#virtual-reality
1 messages ยท Page 78 of 1
i noticed because i was trying to calculate change in acceleration
any static mesh attached to a controller will have velocity auto calculated btw
i've thought about making a video about it to demonstrate it, because it's kinda hard to explain
@tired tree Is that a good way of getting velocity from the controller?
yeah
Is it as subject to weird spikes as Jonas' method?
how auto calculated?
never seen these spikes
componentvelocity?
Ah. ok. so it's using a better algorithm?
over 100k people played RE7 in PSVR
yeah component velocity, i don't think the controller itself ever fills it in
Ha... I should've realized that's how you get velocity from controller. I'm doing the same damn thing for the head!
shush motor, we're talking about important stuff here ๐
no seriously 100k that's a lot 8)
๐
controller gameplay in VR >.<
Doing wonky last pos - current pos calculation for the hands
thats not wonky, i mean that is how it is done
@wicked oak does PSVR have HRTF with reverb and occlusions ?
but you can just get it anyway
Yeah fair enough ๐ I mean I have a bunch of meshes attached to the hands. I just gotta go grab reference to them instead of making another calculation on top
if you're wondering - hand mesh, grab mesh, controller mesh
yeah any one of them should do
the one thing I would love to fix would be the on release hitch from the late update falling off
on release hitch?
but its not very simple to fix, would have to run a constant lerp after release and that is a little dirty
I've probably experienced it, but not quite sure what the issue is?
throw an object, it will hitch on release due to the late update suddenly going away
Ah ok.
Haven't noticed it to be honest... but I probably will now ๐
what I do notice is hitcing when I kill a particle effect while using my guns.
Yeah... not sure what to do. I'm just leaving it to epic to solve.
guys, im off.. talk later
Not sure that's the wisest course of action ๐
Cya!
@mighty carbon 100k is pretty good. 750k PSVR out there apparently.
But yeah... controller based VR... it's VR 0.5!
Oh.
the trigger creates a vibration when it hits its stop plate and that screws over the tracking
well, VR 0.5 is what makes a ton of cash apparently ๐
For now ๐
But targeting VR0.5 is like... targeting 3DTVs. sure, plenty of them out there.
its more accessible motor, that is to be expected, but PSVR is a huge success all things considered (like the bad tech holding it together) :p
I am sure Sony will release better motion controllers when they feel there is a critical mass of PSVR users out there
And while the buzz is hot, you might shift a few units.
I was worried psvr would be bad for the industry but they managed to pull out a viable product
so...oculus?
Yeah.
I can just about deal with that.
But VR0.5 is basically - you might as well build a traditional game and make it VR compatible.
Oculus has been deploying new update for better tracking with 3 sensors
has anyone gotten it yet and tried ?
they can fix issues, but they can't fix the bandwidth
cameras aren't the end goal for tracking, neither is lighthouse but its at least closer
that's up to your mobo, isn't it ?
yeah, you are running image processing on three cameras at that point
if you have enough USB controllers, it shouldn't be an issue
and you need high fps on them to get better correction
Have you guys tried hololens?
its just needlessly clunky
btw, since Oculus uses cameras, at some point they can use it to reconstruct player in VR world
Yeah. Difficult getting good feedback about it from seasoned VR devs.
Mainly from tech press and similar.
its much harder with three cameras that don't have depth sensors
to do that
its possible
I am just speculating ๐
Difficult to pull off in real time.
Wonder how latency is.
For full body tracking.
I know it's not good enough for head tracking.
Do you need the elbow trackers if you have good ankle tracking?
yes
I saw a couple of 4 point tracker experiments...
overall tracking seems improved when the feet can be accurately placed.
elbows are fairly important
more so considering the difference in elbow location for people
And shoulder position is better inferred with feet position.
Well. Having 4 point tracking would probably push up the accuracy a fair amount at least, even if it's still not perfect.
That's why we need those tactile vests to become popular.
Put some sleeves on them and mount 3 tracking points to them.
a group from cambridge contacted me about machine learning for vr bodies
I don;t think it is a good idea with head + hands
pretty sure manual IK is just as good there
Too noisy?
they wanted to adjust by using motion capture as well to learn
but you just can't account for all of the lower body based off of hand + head
same positions could be different things
I think there might be some efficacy to it.
Especially if you're doing inferring body position not just based off current position
but prior positions/motions as well.
The way I think about it is - could we guess at a human's pose from 3 point body tracking in motion?
no
Well, you'd be able to infer some information.
Standing, crouching, bending at waist, possibly.
Normal IK can do difference between crouching and bending?
Hmmm. That's handy.
Yeah.
soo, has anyone tried using steering wheel or HOTAS with Gear VR 2016 / S6 or S7 ?
So what are your current top-quality rendering settings?
Here we use multires at 2 and screenpercentage 180 with temporal aa, it seems that after after 180sp quality does not change
You definetly get diminishing returns past 150
Even 130 to 150 isn't a huge difference
still we are not happy with the crispyness
the pixel density is the reason, if you go too high its actually easier to see the pixels too
trying to find better settings and practices that yeld better results
what engine version are you on?
we tried several. Currently we are using funhouse source from 4.11.2 by nvidia, 4.13 and 4.14 on two other projects
because the best solution for non forest / open world is generally to move to MSAA and the new forward renderer.
4.14 is useable with forward
dynamic shadows should honestly be minimal in vr anyway
didn't seem to be that much improvement and the performance was terrible
but it was 4.13 and maybe I should do more tests on different environments
it didn't work in 4.13...
msaa wasn't in
it was just deferred with less features
4.14 is the first real release
forward is already better for most cases for VR right now
then not only you will get better VR, but also brand spanking new audio engine !
4.15 has the new audio engine too
can't wait to have the blurriness cast away from my projects
4.16 will be critical release for me, since supposedly I wouldn't have to use 3rd party plugins to have spatialized/HRTF sound on Gear VR.
Snowbro, just download 4.14.3 or 4.15 preview, set it to forward, and msaa and give it a go
it might be good enough for you for now
if not at least you'll see what thecrispness will be when they finish dynamic shadows for forward
ouch or norm ?
Is there currently an issue with dynamic shadows for forward rendering?
dynamic lights can't cast dynamic shadows
for what I know the only dynamic shadows you get are from a stationary directional light
Ah, k. Dynamic lights. Well, for most use cases shadows work fine though. Just can't do a moving sun yet.
I thought they already fixed that - now you can have dynamic shadows from dynamic lights
"Full support for stationary lights, including dynamic shadows from movable objects which blend together with precomputed environment shadows"
that's from 4.14 release notes
Capsule shadows too
movable lights don't cast shadows yet
yeah stationary do shadows from movables, movable lights don't do shadows
das tha thing
you can't have it all just yet ๐
maybe 4.16 ?
@full junco do you happen to see any notes in commits for 4.16 (if they already work on 4.16) about dynamic shadows from movable lights ?
I think it's too costly for VR anyway
thing is, we worl with super high end hardware
work
for private events
so basically performance is hardly an issue
making a game for the public is a different thing, we use unreal 'cause it's so powerful and but we are trying to improve the rendering
well, UE4 is made to be generic engine. That's why you don't see dynamic GI in it yet because, while it will work fine on PC, it won't work for consoles
that's why they don't put specialized solutions into UE4
@mighty carbon @native cedar @graceful junco 4.15 has dynamic light shadows in forward
for movable lights ?
yes
installing right meow โค
have only tested it once and it worked fine I think, still waiting for ssao support before I switch to forward
Daniel said he tries to add it this month
which one was the proper command for aliasing again? r.postprocessaaquality or sg.antialiasingquality?
I'm making a build with deferred and txaa just as a reference
https://twitter.com/Cindyfloatson/status/827545233646821377 #DressLikeAWoman - Us gals at DreamSail Games know a woman's place =p
cute ๐ what were you gals playing ?
they are posing, not playing a thing
hahah honestly nothing- we stole the green screen room to take a photo before check in
heh, okay
not to be political but apparently Trump wants to instate a policy where woman have to wear dresses in the white house
a bunch of women are taking photos of how they dress for work and posting them with that hashtag
that would look really good I think
they'd just have to make a dress code official, otherwise they'd have no grounds to make women wear specific type of outfit
Yea, men need to wear the dresses too
I mean, at certain jobs you have to wear certain type of clothes. So, while federal jobs can be different, they don't have to be. You would go an argue against post office workers outfit or military uniform ๐
including trump
Bannon should be forced to wear a suit also then
they all get forced to wear suits
I am in no way pro-Trump, for come on folks, don't be ridiculous and make stupid arguments for the sake of arguments.
i want to see a president bodyguard in full military gear with helmet and shit
? There exist suits for women too motor
yup, there are
its standard buisness attire now
sure, but whatever dress code entity establishes is what you have to abide by
then have it the same for all, suites or dresses.....
or find another job
yeah, that's how I see it
men - suits, women suits or dresses
hell, we are so used to utilitarian outfits that we forgot how nice it is to dress in suits (men) and dresses (women)
dresses makes it easier to grab em by the pussy
I might goto the bookies and see what odds I can get on Trump being impeached before his term is done
I am guilty if that too - haven't worn suit for like ever due to my day job being extremely relaxed on dress code.
meh, that's exactly why women don't hang out in game dev chats and forums @wintry escarp ๐
im pretty sure im a woman
what are you working on that you have all three vr sets?
we are developing for vive and rift
i didn't vote for the fat orange blowhard
but we have a hololense and a PSVR for "research" - aka playing resident evil in VR
hololense got any real uses or currently a dead end?
umm honestly? i played with it for maybe about an hour then felt board
the inside out tracking
is AMAZING, things stay anchored
all I did with it was take animals and place them around the studio
if they can solve the display it will be great....
i feel like military and medical application will be more for AR now
its all self contained isn't it, is it using mobile phone hardware?
most VR/AR conferences I've gone to suprisingly have few game exhibits/speakers
yup all self contained
AR looks more interesting to me but its meant to need much better hardware then vr
the one in London only had one game, but SUBPAC was super awesome to try out
i think AR is super cool
if Hololens has such a good inside out tracking, I suspect MS's VR HMDs should be pretty decent
Candy Labs is doing awesome stuff with it
AR has a problem where getting really fantastic results requires significantly more hardware scaling and we are hitting it right around where moores law is breaking down
I don't see AR as primary entertainment platform until tech is so refined that image quality and FOV is on par with today's VR (or surpasses it)
AR is to kill the smartphone market
How long does the battery last on the hololens?
i think what will happen first is that it will be easier to use an external camera and render the outside environ in VR
why have it on your hand when you can just pop up a huge screen with you chats
before actual augmented reality is practical/achievable
the team doing the AR / VR combination for a remote spectator camera has really interesting projects
I wouldn't want to use AR to play games in public, unless it's something like Westworld (dedicated large area fro Ar gaming)
again i think they should move the battery and processing to a box at your waist, they could double its power by doing that
i mean, the end goal is the phone attaches to the headwear right?
I'd use AR for informational purposes on daily basis for sure, just not for games
that seems like the most logical method of moving the tech forward
I think microsoft tends to think inside a black box more than integration with existing tech
if you make the screen opaque then AR hardware should work as VR
google glass has the right idea, with less than stellar execution
Apple are being very quiet considering they hired a load of people a few years ago
apple is uncapable of doing shit anymore
i was not impressed with google glass
i tried it a few years ago and it just fell flat
btw, Apple just patented something for AR
yeah but google glasses use of a smartphone + microsofts better execution and hardware would be ideal. GearAR
maybe Samsung is going to surprise us in a few month ? ๐
i hope they do switch to new pixel layout
google is spending hundreds of millions of dollars on magic leap AR
and they got LOOOOTs of cool patents
oculus will be busy waterboarding Palmer Luckey
lightimportancevolume inside another one doesn't do anything ๐ฆ
there must be a way of saying this is a problem area, focus more light processing here
up the lightmap resolution for the problem objects?
that's fine, theres a dark patch where there shouldn't be...on the floor under a point light
if i could save/reload lightmaps i could manually fix it
@wintry escarp Pixel and Daydream suck.. S8 and Gear VR will remain leading mobile VR (if S8 doesn't explode ๐ )
Pixel sucks *2 because it's Verizon only in US
i expect S8 to work with my gearvr 2016
but S8 would have be a BIG jump from my new S7 to make me upgrade
yeah, but new Gear VR might have some surprises
Samsung has 2 new Gear VR versions in works
well, it will be
probably redesigning the strap system to be more like psvr
new SoC, 6Gb of RAM, supposedly better screen (could be RGB matrix)
a small jump in speed wouldn't be enough for me
20% on GPU and 15% on CPU
a big reduction in SDE would
i wonder if i have worn fingerprints, s7 reader is garbage
is it the daydream itself or the light leaking headset that's the problem?
both I am guessing.. I hasn't been doing well at all since the release.
meh
either all or nothing!
๐
Get Nolo VR - real motion controllers
@raven halo https://www.kickstarter.com/projects/243372678/nolo-affordable-motion-tracking-for-mobile-and-ste
this way you get positional tracking + real controllers
I've seen that, but unless google or oculus buy them, I don't see that going anywhere
how so ?
who is going to develop for that?
it's hard enough to make a living in VR
I'm looking for the bigger market
people buy gamepads and other input devices, so why wouldn't they buy Nolo ?
not smaller
gamepads generic
yep
not for Gear VR
also the total amount of players who buy gamepads for mobile is maybe bigger than the total amount of VR players
it's not really comparable at this point
I have no use for bluetooth gamepad for my PC
yet, I'd buy it for Gear VR is there was a game I would play for a while
gotta start somewhere
what percentage of people out of the 2.6 million gearvr users would, though?
it has to start with google or someone big pushing for it
at some point people said no one cares for gamepads for smartphones and that business would never take off.. Now look at it.
where 2.6M users number comes from ?
you can give a try at it when you have hundreds upon hundreds of millions of devices out there
1% of hundreds of millions is a lot
1% out of 2.6 is nothing!
isn't that what analysts are saying?
software sells hardware.. If you make some dorky bow game for Gear VR, no one will care. If you make some bad ass RPG, then people will buy accessory to play it.
copied objects don't share the same lightmap space do they, that would make no sense
where do you get the money to make a bad ass RPG for mobile?
that's a good question
that's my point
if I knew the answer, I wouldn't be at my day job right now ๐
if you are going to risk money out of your own pocket, there is no point at all to invest it in some very niche motion controllers
find some "crazy" person like yourself and make kick ass RPG in your spare time
that's what I did with my original game
nolo should do a deal with gearvr to be the recommended control system, or sell out to them
Samsung doesn't believe Gear VR is a gaming platform
no one has shown it can be
they see it as media consumption platform
I love it
why would i watch Netflix on gearvr and not my 40" tv
I don't have TV
also when Netflix offers 3D movies, you won't have that argument ๐
plus all those 360 deg videos...
i'll try again when they add those
they have 3D movies for rent/sale already (not Netflix)
i'd like to see Dredd in proper 3d
is there a way to get 3d films i already have onto gearvr?
yeah, just Google it @wintry escarp
you can rip your 3D BD and convert it to be used on Gear VR.. I found crap load of guides about the subject
and gearvr makes it proper 3d...not the lame 3d glasses 3d
i can only see into the screen with that, nothing comes out
eeh, 3D as in 3D movies
not 360 deg. movies
(there are some, but it's a budding tech, so movie makes still trying to figure it out how to do it better)
Ooh... temporal mixing of colors rather than spatial mixing.
I guess that means their response times are amazing?
what is "true 3d on a 3d film" ?
I wonder if film is a stable medium.
where it actually looks 3d and not like 3 layers of cardboard cutouts
Like books and music are.
i.e. they persist despite technologies improving on their core concepts.
where did you see such thing, @wintry escarp
that's what all 3d films have looked like to me
depth sorted layers of 2d, not true 3d
3D movies in Gear VR look the same as in movie theater, where you wear 3D glasses
there is no other kind of 3D movies in this realm
Lightfields tech isn't quite ready yet
but gearvr has complete separation of the image, it should be better
and I imagine a full length movie using Lightfields would have to be streamed due to content size
Full length lightfield movies are going to have to wait for something ridiculous like graphene computing.
300GB per minute of movie is just... ludicrous.
Or was that 3GB per frame?
hmmm there it is again, light isn't being thrown properly directly opposite a point light
what update are people waiting for?
?
anyone wants to join me on this https://forums.unrealengine.com/showthread.php?135851-Android-support-for-steering-wheels-HOTAS-etc ?
any Unreal staff in here have any suggestions for this issue: https://www.reddit.com/r/oculus/comments/5rp5za/oculus_home_needs_a_real_way_to_disable_the_auto/
I'll post on the answer hub as well about it
apparently Unity does not have this problem, but lots of folks report issues with this kind of problem with Unreal
rift or gearvr?
^ Rift
hmmm that's sad, I thought the display just jumped from monitor to rift, no shitty popups in between
Interesting, I have not noticed it despite having a firstperson mode to do quick testing
android steering wheel seems super niche, maybe more a 'somebody makes a plugin' kinda case than a huge priority for unreal engine devs...
Though I admit with the rise of mobile VR, the case gets slowly stronger
But then on the other hand mobile VR is still pretty underpowered, and driving games need a fair bit of punch to be decent
use your imagination ๐
I'm guessing its for vr
driving game with simple visuals but in VR is quite a thing
space sims are already around, so flight stick support would be awesome
do you get bt steering wheels?
and at the moment android sees nothing?
I don't know.. I can't afford to spend $200 on a steering wheel to test it ๐
I thought it would come up as one of the anolog sticks on the gamepad
maybe
$200? eek
Plug it into USB-C on the phone? So you have a cable dangling from your face?
I am planning on getting cheap flight stick to test it, after I am done coding major systems for my game
Every time you turn your head, it'll brush your face and take you out of the game.
@livid pendant not necessarily.. You can route cable behind your ear if you want ๐
you just have furry dice in the game brushing your face as you drive around
LOL Problem solved!
I'd rather figure out how not to have cable rubbing my face than use gamepad/touchpad for driving games in Gear VR
can android read a wii controller across Bluetooth?
no
poor mans steering wheel
$400
not $200
usb
no idea about latency though
biab
why on earth you need bluetooth ?!
You can just hook it up via USB-C
you just need USB-C OTG cable
motorised to turn?
yeh
looks pretty cool
so, if Gear VR had bad ass driving / flying aRPG or something like that, I'd rather spend $1000 on fully equipped Roto VR (rumbles, pedals tray, flight stick/wheel tray, etc.) and enjoyed 360 deg. fully immersive mobile VR that desktop VR
you'd need details on the motor ability/lifespan and repair costs
so, flying, racing, mecha, sailing, etc. games would feel pretty damn immersive
some sort of Mad Max game where you spend most of the time in the vehicle
or Mechwarrior game
I am jelly of Rift devs..
No release logs for Gear VR stuff ๐ฆ
hrmm
getting tired of the POS fingerprint reader on the s7
I'm messing up somewhere, its showing my 3d video as SBS in each eye, it isn't splitting the video
ok it needs a text file
Did anyone successfully pair a vive pre/consumer controller with an external dongle? I've flashed the firmware on the dongles and they show "latest" as with the two internal ones in the HMD
I can use extra controllers wired without problems
The documentation for pairing with an external dongle seems outdated
nice
motorsep you here?
is there a way to make reorient affect the video playback screen, I orientated with head back but video still needs me to look straight ahead
was gonna try watching 3d film sitting back on bed
but I cant, the screen is being forced directly ahead
cant seem to tell it I want the screen raised higher
seems to be a common complain on forum
someone mentions milkvr but I cant find it as the store has no search
@wintry escarp Isn't milkvr installed by default?
not on mine
there is no milk vr
it's called samsung vr or something like that
to be able to reorient, you need to be in the void theater
gah
that will reorient but not play 3d files
Samsung gallery plays 3d films but wont reorient
its a year old, someone mush have filled that niche
@mighty carbon doubling down on mobile VR.
"so, if Gear VR had bad ass driving / flying aRPG or something like that, I'd rather spend $1000 on fully equipped Roto VR (rumbles, pedals tray, flight stick/wheel tray, etc.) and enjoyed 360 deg. fully immersive mobile VR that desktop VR"
Dude, just save up and get a proper VR PC and gear ๐
Shits awesome.
Like... by all means, continue devving for the Gear VR. But if you'd like to enjoy VR at all, even with limited space, go for a full setup!
its too expensive, I will take a hammer to my pc before I pay NVidia their rip off prices on the new cards
stood on stage and lied that reference cards would be priced expensive so dealers could make their own cheaper
I havnt seen one cheaper
they can go fuck themselves
Yeah it's a bit pricey. But I'm more arguing from the point of view - if you're willing to spend 1k on a chair, just save up more and get something that'll actually be worth your while ๐
A motorized spinny chair.
But you can always go for new AMD stuff?
ive still never bought another asus mobo after they released one they knew was bad about 10 years ago
if you filled all ram slots it became flakey as hell
So when do you intend to buy into high end VR? ๐
when its just vr
Wait until mobile VR has all those features?
not only it's pricey, I don't have resources to develop for desktop VR
Don't have to dev for something to enjoy it ๐
that's just sad, my s7 overheated just playing vr video
there is nothing to enjoy there yet, @clever sky
if nothing else a rif wouldn't overheat playing a video
call me jaded, but I don't really find anything on PC VR interesting
@wintry escarp I watch whole movie on Netflix without overheating my S6 o.O
the 3d effect of the 3d film was completely missing
they way they sort of project it onto a floating 2d screen removed the films 3d
๐ฆ
something wrong with you @wintry escarp ๐
I can see 3D effect in conventional movies in a movie theater and on Gear VR.. Nothing is missing.
Netflix might force it into a low power mode
get yourself active cooling for Gear VR
balls to that, if I watch video on it again i'll force nougat low power mode
2016 model is open, no back
no, 2016 edition
last link is for 2016 edition
ahaha wow
yeah I think id try low power mode first
@barren rose ??
I didn't know people made coolers for it
The fact that it needs a cooler the size of the headset... ridiculous
lol
I rarely have the need to use a Gear VR, but when I do, I'm afraid I'mma lose my phone
I haven't tried out my daydream yet with my Google Pixel XL
But, that's a good point
Already an issue that simply by having Oculus drivers installed, you get added battery drain
I just spent $900 on this thing
S7 doesn't heat up as badly as S6
since it has liquid cooling
S8 should do even better
but, let's face it - overheating is expected
I bet your GPU and CPU scream their lungs out when your run desktop VR
No, they are soft sweet lullabys
hell, when I run UE4 I can hear my fans spinning up. And it's not VR and not even anything intense.
is it you on that video, @fresh laurel ?
Isn't there a plugin for UE4 that does AR (and it's quite pricey) using non-VR devices ?
we need #ue-ar chat ๐ (since it's not VR and not wearable)
Nolo VR is funded almost x3 over on Kickstarter
๐ฎ
I wonder if the interest comes from mobile VR folks, or folks who want cheap alternative to proper desktop VR (and they will still need powerful PC with Nolo)
Has anyone tried out VRChat?
It's pretty top tier for social VR.
The movement system is pretty clever too (although I still prefer my own)
It's a hybrid teleportation/point and move avatar to system
Why is it hard to find out what the layout for Oculus touch controller are in ue4????
I kept finding things saying it's just the Xbox layout
Can we pin those?
ยฏ_(ใ)_/ยฏ
@real needle @upbeat kestrel @balmy creek can you pin those images real quick please?
not the vive one
it's up alerady
ty
there you go!
Cool thanks
BUt yeah
I literally typed in this: https://gyazo.com/8c268bbf9f2c5e024562f34e0433c83b
I guess I was looking for documentation and not just a picture lol
I figured it would be an image
ยฏ_(ใ)_/ยฏ
Waiting for a new steam app id. Time to make my Vive game Oculus compatible and put it on there
I think simple 99 cent games for vr are cool.
Like you literally pay less than a dollar to plane hop and see some triply shit
But of course they have to be well done
Like there's a lot of mobile games that are fun for 99 cents
/rant
Hey @odd garnet , "thanks" for contributing to market saturation and race to the bottom
(Unless your rant was meant to be sarcastic)
Nope was being super serious
Why does a cheap game have to be bad?
why make it 99c if you can make it $5
Hey can anyone give me some tips for picking up stuff with the htc vive controller in unreal? (I'm just adding stuff to a university project)
I've just set up teleportation, now wanting to add interaction, what would be the best way to set up interactable objects?
eg. Do I want another blueprint in my scene and interact between them or should they all be part of the same blueprint?
And from there what's the best method of attaching the object to the controller, i'd like to be able to pick up the object without changing the orientation (I don't want objects to snap to a set position/orientation in your hand)
Cheers
@subtle island Blueprint interfaces are the way to go
if you look in the VR Template map, you can see they also use it
it makes it very easy to implement interaction on different blueprints without them having to be child blueprints
Is there a good tutorial to follow somewhere? I found one that's basically "Im going to show you how to do this> go and copy these blueprints from another template file" I'd rather know how it works from the start
@odd garnet do some market research, think ahead and you understand why 99c games are bad for the market. It's maybe okay for mobile, because market is massive, but not for VR (even for mobile it's bad because everyone dumps 1000s of games daily to Play store and thinks market will swallow it)
@subtle island https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Types/Interface/
Blueprints that declare functions to define an interface between Blueprints.
btw, anyone here ever tried using http://www.constructvr.io for destributing GearVR apps to testers?
I did have a look at that but I'm relatively new to unreal and I can't figure out how to use interfaces to do what I want
Interfaces are a way to implement functions/events between blueprints that they know and can cast/interact with
Say you are making a bar game where you interact with all infront of you. You want to be able to pick up the bottles, glasses, cans etc, but not the register.. So what you do is that you implement the interface that handles interaction into everything you can interact with
but the bottles, glasses etc. can all be different blueprints that doesnt need to share a master/parent blueprint
Okay i'm looking through the template now I think i'm starting to get it, uses some things I haven't tried out yet (arrays, loops)
The interfaces in the VR templates are pretty simple. All they are doing is handling attachment/detachment
Yeah i'm starting to understand more, this is good though I'm getting into the more useful functions of blueprints
So in the template the pickup interface is just to tell a check that the object is one you can pick up?
its not just a check, its also implementing some functions into the blueprints
say you make a pickup interface, in there you define two functions called "grab" and "drop" - you will notice inside the interface there is no code, just function declarations
Then you go to your blueprint object, you add the pickup interface and it will automatically create two functions named "grab" and "drop", and its inside those two you will define what happens when you fire those two functions
Aaah
It gets very usefull when you have tons of different blueprints, but want them to share some basic functionallity. Say you're grabbing some random object in your game, the blueprints will go "Okay, so I dont who you are and what you can do, but I can see you implement this interface, so I know you have function x, y z!"
New problem, in the VR template project he spawns the controllers in when the game begins, I've already set mine in my blueprint, I went through replicating the blueprint for my right controller, then duplicated and changed all associated variables & functions for the left controller.
The right controller works but the left controller doesn't and I can't figure out why
do you have 2 unique blueprints for the controllers?
or am I missunderstanding you
I have 1 blueprint that contains all the VR character stuff including the 2 motion controller components
I'll send a screenshot
and you're sure you got the right hands set on each motion controller component?
๐
Also tried EVE: Valkyrie for the rift today... Holy shit... I got simulation sickness after flying for 4 seconds.. I've been using the Vive/Oculus on a weekly basis now for 2 years
Never felt so bad using HMD's yet
Yeah i'm pretty sure I went through every function every variable every local variable making sure to duplicate and replace anything unique to the Right controller
hahaha I didn't even notice that grabsphere
Try selecting your Motion Controller component and see what hands the variable is set to
Yeah they're set right, I may have found the issue tho give me 1 min
Aha I have now broken both controllers
progress
Okay, when I have "Attach to R" on the left connected to "parent" on the right, the right controller will grab
Connecting Attach to L makes neither work
And this is in my grabbable object blueprint
What am I missing here that I need to rework for my Left controller?
OH
okay
maybe new solution
lol
I would be surprised if Zuk expected to see returns from Oculus next year after acquisition. I don't get why these so-called journalists write these kind of articles.
"Four months on, a jury decided he had broken a non-disclosure agreement, and cost Facebook yet more public humiliation." << like as if anyone cares, especially considering latest earning reports for Facebook
Okay I'm pretty sure I've solved everything now, except this
Swapping over attach to L and attach to R swaps between each hand functioning
How would I split this to do both controllers?
May not be the most efficient solution but i've got it working ๐
Bam
Cheers for all the help guys I would've lost my mind otherwise
Another not so important issue but one i'd like fixed if possible, for some reason when I have a new blueprint with a sphere set up with the same blueprints totally, I can only pick it up when phyiscs aren't enabled on it
Would it matter that the other object was an object in the scene converted into a blueprint?
The result ๐
obviously the shiny cylinders and balls were just for testing lol
๐ฏ ๐
@subtle island there is the kangaroo
Oh hey! You helped me out with that Archvis project into unreal before ๐
Interesting
I really hope that all those guys who makes HMD somehow standardize the SDK so dont have to wait for UE to integrate 800 different VR sdks ๐
I mean... Wouldnt every VR hardware dev want to use something like Steam VR so their product gets access to all the games on steam?
Games/Apps are what is gonna make it or break it for these small developers
yes, but then they have to actually show stuff
they dont do that becouse most of them are scams
they just bolted a screen into a plastic thing, and call it an HMD
when software is on the mix, it neeeds to be a proper HMD
with its high quality sensors and all that stuff
Yeah it seems like the market is getting flooded with bad devices. Seems like The Rift and Vive is still the only real contenders
(not counting Daydream/GearVR)
Not sure if I remember correctly, but weren't there some guys who did some Oculus driver hacks that allowed the Vive to run oculus games?
interesting. We just got our hands on the Oculus and I was keen to try out some of the games from their store, because they genrally seems to have a higher quality than whats available for the Vive atm
But damn, they are very expensive ๐ฆ
they are also the best games
steam is flooded with garbage, and im really annoyed at that
the reason why is because oculus paid for exclusivity so they have a bigger budget
Early access is really a blessing and a curse
Yeah plus steam is allowing all VR games to bypass greenlight
Yeah if you email them you dont need to pay the $100 fee or get the votes that are required
Good to know, I was planning on releasing an early access VR game with big promises such as MMO, consistent world, base building, survival, unique combat!
yup
and the $100 fee was like 90% of the budget!
that hurts us, the devs wich are more serious
One can hope that the market stabilizes
or that Valve will start doing dev grants like Oculus
mark my words
nope, not that either
they havent done any as far as i know
they said they will
No i think they are starting
never heard a thing
Since they did invite the dev of Onward to work at Valve
are they directly paying him?
and they did say over the summer that they are planning to help out new VR game studios
well he most likely has access to more resources at hand
yeah, that for sure
I would say that just being able to tap into the game dev knowledge at Valve would be a huge boost in it self
but thats not even close to the same as sponsoring studios
plus they also took in the devs of Budget Cut IIRC
they are getting started maybe not at the same level as oculus however slowly but surely
One could hope that Valve is working some VR titles them selves - that would be pretty freaking awesome
wich is most likely why the took this people in
They have already confirmed that
I would die for a VR game in the Half-life universe ๐
it was in the AMA from a few weeks ago
the one with Gabe?
yeah
he also said that they dont like curation
lets hope that they lock the game in as VR only so they can have that as an incentive to buy a vive
tldr, they only care about money
Cool. I actually have a picture somewhere with me giving the guy a hug from 8 years ago. Was such a nice experience walking around the valves office and see how they worked
as long as the general money they get is more than last time, fuck indies
Discovery 2.0 increased sales to the most popular games
and completely oblierated small indies
you no longer get the 1 million impressions
or the 500.000 visibility rounds
i see that you you like the oculus + rift more?
hold on, I was actually thinking that the Indie scene was flourishing?
nope
its getting worse and worse
too much crap
a couple years ago, launching in steam was a honor, it brought you lots of sales automatically
not anymore
anyone gets into steam, and it does not give you views
isnt that just a sign that the scene was opening up, now the market is trying to find its equilibrium
you have to market your game outside of steam
good luck with that as a tiny indie
gonna have to make meme stuff or youtuber bait
you see this?
this is the traffic im getting to steam pages
and i have 2 visibility rounds running
3 games btw
one of them free with 40k downloads
but thats like the deal with everything today. People underestimate how much marketing is worth
it wasnt like this 2 years ago
its going the path of mobile gaming
im jumping ship to consoles, i had plans for roomscale-ish multiplayer games, but no more
I think you have the wrong mindset, steam SHOULD NOT be viewed as a way to get tons of traffic to your game automatically
at least there sony can help a bit
if it is good then people will find it and buy it
no they wont find it
becouse no one knows it exsists
and your reach with no money is 0
unless its meme worthy or youtuber bait
trust me where there is a will there is a way
good luck, gotta find another way
before, your game releases, lots of people see it, and then it depends
so what do you suggest?
how many games are actually being greanlight ?
tens of them
a day
wayyyy too fucking many
normal greenlight time was 2weeks or a month before
and it was hard-ish
now EVERYTHING passes greenlight in a few days
oh, and ban bots
and those giveaway groups that fake greenlight votes in exchange for keys
at least this is something the oculus store has
for your game to be there it has to meet some tech requirements
wich arent easy to meet
for a amateur dev
but wouldnt that cut off even more indies? usually original ideas are not made by top level programmers/artists
this ^
yes
thats the whole point
the point is that with less games released, the ones that do get more visibility
make getting into steam take some effort
But then you would cut off the entire market for everyone who doesnt have 5 years of game development experience, who might make technical better games, but not experiences
there is itch io and that kind of things for amateur games
funny enough, we have passed the years where you could truly be an indie
without a publisher
now you need a publisher to do/help with the marketing
youtubers dont answer your emails, they dont read them
magazine sites dont give a crap and will also ignore you
source: been ignored
i was in Playstation Awards spain
the games from the private universities got reviewed by sites, and got articles
my game got 100% ignored
becouse i dont have the contacts
and my game is much better than their one
and this is not subjective, but actually objective
btw, those games won, becouse playstation spain are a bunch of sellouts
it was fishy as hell
and with me, another group i know
that are making an AMAZING vr game
really, much better than mine
i told them to upload the demo, becouse it could get them good money and appear in lots of sites
they still arent sure what to do, but nobody knows of them
Well, to me it seems like thats a pretty standard experience when you are making any kind of product. Doing networking with the right people is important, it always have been. Hell, I have friends who are much better 3d artist than I am, but they can find jobs because they spend all their time doing 3d and not getting a propper network up and running
for sure
but this last yeasr, steam could break the cycle
unknown games could release on steam, get their small moment in the spotlight, and then the game gets known
there is no spotlight anymore
only the time it takes for you to be on the "recently released" tab on steam
wich is getting less and less time by the week that passes
so now you have no choice but to actually get the contacts yourself, go to every convention you can, and invest in doing your own marketing campaigns
you didnt need to last year
but now you do
wich takes time and money from the actual development
Well, then it seems like its another factor you have to account for when planning a game. Watching early access trailers, you can easily see that people dont even bother doing some proper editing. I mean, you could get a better trailer with some proper music and graphics for 100-200 bucks if you know an editor
seems like youre operating from spain, isnt there some startup grants you can apply to? I know Denmark does have some for startups and game developers to help fund some basic stuff like marketing
EU grants?
dont know about that
but i have to go through some hoops like actually using a family company for the company instead of being "mine" becouse if it was mine, taxes and fees would eat ALL my profit
well what do you need to spend the money on that you cant make a proper trailer?
a proper editor
i mean the people, not the software
I was just going through the uploadvr "New releases" posts and all the trailers make me vomit a bit.. Then again, I work with video everyday
i can use editing software myself, but im not good at it
check out /r/slavelabour
you can find people that know what they are doing and often times very cheaply
its like when I see some new shop downtown with an ugly ass "cheap font logo", I always avoid it because if they cant even take their logo seriously, then its not a company I want to support
Yeah thats fine, as long as its not written in Comic Sans or something
Looking at your screenshot, RIPCOIL and Quill shows proffesionalism from the get go. Two beautiful logoes that conveys what the game is about without actually showing anything
they do have enough budget, its facebook after all
sure thing
is this the game you were complaining about not getting enough views?
or was that another one of your games?
Talking about using some time on your trailer, I think this is pretty cool
https://www.youtube.com/watch?time_continue=21&v=PhsFGteVslc
You could probably find some young starting videographers who would do it for no money
But I wouldnt recommend that, because I hate it when people write to me "Hey, I would love your help on this project, but we cant pay you shit" ๐
"But it will look good on your portfolio!, btw, bring your own gear"
actually, the google analytics screnshot
its from all 3 of my games
its at 0 most of the time
its at 3 becouse i have 2 visibilty rounds at the same time
on 2 games
wich are now USELESS
before, they used to bump the simultaneus number to like 30
for 24 hous
a total of 4 times more traffic, but in 24 hours instead of a a month
now, instead of getting 500.000 impressions, you get 15k
but much higher clicktrhough rating
tried submitting some of your stuff on /r/gaming /r/oculus /r/vive?
You have to be shameless when doing marketing ๐
to the point where one of my threads got flagged by the antispam in r/oculus
so yes, quite a bit
where do you think that post karma comes from XD
except the r/games one
ohhh, tough luck ๐ฆ
and cynicalbrit
vblanco i think the issue with your game is that you missed the boat with wave based shooters. At first they were fun but then the market got pack with a few shit ones and also a couple of amazing ones
yup
same old story
took me 3 months instead of the planned 1.5 months
Yours seems to be one of the better ones out there but the market hates them
the less games are made per year, the better for everyone involved
Well what valve is doing is kinda smart
valve only cares about the general money
since tools are "democratized", the only way to ensure healthy marker is to make garden walled
for them, servers are not that much of a cost for this small indies
because there is a lack of vr content so they are hoping by opening it to everyone a few hidden gems with come through
Valve cares about Valve
$$$ thats it
to hold the community off until the real killer apps come trough
what do you expect they are a business
they let everything pass becouse maaaaaybe some people like unfinished unity asset packs
the more games they have on Steam, the more money they get. While Valve profits, developers suffer.
you guys are literally complaining how valve has made it hard for you guys to make some easy money lol
yes
its still nowhere near easy money
for me easy money would be to accept the offer i have at ubisoft
but the VR market still has no where near the amount of content the general market has so i dont see the issue
let's get serious here.. I saw another dev not too long ago wanting to sell his game at 99c on Steam. VR game. It could be just a hobby for him (and he has a really solid income from his day job or another business venue). It could be he still lives with his parents. It could be is a well off retired person. Selling games at 99c is not helping anyone, not in a long run, not in a short run.
look at the recently released game list
check how many are VR
now, compare how many people have VR with how many people dont
i understand vr people tend to buy way more than the general population
but they dont but up to 20 times more
what is wrong with sellling games at 99c? if that is what is worth i dont see an issue
i dont see that ever happening on pc
~2008 Steam was golden. They reviews submissions, then let games through (or not). Visibility on Steam was awesome, indies did really well. If someone made dorky game and it was meh, it was not allowed on Steam. 99c games were not happening and recommended release price was $9.99 for small games.
I am not sure I agree with your points about having to close of the market. My dad was a photographer by trade, going from the early 80'ies where a 35mm camera was crazy expensive and only proffesionals were able to get them. Fast forward to 2017, everyone has CRAZY cameras in their phones, DSLR's are crazy cheap and everyone fancy them selves a photographer. Many mediocre guys are complaining because their market has been overrun by 17 year olds with a DSLR they got from their parents, but the proffesionals who truly knows photography? They have no problem making a living
there are parallels with the mobile market
and people who are talented, they rise through the sea of mediocrity fast
at the start, the mobile market was full of 2-3-5 dollar games
but then, too many games started to be released
people couldnt be sure of the game
you had to be serious about game dev. You had to put effort and time to achieve production value. It doesn't sounds like easy money. But it allowed for healthy profit and good and long lasting residual income.
so they went to 1 dollar prices
Zpanzer is right the good games will stick out from the shitty games
@tawdry dragon you are dead wrong, sorry
in the mobile market
it was a race to the bottom
becouse mobiles were a huuuuuuge market, and everyone was making games for them
Steam is going straight that path
it's been said numerous times - making a game is 10% of game dev. 90% of it PR/marketing.
now its 99%
yes, so is doing photography and building your brand
so is doing any business to be honest
So you game might be bad ass, but due to circumstances (not rubbing with devs with names, lack of funding, no friends from college who hold key positions in the industry, etc.) it will never make it to be a financial hit.
yes, but in 2008, Steam was your PR
free PR
so you did your 10% and Steam did 90%
Yes, but that is because, as you say, game developing is not only about writing code and doing art assets, its also about communicating what value your game actually holds
press was all over indies games that made it to Steam
that is t he issue steam should not be viewed as a way to get PR, but a rather a marketplace to sell your game
Ill be right back ๐
good luck failing @spring coral
because I highly doubt you or 99.9% of folks here have the money required to do PR on today's market
Well if you have a good idea and you excute it properly then I dont see any issue doing PR
need money for adverts, need money to make trailers/keep the social networks
you cant do everything yourself
you obviously have no idea what you are talking about, @spring coral
ad campaign on Pandora radio was $6k in 2011
for a short period of time, something like a week or two
i dont know why you think I have no idea what I am talking about please elaborate
motorsep actually sold a indie game on steam before greenlight
the market has changes since 2008 dramatically
if back then it was enough to make it to Steam and shoot e-mail to media and be covered all over the press, today it's impossible
Well recently we made our first small VR game
and we sent a few keys to a couple youtubers and they made videos about it
as of today one of the videos sits about 100k views
we didnt pay him
back in the days I could just email link to mp4 video of my game and email prominent game outlets and get it on their front page for free. Not the case any longer.
What about what i just said this was back in oct-nov
i released VRMultigames for free at the very end of august
note that I simply pop-up out of the blue with my game as before that I was hanging around Quake modding community. I didn't do UE3/UDK or UNity or Source, so I didn't have any contacts anywhere. Today it's impossible to show your face/game without having contacts or money.
I would to hear your marketing strategy, because to me it seems like you're going for the hight end market in order to get your marketing to most viewers, but I would suggest you try out doing a tiered strategi. Go for low fish and start working up from there, do this early with alpha builds
whats your game btw?
could you please link your game and video, @spring coral ?
I know two guys doing a multiplayer shooter in VR who invited 3 danish streamers from twitch to come by, they have total... maybe 3000 subscribers, but it worked and know larger and larger fishs are interesting
vblanco have you seen the trailer for VRMultigames, would you buy that?
sure one sec
its free, so no, i wouldnt buy it XD