda unnecessary to me

#

how do you derive the relative rotation at pickup?

#

i mean the corresponding initial rotation as this

graceful junco
#

Get the actor rotation and use the transform and inverse transform nodes to get the local world rotation

#

Ah, hmm, let me check

eternal inlet
#

ty man

graceful junco
#

It's been a few months since I did this. Maybe there's a nicer way to do it than to break the rotator into axes and transform them individually. Not sure.

eternal inlet
#

oh i hate the math

#

looks similar to what i did with the procedural tree stuff i made back a while

#

i was also breaking up into axes

#

but didn't realize that's the same here

#

i'll try it out thanx alot

graceful junco
#

Np, caused me a lot of headache. Nobody else needs to break his head on this 😃

eternal inlet
#

very much appreciated

sturdy coral
#

@eternal inlet the way the template does physics at the same time as low latency is by setting a really high damping value

#

*mitch's template

#

It had an issue with not inheriting angular velocity when you threw. I was helping mitch figure out how to do it and he ended up had to implement this whole quaternion library in blueprints because not enough stuff was exposed to get the right axis angle calculation for the angular velocity impulse call

eternal inlet
#

i see, it's totally over my head 😄

sturdy coral
#

yeah, if you have a non-physics object (kinematic), the engine will automatically calculate the velocity and angular velocity when you release for a throw and enable physics (epic template does this)

#

but if you have physics on before it gets messed up, the code doesn't calculate it, can't remember all the details

#

but I think Mitch's template does things the best way for now

eternal inlet
#

makes sort of sense

#

yeah and add on @graceful junco's rotation stuff into it, and it's really the best i'd say

graceful junco
#

There is one issue though when you grab an actor (like a cube) and place a second actor on top of it. When you move your hand, the actor on top stays where it is and the one in your hand slides, like there's no friction. There are workarounds for that too, maybe a bit messy.

eternal inlet
#

oh that sounds kinda bad yeah

#

did you also solve that one?

graceful junco
#

There's another VR template (VRExpansion_something Iirc, which tries to fix that in c++). That kinda works, but I prefer the feel of my method.

eternal inlet
#

ah yes i saw that.. the mordental something plugin?

graceful junco
#

I think so.

eternal inlet
#

im shit at c++ though

graceful junco
#

In my project I'm checking if an actor gets placed on top, then I'm releasing the actor and reattaching it with a strong physics constraint. It then lags a bit behind the controller but for my case that's no issue, since you're moving slowly anyway, trying to balance the two actors. When the top one falls off, I'm switching back to the Mitch grab style.

eternal inlet
#

sounds like an intricate workaround 😃

graceful junco
#

Yes, took a lot of time implementing and tweaking that. But it's a vital part of my game, had to be done.

eternal inlet
#

yeah it's these details that can make or break a game i suppose

#

what game are you working on btw?

#

i may have asked already, but im so forgetful 😐

graceful junco
#

VR physics puzzle. Building towers and balancing objects. I'm not really actively posting stuff yet, I prefer spending the time working on the game. https://twitter.com/VROverstuffed

#

There's no video yet showing what the game actually is like.

eternal inlet
#

just watched the bubblegum attachment mechanic tho

#

😮 awsome stuff man!

#

love it!

graceful junco
#

😃 Thanks

eternal inlet
#

also awsome item picking interface

#

looks so intuitive

raven halo
#

has anyone used "r.MobileContentScaleFactor" with any success on GearVR?

mighty carbon
#

never tried it, but you can't scale resolution on Gear VR

raven halo
#

I guess gearvr overrides it, right?

#

I'm having thermal issues right now. Game will only last 20 minutes until I get the warning. Now it's my understanding it needs to last 45 minutes

mighty carbon
#

don't really know.. It's just how it is no matter what engine you use for Gear VR. Resolution is fixed to native.

#

if you publish on Gallery, 20 min might be okay

raven halo
#

:/

mighty carbon
#

or make it for S7/S8 and drop S6/Note 4 support.. S7 doesn't heat up as badly as S6

raven halo
#

I'm having both S7 and S6 last 20 minutes

mighty carbon
#

hmm

#

Go Unity! 😃

raven halo
#

S6 is using "low material quality" though

#

oh god...

#

xD

mighty carbon
#

yeah.. I don't really see how to fix overheating issue

#

I bet even with blank scene UE4 will heat up phone badly

#

As Carmack said, UE4 is not a good engine for mobile VR

raven halo
#

is there any unreal game out there that lasts 45 minutes?

mighty carbon
#

Gunjack

#

but I am sure they didn't use stock UE4

raven halo
#

that game looks nice

spring pond
raven halo
#

I'm guessing it helps to have a giant unlit shader in the background that has like 1 instruction

mighty carbon
#

that too

raven halo
#

that's very cool!

mighty carbon
#

@raven halo are you under 100k tris and 60 drawcalls in the view ?

raven halo
#

yeah

#

I have like 20K triangles

#

and maybe 10 draw calls

#

I'm going a bit far with the shaders

#

like I mentioned the other day, I'm doing parallax corrected cubemaps, tonemapper and all that in an unlit material

#

I think I'm just going to have to optimize the shaders somehow

mighty carbon
#

or go with old school materials - just plain textures, nothing fancy

#

you can't expect to go all out with shaders and not overheat phone 😃

#

maybe S8 can handle all that for 45 min, but definitely not current gen S6/S7

raven halo
#

I'm not doing anything I haven't done like 4 years ago on an iphone 5

mighty carbon
#

well, it wasn't VR and iPhone has better hardware afaik

raven halo
#

of course there are many more pixels to process

mighty carbon
#

that too

raven halo
#

but yeah, it's insane how hot it gets

mighty carbon
#

(by hardware I mean SoC)

raven halo
#

I've stress tested iphones gpu until they run out of battery, and I've never seen it crash or anything due to the thermals

mighty carbon
#

I think it's fair to compare Exynos/Qualcomm vs whatever Apple uses as AMD vs Intel

raven halo
#

rock solid 60fps too

dusk vigil
#

That marionette thing was reaally cool

odd musk
#

am i right in thinking that switching to forward rendering would affect how emissive materials work?

#

i no longer see the "glow" around the material with FR

mighty carbon
#

wasn't "glow" done as bloom ?

subtle island
#

@spring pond Looks like fun!

odd musk
#

@mighty carbon Right you are, i had disabled bloom

#

which was probably for the best

granite jacinth
#

Vive controls not intuitive compared to touch WTF BS is that

silk lodge
#

lol

real needle
#

@wicked oak Tooltips in UMG doesn't work in world space, it's screen space only

#

I'm faking it with MEnu anchors

raven halo
#

So I'm reading that it's possible to throttle the CPU and GPU with GearVR in Unity, but I can find no information at all about this feature in unreal

mighty carbon
#

well, Oculus docs say there are BP nodes for that, yet there are no nodes

raven halo
#

hah

#

really?

#

have you checked out Oculus repo?

#

maybe it's in their branch

#

I've just asked

#

hopefully I'll get some answer

#

because I think that's what I need

#

heh, just found out what you were referring to:

#

"Added Blueprints plugin that supports calls for Gear VR functionality such as GPU/GPU throttling, querying headphone connection, querying device temperature, and more."

raven halo
#

yep

#

so

#

where are they?

#

xD

mighty carbon
#

good question

#

neither Epic nor Oculus can answer that

#

I blame Zenimax

#

😛

raven halo
#

LMAO

#

have you tried taking a look at Oculus branch?

#

if not, I'll take a look

mighty carbon
#

no, I haven't

raven halo
#

ok, I will let you know if I happen to find it there

mighty carbon
#

but I am considering using it in the future since Epic takes forever with updating launcher engine version

#

thx

raven halo
#

by the way

#

I see your name pop up all the time

#

is it just me, or are there very few people asking questions about gearvr development?

mighty carbon
#

very few people

#

99% of people use Unity for Gear VR

#

so, it does seem like I am the only one asking questions

#

also it shows to both Epic and Oculus that people don't give a damn, so they don't push Gear VR for UE4 too hard

granite jacinth
#

TBH, I bet Unity has the majority of VR devs in general

#

I think I actually saw soemthing a few months ago, some chart that had like 75% unity

#

or something pretty high like that

mighty carbon
#

I don't see myself going into Unity.. I love BP and UE4 tools in general.

#

I guess I'd give up mobile VR before I give up UE4 😉

granite jacinth
#

I think just give up mobile in general rahahahaha

raven halo
#

I'm with you on that motorstep

mighty carbon
#

well, vblanco released on Gallery, so I assume it's no problem to release on Gallery even if it overheats in 20 min

raven halo
#

I guess if there is no way to improve the overheating I have no choice but to release on gallery

#

found it by the way

#

it's only in the Oculus branch

mighty carbon
#

Right, I don't see those in the 4.14.3

#

Oculus says they should be in stock UE4

raven halo
#

heh

mighty carbon
#

but they aren't

raven halo
#

they are definitely not there

mighty carbon
#

maybe in 4.99 ... 🙄

raven halo
#

lol

pearl tangle
#

unity gets a lot more Gear VR attention than Unreal does since UE4 they are trying to integrate in the native stuff rather than just have a plugin so it's a bit slower to adapt in that case

#

plus gear vr and cardboard are the cheaper vr platforms for developers to start with and unity gets more beginners than unreal does so makes sense

full junco
#

@pearl tangle doesnt have to be cheaper

#

I dont think I would spend more or less money if I would make my game for gearvr and not for vive

pearl tangle
#

i meant if some kid is trying to get into game development and wants to do vr then it's a lower barrier to entry to buy an s6 and a gear vr 2nd hand than to get a top end pc and vive

#

and those are a lot of the developers on unity whereas larger portion of devs on unreal are a bit more experienced developers

raven halo
#

@mighty carbon my programmer is looking into the gear VR plugin and the missing BP nodes, he says that for some reason it doesn't come compiled with the oficial release lol. I think they might have forgotten. We are trying to get it to work from the official release version. I'll keep you posted

#

We would rather stay away from oculus branch due to obvious reasons

clever sky
#

Ah man. Vanishing of Ethan Carter is a beautiful game

#

marred by VR 0.5 control scheme

#

I wanna play it in VR, but get motion sick from playing in it.

raven halo
#

@mighty carbon hah, just managed to double the time before overheat in GearVR by changing the CPU value from 2 to 0

mighty carbon
#

@raven halo why would you want to stay away from Oculus branch? It's in sync with Epic's and has latest Gear VR stuff.

raven halo
#

hold on, does it?

#

does it get all the updates from the previews for example?

mighty carbon
#

There is 4.15pre3 on Oculus github

wicked oak
#

my problem with oculus branch is that it crashes on Vive

#

at least it did last time

#

but i wnat to try their oculus forward renderer

#

its faster than ue4 official one as it doesnt do a depth prepass

#

but it has less features

#

and its worse if you have plenty of lights

#

i did test it, it was faster on my game

#

it also crashed on vive

#

that back in the 4.12 or so version

mighty carbon
#

I don't think 4.14.3 and 4.15previews have anything different than official UE4 except up to date SDKs

#

They have experimental branches though

#

But official branches are identical to stock UE4 as far as engine features go

#

@raven halo how do you know that throttling CPU down won't bring performance down?

raven halo
#

yes

#

in my case it has not been a problem

#

it is very thight though

#

I assume that there is no parallelization of game time and draw time, right?

#

both added together reach 15ms

#

also

#

GPU I've brought it down from default value of 3 to 2

#

I've gone from 15 minutes on the S6 to 28

#

I'm now testing on the S7

#

(where I have the expensive shaders)

#

and it's already at 32 minutes

#

and keeps going

wicked oak
#

there is

#

game thread and render thread are separate

raven halo
#

on mobile too?

wicked oak
#

and ender thread uses extra worksers in some cases

#

yes

#

but there is 0 parallelization on the actual game thread

#

for your Ticks

raven halo
#

good to know

#

interestingly enough, S6 seems to overheat at 35º more or less

#

I am already at 39º on S7 and isn't complaining yet

green fractal
#

My s6 overheats constantly

raven halo
#

hah! I'm happy

#

managed to get to 45 minutes

#

on the S7

mighty carbon
#

Nice

raven halo
#

and 30 minutes on the S6

#

I guess Oculus won't complain?

#

or do they also ask for 45 minutes on the S6?

mighty carbon
#

I just wonder how to apply throttling in a game where full CPU and GPU power are required most of the time

#

45 min on all supported phones

#

So, if you throw out Note 4, S6 should run for 45 min.

raven halo
#

is Note 4 worse than S6?

#

can I throw out specific devices? o_O

#

is there any stats where I can see how big of a percentage that is from gearvr total users?

#

keep in mind that in my case S6 doesn't get to 45 minutes despite halving the shader instructions! There is not much more I can remove in my specific case

green fractal
#

My s6 overheats constantly

mighty carbon
#

Note 4 is sooo ancient :)

#

Google specs of Note 4 and S6 and it will become clear

#

Afaik you can only request to drop Note 4

tired tree
#

mmm, whats up people

clever sky
#

Yo

#

it's mordentral!

tired tree
#

@graceful junco @eternal inlet saw you guys mention my plugin, the reason that sliding "kind of" works with it is because i'm using an actual physics constraint to hold the objects. If you set the friction higher on the top object it should stay pretty reliably, minus up/down quick movements of course. For stacking games that likely isn't good enough to account for user error but a seperate constraint of the contact points would work like Happy is already doing.

#

Yeah Zap, figured I should probably take a look in here

clever sky
#

It's not a bad place for UE4 VR devs to hang 😃

#

sometimes busy, other times not so much.

#

Some colorful characters in here like our resident Gear VR UE4 fan.

tired tree
#

lots of down time at work anyway, figured I could at least sit here sometimes :p

graceful junco
#

o/

eternal inlet
#

yeah i talked to @graceful junco about it

#

ah there he is

#

well, nice to see you @tired tree, and nice job on the VR template stuff

clever sky
#

Yes, cheers indeed.

tired tree
#

appears happy was looking for unnatural friction for his game, which is fine, if you are looking for natural friction amounts you might want to use physics constraints for your grip jonas

#

i'm not a big fan of mitches implementation for interactive holds, since he is applying fake gravity towards the hand it has unnatural results and also can "orbit" around objects

clever sky
eternal inlet
#

yeah i tried that, but im gonna experiment a bit more with alternatives, since i can't get it to behave reliably

#

I agree, Mitch's approach has some shortcomings for sure

clever sky
#

Actually quite like mitches implementation... although yeah, needs limits to sort out the oddness.

eternal inlet
#

it will need some improvements

clever sky
#

But it's a good starting point.

eternal inlet
#

agree Zap

clever sky
#

Also needs bendiness.

eternal inlet
#

like Gorn?

clever sky
#

Because it's only positional at this point.

#

Er... not the rubbery type of bendiness 😃

eternal inlet
#

hehe

clever sky
#

Just rotational push

tired tree
#

stick your hand into a pole holding a block in the template

clever sky
#

But actually quite like Gorn too!

tired tree
#

it will orbit the pole

#

it needs some more math around the gravity

eternal inlet
#

ah, because it tries to find a free location

tired tree
#

yeah

clever sky
#

@tired tree Haha... yeah.

eternal inlet
#

i tried adding in @graceful junco's suggestion with lock of rotation

#

it still does funky stuff, but behaves a bit better actually

clever sky
#

What happens?

eternal inlet
#

big problem is the lack of friction

tired tree
#

its a shame that the late update path isn't exposed to blueprint, you could also fix the interpenetration of held objects then too

eternal inlet
#

late update path is a late tick of a sort?

clever sky
#

Late tick for hands

tired tree
#

in the render thread, it moves all attached objects to a new position

#

so if the controller is moving fast it still appears locked on

eternal inlet
#

ah

tired tree
#

the problem is if the object is colliding, it will move into the object visually, because of this

#

the collision isn't re-ticked in the render thread for obvious reasons

clever sky
#

Ah

#

So how do you overcome it?

#

I saw the guy doing a ghost hand on reddit.

tired tree
#

I turn off the late update for a gripped object when it is in collision, but thats not currently possible with blueprint only

clever sky
#

But he had the 'real hand' without late update it looked like.

#

Does turning off the late update make a big difference?

tired tree
#

yes

eternal inlet
#

oho

clever sky
#

like.. 10s of cm? 😛

tired tree
#

since frames are 90fps intended, and you can move what..like 20 feet per second easily? thats 20ft / 90 =2.66 inches of offset per frame

#

+/- depending on the arm speed

#

at 45fps its muuuch worse

clever sky
#

Fair call.

#

So mainly bad during fast movement.

tired tree
#

yeah

#

but slow movement is quite visible as well

clever sky
#

Hmmm.

eternal inlet
#

i have a similar issue with the fullbody solving from IKinema

clever sky
#

Tricky stuff.

eternal inlet
#

it's lagging behind all the time

tired tree
#

yeah, it will always be that half a frame or more behind

clever sky
#

Maybe you can er... shift the collision in the direction of motion

eternal inlet
#

it's pretty noticable tho

clever sky
#

to compensate.

tired tree
#

Ik is hard to fix too, because you don't want to run IK calcs in the render thread

#

for just arms you can late update them to the controllers and let them shift at the shoulders

#

but full body doesn't really work

eternal inlet
#

ok, not even sure IKinema allow to change any of that

tired tree
#

you could sample last frame and adjust the ik locations if you wanted

#

it would be more accurate over all

#

only quick velocity changes would be slightly worse

#

but the normal operation would be better

eternal inlet
#

right now i just pull out transforms from the controllers at tick and feed into the ik solver

#

but im so far only bp

#

so if it has to be done in c++, i will be fucked hehe

tired tree
#

yeah if you took the velocity from the last frame, and adjusted the current location by that, could probably get a better result

#

could be BP

eternal inlet
#

ah could be

#

tho...

tired tree
#

would have to take tick time into consideration, since you would only be half a tick or so off

eternal inlet
#

i've seen that if i calculate velocity by lastpos-currentpos/deltatime

#

i will sometimes get some weird spikes

#

i've tested this on normal 3rd person template examples too

#

delta time is rock solid

tired tree
#

if you get a tracking hitch the velocity goes haywire

eternal inlet
#

but for some reason world position some times gets offset

tired tree
#

ue4 doesn't keep the controller from flying out into nowhere for a frame....